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Author Topic: Arcade hitbox data, for use in mugen  (Read 6748 times)

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Offline DarkValentine

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Arcade hitbox data, for use in mugen
« on: December 22, 2012, 09:30:22 PM »
I wanted to post this from an old bookmark I had, back when I was at one time interested in attempting to make a character. But I didn't know anything about hitboxes, or how they operated in mugen. And the docs didn't give me that much to work with. Same for KFM. Granted, hitboxes for both mugen and arcade fighting games differ, they do have similarities. But for someone like myself, I couldn't outright understand hitboxes in mugen, without figuring out how they work in arcade versions of those games first.

So, I'll just go ahead and copy & paste what was put in the link I found, since it is not all the time available to view, due to the server not being available all the time. I'll add spoiler tags, to make sure it stays orderly. Despite one of the goals of mugen as a whole, is to have freedom of doing what you like, for someone that has little understanding of the complexity of characters, and their creation, without first understanding their counterparts in the real games, then it helps.

I will say this: There are a good handful of creators who do their own thing with character creation, so this mostly won't apply for those who are seasoned in doing so. But this is geared towards those who want to get started doing something a little closer to home, in understanding some of the terms used, and see why some things react the way they do in arcade versions. It would hopefully give some kind of insight, for future releases by up and coming creators.

1. Introduction
(click to show/hide)

2. Common box types
(click to show/hide)

Vulnerability and Attack
(click to show/hide)

3. Projectile Vulnerability and Attack
(click to show/hide)

4. Push
(click to show/hide)

5. Throw and Throwable
(click to show/hide)

6. Usage
(click to show/hide)

7. MAME-rr vs. FBA-rr
(click to show/hide)

8. Background removal
(click to show/hide)

9. Color customization
(click to show/hide)



Supported games

sf2-hitboxes.lua
All of the Street Fighter II games.
(click to show/hide)

SF2 Notes
(click to show/hide)

marvel-hitboxes.lua
All of the Marvel/Versus games on the CPS-2 system.
(click to show/hide)

Marvel Notes
(click to show/hide)

cps2-hitboxes.lua
All of the remaining CPS-2 fighting games, including the Street Fighter Alpha and Darkstalkers series.
(click to show/hide)

CPS2 Notes
(click to show/hide)

beatemup-hitboxes.lua
Selected beat-em-up games on the CPS-2 system.
(click to show/hide)

kof-hitboxes.lua
Most of the King of Fighters games on the NeoGeo MVS system.
(click to show/hide)

KOF Notes
(click to show/hide)

garou-hitboxes.lua
The Garou Densetsu/Fatal Fury NeoGeo series.
(click to show/hide)

Garou Notes
(click to show/hide)

cps3-hitboxes.lua
The CPS3 games, excluding the Jojo titles.
(click to show/hide)

CPS3 Notes
(click to show/hide)

Hopefully this will be informative to those who want to compare, and actually test it out, instead of second guessing how things go overall between the arcade counterparts, and mugen's own system. Big thanks & credit to Dammi over at the mame-rr homepage, for taking time out to give this kind of info out.
« Last Edit: December 22, 2012, 09:57:00 PM by DarkValentine »


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Offline Space (DCL)

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Re: Arcade hitbox data, for use in mugen
« Reply #1 on: December 22, 2012, 11:08:51 PM »
Ive done this to some of my characters, mainly Gambit and Gouki. For accuracy, its worth it, and for anyone who has complaints of the hitboxes is invalid since they are directly from the game itself.
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Offline DarkValentine

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Re: Arcade hitbox data, for use in mugen
« Reply #2 on: December 22, 2012, 11:10:29 PM »
Exactly the way I see it also. At least it would be helpful data otherwise. That is one way of looking at it.
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Offline Cyanide

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Re: Arcade hitbox data, for use in mugen
« Reply #3 on: December 23, 2012, 03:12:42 AM »
Minor useful addition to this. KoF games allow for both hitboxes and debug sprite viewing just through the neogeo dipswitches. You use this in something like kawaks.

Console mode. Activate boxes 1-1 and 1-2. Start a training round. A/B cycle characters C/D cycle animations. Press and hold select while doing so, you can also move the character (with axis) around the screen. No scripting or engine slowdown.

Offline O Ilusionista

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Re: Arcade hitbox data, for use in mugen
« Reply #4 on: December 23, 2012, 10:18:19 AM »
Thanks, this is very useful. Lua is a nice script language which is ver useful on emulators, like GENS.

Some of the ways of making CLSN is the same way I do, that is nice.

But some are absurd, like that Zangief throw box



Offline DarkValentine

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Re: Arcade hitbox data, for use in mugen
« Reply #5 on: December 23, 2012, 11:15:22 AM »
Thanks, this is very useful. Lua is a nice script language which is ver useful on emulators, like GENS.

Some of the ways of making CLSN is the same way I do, that is nice.

But some are absurd, like that Zangief throw box


I guess that explains why he is able to grab, before actually touching someone.

T.Hawk on the other hand...



When I see this, it never ends well, lol.
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Offline DEMONKAI

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Re: Arcade hitbox data, for use in mugen
« Reply #6 on: December 26, 2012, 11:03:43 AM »
T.Hawk on the other hand...



When I see this, it never ends well, lol.

 /:O DAMN no wonder!  :D

now i dont feel bad about how i code things at times. even the pros who get payed to do this stuff O.D. i see lol
Lots and lots of supers so f*ckin what

HAIL CROM!!

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