02 March 2020, 21:55 | #41 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,797
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Quote:
. There is a reason why SF2 plays a lot more sophisticated than Yie Ar Kung Fu, and a lot of that is in those hitboxes.. |
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02 March 2020, 23:25 | #42 |
Phone Homer
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I not going to waste my time making a demo just to prove it, waste time proving stuff on a computer no-one cares about and when I'm done I never get a thanks or sorry.
It didn't work for you because you can't even understand what I'm saying. The thread title is EASY WAY of doing it I told you an EASY WAY and I just get computer says no. Yie Ar Kung Fu! You can't even grasp what I'm saying. Last edited by Retro1234; 02 March 2020 at 23:30. |
02 March 2020, 23:43 | #43 |
Lemon. / Core Design
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03 March 2020, 00:15 | #44 | |
CaptainM68K-SPS France
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Quote:
It can be done. The problem is the amount of time to split each parts, it's a gargantuesque task. |
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03 March 2020, 00:29 | #45 | |
Registered User
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Quote:
Have you coded anything in the past on Amiga? A genuine question. |
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03 March 2020, 04:47 | #46 | |
J.M.D - Bedroom Musician
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Location: los angeles,ca
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Quote:
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03 March 2020, 09:06 | #47 | |||
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
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Quote:
Quote:
I even created two games implementing what you are saying. I even made a prototype for a game on the Amiga like that: [ Show youtube player ] While not being the sole instance of wisdom on that genre, I'd consider myself a bit knowledgable, you know... Quote:
SF2 is not SF2 without proper hitbox detection. You are saying, that all around hit boxes for a character are enough, no need for detailed ones. It's not hard to grasp, you know... Why are you taking this so seriously? We are just having a technical discussion, and it's okay to be wrong on something. Have been there plenty of times.. Last edited by Tigerskunk; 03 March 2020 at 09:16. |
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03 March 2020, 15:47 | #48 | ||
Pixelglass/Reimagine
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Quote:
Quote:
Anyhow the problem with all the above, even if a pixel perfect method is used, is that you just need in a fighting game to make a hard distinction between the player's body and an attacking limb. You don't want the whole body of a character to act like an attack! For example if you are punching to the right, hitting the air and the other player happens to be at your back to the left (but still overlaping you), you don't want to register a hit because he isn't even remotely close to the punching arm. The same stands true also for the body area. You need to be able to make a distinction between the body area one can hit and the rest of the player animation (including extended limbs e.t.c.). F.e. if 2 players perform a forward punch at the same time but only their fists overlap (so they are away from each other's body) you wouldn't want to register a hit either. |
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03 March 2020, 19:50 | #49 |
Phone Homer
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im not going to have go at you because you have seen the one problem you cant tell witch part of the body is being hit(assuming your using one large sprite and not bobs split into pieces)
But your first picture after everything I wrote, come on, anyway everyone just move on Last edited by Retro1234; 03 March 2020 at 19:58. |
03 March 2020, 21:25 | #50 | |
Registered User
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Quote:
Well for MK they obviously got given the code to work with (I think all the home ports used the arcade logic code). I'm in two minds about using the arcade code... back in the day there would have been plenty of people capable of doing it. However now far fewer would be up to scratch on 68k asm, however you have some amazing tools at your disposal which would help. It's probably the right route for the ultimate conversion, but it would just be for showing off internet karma as there is nothing else to gain from it. |
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03 March 2020, 21:46 | #51 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
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disassembling a big executable in 68k and rebuilding the logic/resourcing it isn't an easy task even if you know the 68000 processor very well.
Best way is to debug the code using MAME so you can see it in action, check values of the variables, etc. A static analysis is very hard. Even with the right tools.^And we're talking an unknown platform, not the amiga. So the hardware interface isn't well known. Unless you check mame driver (which isn't very easy to understand either!) You'd think you'd stumble on the IA routines directly, but they're mixed with a lot of little interest code (lowlevel routines for sound, gfx, controls, loading…). Kroah is pretty good at this. He admits he's using the Atari ST versions because they're way simpler than amiga versions (no blitter, no custom chips) |
03 March 2020, 21:55 | #52 |
Inviyya Dude!
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The point is with either pixel perfect or a large hit box, you get the problems that are described above.
It's simply not precise enough for Street Fighter.. |
03 March 2020, 22:18 | #53 |
Phone Homer
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Im Not! having a go you Tsak just saying, but your second picture as-well after I wrote you know there X,Y could easily be overcome.
in fact knowing both players X,Y and Frame Number and Frame size it would be fairly easy to work out what part of the body has been hit with a fairly simple equation. Going Further this probably would be possible with a single Bounding box and not even Sprite vs sprite collison. Pre set data for each frame you could fairly easily work out what part of the body has been hit etc. Used with Sprite Vs Sprite Collision would even probably give you collision better than bounding boxes, pixel perfect collison. Last edited by Retro1234; 03 March 2020 at 22:34. |
03 March 2020, 22:43 | #54 |
Phone Homer
Join Date: Jun 2006
Location: 5150
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ive got stuff i should be doing not this....
Simple Sprite Hit = True X,Y = Player 2 in front of Player 1 etc X,Y= both on Ground Direction Player 1 = Right Direction Player 2 = Right Player 1 Hitting = False Player 2 Hitting = True Ok NO HIT. Sprite Hit = True Sprite 1 X,Y Sprite 2 X,Y Frame Etc Move = Punch Type 1 Direction etc Calc distance X Between Player 1 and Player 2 for Punch Type 1 = There must be distance of Blah Too Far Away = NO HIT Last edited by Retro1234; 03 March 2020 at 23:43. |
04 March 2020, 07:38 | #55 |
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04 March 2020, 08:18 | #56 | |
Inviyya Dude!
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The only difference is, that you don't need to keep hitbox data, but all the other data you need to compare each frame ("standing/ducking/jumping", "attacking/blocking", "direction", etc) And in the end it would still feel like a different game compared to Street Fighter. Just believe me, I have been there and done that. |
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04 March 2020, 09:29 | #57 |
Phone Homer
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Simple BOX HIT = YES X,Y boring Player 1 Frame Ducking Player 1 Kicking Size of Frames calculate, Player 1 Deduct Player 2 = only half Player 1 = Player 2 X,Y must be so so to make contact. No Hit This is all very childish and I'm not going to continue, first I don't care second I don't care. |
04 March 2020, 09:31 | #58 |
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04 March 2020, 09:36 | #59 |
Phone Homer
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Nor is how advanced SF2 was coded
Anyway no more silly replys. Ecept this one thing, with Sprite vs Sprite or Mask you would have Pixel perfect Dection, if you can't understand this basic principal that I write you would never be able to make a game like SF2, SF2 is very complicated and you wouldnt be able to map all the Hit boxes it would be beyond your capabilities. Last edited by Retro1234; 04 March 2020 at 09:47. |
04 March 2020, 09:44 | #60 | |
Inviyya Dude!
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Quote:
add/edit: Sorry, but your system isn't in any way less complicated than checking hitboxes. The sole problem with the hit boxes is that you need all that data. But that data exists somewhere in those game files. The actual execution isn't that complicated. For your system, someone would need to newly create all that data for every frame. For a lot of different cases. I don't see how this is a viable strategy, sorry. |
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