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Old 10 March 2020, 15:24   #121
skan
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Quote:
Originally Posted by britelite View Post
With some additional visual effects a stickman fighting game could be awesome
Hell yeah!
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Old 10 March 2020, 16:36   #122
AmigaHope
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Originally Posted by LongLifeA1200 View Post


A Japanese style RPG? That sounds like a much more interesting project to do than an arcade-perfect port.
SNK kind of did it with their Samurai Spirits RPG. ("Samurai Shodown" in the west, though the RPG never got released outside of Japan.)

...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.
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Old 10 March 2020, 16:57   #123
Tigerskunk
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Quote:
Originally Posted by AmigaHope View Post
SNK kind of did it with their Samurai Spirits RPG. ("Samurai Shodown" in the west, though the RPG never got released outside of Japan.)

...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.
Well explained!
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Old 10 March 2020, 20:57   #124
saimon69
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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?
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Old 10 March 2020, 21:06   #125
Retro1234
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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.
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Old 11 March 2020, 01:05   #126
DanScott
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Originally Posted by Retro1234 View Post
so it's not many checks.
even if it was 10 or 20 checks, can still be done pretty quick with optimised code
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Old 11 March 2020, 08:23   #127
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If you'd had all that data, you'd still need the AI code, though..
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Old 11 March 2020, 08:30   #128
aros-sg
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There are Street Fighter 2 "ports"/versions for M.U.G.E.N. How good (and close to the original) are those?
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Old 11 March 2020, 10:10   #129
Retro1234
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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.
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