Mostly this is interesting to me for research into the construction of an excellent game, so…
If you poke around any more, could you try displaying the characters’ physical size boxes?
Throws probably don’t have hitboxes because they just have a range check from your position to the opponent’s…maybe that number is possible to find as well…?
Mike_Z, I’ll take a look… I saw those characters width numbers around somewhere.
Anyway, I have a question for you 3S experts… I’ve noticed that the length of a move (in frames) is different depending on whether the move whiffs, hits/blocked, or is parried. For example Ryu’s far strong is 17 frames if it whiffs, 22 if it hits or is blocked and like 39 or something if it’s parried. My question is that since all of those numbers are character and move specific, is there any way to derive them based on the known frame data?
if a move is parried it’s frozen for 12/14/16 depending on the strength of the move
also
if it whiffs i’m sure it goes through the entire animation. perhaps it cuts animations for the moves when it’s blocked early or late you should check that too doing normals from different distances to check if it changes :3
Hey guys, I just manually counted the the frames of Ryu’s far strong (using my hitbox viewer) and found that it actually has 4 active frames rather than the 3 that I see listed in the frame data. Seeing this I then tried Ryu’s far fierce and found it to have 3 active frames rather than the 2 listed in the frame data. This means Ryu’s far strong takes 18 frames to complete not 17… can the published frame data really be flawed in such a way?
I don’t know where you heard that but it doesn’t seem to work that way at all…
Master Bigode, thanks for interesting article but I didn’t get the following:
What does this mean? From the tests I’ve done that doesn’t seem to make sense… Using Ryu’s far strong again as an example, it takes 23 frames to recover if it makes contact on the first active frame but 26 frames to recover if it hits on the last active frame (the 4th, as I’ve shown above).
The rest of the frames become recovery frames only in the sense that they cannot actually hit anymore, that is that, since they have already hit the opponent and that they may only hit the opponent once, they are basically just lag after the point at which they hit. Could you give a short explanation of how you did this? I’m not at all a competent programmer myself but I am interested in learning how to do stuff like this. Edit: I cant get this to work. Ive tried to figure out the both the binary and the patch. I also read the tip you gave to the other guy, with the renaming of the roms. Ive downloaded a sfiii3an and a sfiiin, tried dragging and droppoing both of them, then swapped the names around again and it still didnt work. Any idea as to what could be wrong?
Totally unrelated, but I figured if it’s possible Lenneth might be the guy to do it.
Is there a way to patch/modify the 3rd Strike rom so that is has all of the 2nd impact/ NG backgrounds available in addition to the 3S ones? I actually like the 2nd Impact ones better and it seems a shame that they were just tossed out.
Can you be more specific? I mostly just used the MAME debugger that is activated using the -debug command line option.
MAME doesn’t support drag and dropping of roms… instead they should be located in a central directory (by default, a “roms” folder in the same directory as the executable).
If you’re not a programmer then you can just ignore the patch file. It just seems like you’re using the wrong rom which I’ve already discussed here.
No.
Maybe… I’ve actually been thinking about making a 3rd strike rom editing program.
^ Your rom doesn’t have the sf33usa.bin file. You also don’t need to put your MAMEServer thing in your MAME 0.135 folder… just run it by itself with the proper rom and it should work. Furthermore, you don’t have to use the patch.
It really is amazing to see the hitboxes for this game. It’s so cool! Mad props for you, LennethEX!
But I have some doubts! Take a look at this cr.mk screen: http://img706.imageshack.us/img706/8624/cmkf.jpg
Looking at it, you can easily figure that the blue are vulnerable hitboxes and the green hitboxes are the ones that hit your opponent.
However, having played chun in this game, I know that you can hit the leg - right there where it appears to be green. Like this: http://img32.imageshack.us/img32/4172/hitx.jpg
My guess is that there are blue vulnerable hitboxes “behind” the opaque green hitbox. Am I interpreting this right?
I don’t know if that would be possible, but it would be nice if the green hitbox was translucent, so we could actually see it.
On a side note, that bot playing ken… reminds me a lot of playing random scrubs on GGPO.