10 March 2020, 15:24 | #121 |
Dream Merchant
Join Date: Sep 2007
Location: Dreamlands
Posts: 530
|
|
10 March 2020, 16:36 | #122 | |
Registered User
Join Date: Sep 2006
Location: New Sandusky
Posts: 942
|
Quote:
...with regards to complexity of SF2's damage model. There's a reason they were able to get it so so fast on a mere CPS1 68000. Each frame of data is classified into "hitboxes" and "hurtboxes". The code does not look for hitbox collisions, only hitbox/hurtbox collisions. Hitbox == damage-dealing part, Hurtbox == vulnerable part. This simplifies the math a lot as each fighter only has one hitbox in any given attack (plus any projectiles onscreen at the time which have their own hitboxes). Character spacing is handled separately which is why characters seem to bump together at distance rather than physical intersection of their sprites. So if an enemy has only 3 hurtboxes on a given frame than only three comparisons needs to made against those for each hitbox generated by a character. This drastically lowers the computation time rather than calculating the interaction of all entities onscreen. Note that hitboxes/hurtboxes have an integer priority rather than binary. Since integer comparisons are essentially free vs. binary, you can have situations where two collisions interacting can be compared to determine who (or both) take damage or a state effect. Last edited by AmigaHope; 10 March 2020 at 16:49. |
|
10 March 2020, 16:57 | #123 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,774
|
Quote:
|
|
10 March 2020, 20:57 | #124 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,529
|
As for the above,so hitboxes and hurtboxes are areas - either square (simple) or polygonal (more complex) - relative to the sprite(s) box that when intersecting generate a hit, am i right?
|
10 March 2020, 21:06 | #125 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,778
|
This video shows you at lot of the Boxes.
[ Show youtube player ]
and this site explains the different boxes - https://www.smwcentral.net/?p=viewthread&t=33039 @AmigaHope your right its only 3 checks Head, Body, and Foot and some moves can only ever hit one of them so it's not many checks. Last edited by Retro1234; 10 March 2020 at 23:58. |
11 March 2020, 01:05 | #126 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,212
|
|
11 March 2020, 08:23 | #127 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,774
|
If you'd had all that data, you'd still need the AI code, though..
|
11 March 2020, 08:30 | #128 |
Registered User
Join Date: Nov 2015
Location: Italy
Posts: 191
|
There are Street Fighter 2 "ports"/versions for M.U.G.E.N. How good (and close to the original) are those?
|
11 March 2020, 10:10 | #129 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,778
|
idea if A.I here https://sf2platinum.wordpress.com/20...the-ai-engine/
Boxes -Dont know how many Sprites Master484 had in his Sprite Sheets per character say 120 mapping our Boxes 120*(6 Boxes * 4 corners)=2880 Byte file so pretty much nothing but if we're storing all Sprites in memory complete not split and in Reverse. just trying to get an idea of Memory etc It would be good to get a complete A.I scripts for a character to get an idea of its size and other things. Last edited by Retro1234; 11 March 2020 at 10:35. |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Super street fighter Turbo Amiga-CD32 Akuma? | seiyaps5 | support.Games | 1 | 12 February 2020 03:54 |
Super Street Fighter 2 Turbo - The Greatest Amiga Gaming Casualty? | CU_AMiGA | support.Games | 103 | 27 May 2019 17:54 |
Super Street Fighter 2 Amiga Cd32 | GurjSagoo | request.Old Rare Games | 6 | 31 October 2009 13:13 |
street fighter | stuntpup | project.WHDLoad | 5 | 30 August 2007 20:45 |
Street Fighter 2 Poster from Amiga Force Issue March 93 | grape | Retrogaming General Discussion | 11 | 08 November 2005 22:25 |
|
|