I'll be focusing on VSav/SFA3 right nowI love you
Oh boy I can't wait to recode my ROTD charas
The Jesus part of your name fits so well. You're the newest mugen savior.And he's working on Vampire Savior. Coincidences? :idea2:
Select "yes" when it asks to run the Lua script and click "Start Diagnostics" to begin reading data. There is no need to synchronize the table.
Now I can make the characters 100% accurate. (as their vels were mostly guesses).
Just here to give some thumbs ups :)same
100% accuracy in mugen. It's nice to dream.
Yes. They're not displayed in a very friendly format, though. This is evident with Felicia's walk back, which should be -3.125. Need to fix that, but Lua's string.format function is acting weird.
These hitboxes look as bad (albeit different) as those from SF3. Good job Capcom LOL !
Now, it's Just No Point's duty to remake all his spritepacks into accurate standardized SFF and AIR for direct use in Mugen. :P
Hey, uh.. how would I go about pausing attacks the frame they start? I can't imagine I can click the pause button in a 60th of a second.Because I havent messed with the game I cant tell you for sure. BUT how I would do it in Project Justice is find out what triggers the animation(s). Record what animation numbers/pointers values you need. Then Shove them back in and it should restart the animation.
Because I havent messed with the game I cant tell you for sure. BUT how I would do it in Project Justice is find out what triggers the animation(s). Record what animation numbers/pointers values you need. Then Shove them back in and it should restart the animation.
Hey uhh.. is it pausing for you? because now I can't pause at all, I click the pause/step frame button and it does nothing?
Clsn2: 1
Clsn2[0] = -30,-100,28,-38
Clsn1: 1
Clsn1[0] = 9,-64,27,-48
Clsn2: 1
Clsn2[0] = -30,-100,28,-38
Clsn1: 1
Clsn1[0] = -5,-52,23,-32
Hey uhh.. is it pausing for you? because now I can't pause at all, I click the pause/step frame button and it does nothing?
I can pause and framestep just fine, even after restarting the emulator.
Unrelated to JZ's current discoveries, but thanks to cheat engine I think I may have cracked how the Hyper NeoGeo 64 stores xyz data through SS64. No guarantees because this is only one game, so I'm going to see if it applies to Buriki One and Fatal Fury Wild Ambition.Okay I just did a quick test in Buriki One and I'm getting nothing still. Nothing for floats or 4 bytes (which were SS64's) or 2 bytes. It makes sense that it should be different than SS64 because different teams worked on the games, but as to why Buriki One is somehow untouchable aside from Timer, Health and Camera positions is beyond me.
If this works out I will see if I can find hitboxes as well.
Well if I want it to be accurate to SF2WW I could use this to look into the game to see the Velocitys or whatever it is. Or I said that because I wasn't paying attention.Maybe it'll help if you're referencing a certain character for Gouken's moves or whatnot (like how I'm studying Kang in ROTD for one of my WIPs) (UNWARRANTED PLUGGING)
I'm getting the same thing. At 1st I noticed I had 1.63 so I went back to my 1.62 and it's still doing the same thingSelect "yes" when it asks to run the Lua script and click "Start Diagnostics" to begin reading data. There is no need to synchronize the table.
And this is what I get:
(http://i.imgur.com/0FunZAq.png)
(https://pbs.twimg.com/media/CND8rCIVAAUC2yY.png:large)
(http://i.imgur.com/NUyttbn.gif)
Scroll up and check the box labeled "P1" so I can see the velocities in there.
If I had to guess, it's probably stuck thinking it's in SFZ3 mode.
Hey uhh.. is it pausing for you? because now I can't pause at all, I click the pause/step frame button and it does nothing?
You MUST be using an older table because the calculations are there.
Check the directory where you're saving/loading.
try cleaning your brower's cache, maybe it has an old file stuck there.
(https://pbs.twimg.com/media/CNYug9nVEAAm4L2.png:large)
why
The few images from strategy guides + using SFA/SF3 as reference and trying to simulate the larger boxes and logic I could come up with from the official CVS images.
IE: I made them up
Excuse me?
It was a projectile before; I have no idea why they did this. It doesn't have to deal with reflection because Ingrid's super is a static projectile and it cannot be reflected either.I also wonder why they decided to get rid of its original effect sprite and replace it with that same generic ground spark they've used for a hundred different things in a dozen different games.
Maybe they just wanted the move to have cornerpush for whatever dumb reason.
Clsn2: 1
Clsn2[0] = -10,-10,14,10
Clsn1: 1
Clsn1[0] = -54,-6,10,6
I can't get the cvs2 table to work in cheat engine. I've tried just about everything and it stops responding when I hit start diagnosticsI started with it working fine for me. Then I tried again this week and it was doing the same thing. So I knew something must have changed. And the only thing I'd messed with was the video graphics settings.
EDIT3: Script updated. Can now find invisible projectiles and some better compatibility with CotA character CLSNs since theirs are weird. CLSN1 will show in the stance now but that is the throw box. -Whiplash-