Vampire Savior Hitboxes

Started by aokmaniac13, August 13, 2010, 03:18:17 PM

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aokmaniac13

http://www.youtube.com/watch?v=CMVe66oxFTw

I'm tired of ignorant whiners whining about infinite priority bullshit when it exists in EVERY GAME EVER.
I have yet to see otherwise.

Jesuszilla

* Jesuszilla taodance



Felicia's getting proper reprioritization!

Bastard Mami

mugen is not a game but an engine, so you should not apply game rules to it.

c001357

unless, of course, you are actually making a game

Starlogical

Quote from: c001357 on August 14, 2010, 05:39:34 AM
unless, of course, you are actually making a game
With the engine.

Cyanide

Because i am currently seriously lazy. Someone tell me how this works.

I read something about run lua on this emulator. I really can't be bothered learning anything new right at this moment so if someone would kindly do that piece of work, i can look into updating Rikuo's hitboxes when 1.1 comes out.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

felineki

First download the script here (click on the "Download" button at the top of the big text box). Next you need an emulator that can run Lua scripts, I'd recommend FBARR. Start it up, load Vampire Savior, then go to Game>Lua Scripting>New Lua Script Window. A window will pop up. Click the "Browse" button on it, then load the script you downloaded earlier. Then click "Run" to start running the script, and "Stop" to stop it.

Anyway, when I try to use the latest version, the game slows to a crawl and the entire screen becomes tinted, likely because the script's trying to read projectile slots that are still blank. The screenshot example doesn't show this, and from what I can make out the script does check to see if the projectile slots are blank before trying to render them, so perhaps I'm doing something wrong.

Yoda

thanks for the script man!

but i have one problem, when i activate the dark force mode, the hitboxes don't match with the sprites! why?






felineki

Well, it looks like you're playing VS2 there, and as far as I know the script was intended only for the original VS. Even just trying to use the Japanese VS romset (vsavj) causes problems (the ones I described in my last post... using the Euro vsav romset works fine), and it's likely closer to the base vsav romset than VS2 is. So the script likely requires further updates for full compatibility with all versions.

Anyway, latest version of the script is here. It now mentions vsav2, so try this version and see if it works for you. It also now covers SFA2 and SFA3, and has been been redubbed a "CPS2 Hitbox Viewer". Hope that more games will continue to be added. There's also now a configurable delay that should allow for perfect synchronization of hitbox display with sprite display (because the graphic display is naturally delayed a few frames behind the internal values that are being read to form the hitbox display).

Yoda

thanks for your help, this one works very well!  :)

Jesuszilla

Yay my advice worked! Zero2 AND Zero3.


Also even before this update, VH2 at least seemed to work fine to me.

Jesuszilla

Bumping this because it's kind of an important question.

I just noticed that there are no throw CLSNs that are displayed... So could the values for those be in a different spot? Are there even any CLSNs at all? Is it all based purely on proximity?

aokmaniac13

Quote<LegendaryBlueShirt> xeno, question
<LegendaryBlueShirt> How do you know if a throw in VSAV is gonna hit
<LegendaryBlueShirt> Regarding the boxes
<@zenosip> like a cmd throw or normal throw?
<LegendaryBlueShirt> If they're separate cases then I'd like to know both
<@zenosip> ground normal throw, air normal throw, and cmd throw are most likely handled rather differently
<@zenosip> in terms of hitboxes you can calculate the throw range based on the pushboxes
<@zenosip> ground normal throws are point blank so push boxes need to be either touching or pretty damn close
<@zenosip> airthrows i have no idea, there must be hitboxes that were never revealed
<@zenosip> because i know damn well characters like felicia have DRASTICALLY different airthrow ranges than chars like bishamon
<LegendaryBlueShirt> So it's basically a big question mark for now
<@zenosip> yeah "for now" its a big question mark in regards to airthrows thats for sure
<@zenosip> i dont think its a question mark for ground normal throws
<@zenosip> cmd throws i dont know, i feels like some of them have more range than others so its either a hitbox thing or the characters collision box extends, not sure
<@zenosip> you would have to ask dammit and crew
<LegendaryBlueShirt> Thanks for the info then

Jesuszilla

I see. Main thing I was wondering were the command throws. Felicia's Hellcat appears to be instantaneous in VS so there's not much I can see there.

felineki

As far as Vampire Savior goes, throws do use actual boxes, which are even stored along with all the other attack boxes, but the routine that checks them is hard-coded, making it difficult/impossible for the script to display.