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Hitbox viewer general support & feedback

Started by odabugs, July 04, 2014, 05:23:09 PM

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odabugs

Hi,

Since we've heard of some people having trouble getting the hitbox viewer up and running, please post here to let us know about any issues you're experiencing with it.  For users who tried early on to install it and found that pydbg was giving them grief, this was largely due to a mistake in early revisions of the installation guide that has since been corrected.  We advise downloading the viewer again (so you won't hit "can't import utils" problems--we resolved that too) and repeating the install process using the unofficial pydbg installer package that can be found here: http://www.lfd.uci.edu/~gohlke/pythonlibs/#pydbg (grab pydbg-1.2.win32-py2.7.exe).  This is a considerably simpler and more error-proof way to install pydbg.

In the short term we're looking into tying up loose ends and implementing features that we were hoping to have done before the word got out a bit sooner than we anticipated (it happens!).  Later on down the line we may look into moving away from the current Python-based runtime environment toward something that will allow us to provide a simple "click and run" binary package (and hopefully improve stability--I'm sure some users have already noticed issues on this front).  In the meantime we're certainly also open to feedback, feature proposals, general questions and suggestions for changes.

Phoenix and I will do our best, our individual schedules allowing, to use this thread for providing user support, responding to feedback, and announcing new and planned features and changes.  Both of us may also be reached via PM on DC or on SRK, and users wishing to contribute to the project are encouraged to reach out to us (though contributors are also advised to note that our current codebase is obviously not quite in a mature state).

Currently planned changes for future builds (as of 07/04/2014):
+ Config file support (the config file we have right now is ignored by the program)
+ Proper layering of box rendering by box type
+ Customization of box colors and the layering order (by box type) in which boxes are drawn
+ Turn off box drawing for one player
+ Left/right facing indicator (helps to resolve ambiguous crossups)
+ Write general README and document existing command line arguments for usage (-usefill, -noborders, -nopivots, -thicklines, etc.)
+ Simple frame counter (once player state can be more reliably determined this will make collecting frame data significantly easier)

Longer-term "maybes":
+ Translations of documentation and program messages?  (User help will make a big difference here)
+ SF4 Box Viewer-style GUI in place of command line?
+ Frame advance or other TAS features? (May require more research to assess the viability of implementing this with our current codebase)
+ Downloadable package with required components bundled for install?

Misc. outstanding issues (as of 07/04/2014):
- 1080p and 1440p resolutions don't show boxes positioned properly on the Y axis (if anyone has a monitor large enough to take clear 1440p screenshots, please contact me to help here)
- Throwable boxes still need further research
- Controlling the game with a breakpoint is probably less than ideal for stability (alternative solutions?)

desmond_kof

I stickied this thread for people can see and find it easier. I'll throw a link on twitter. Thanks to you and PhoeniX for your hard work on this project!
"Do not place so much importance on winning. The fight itself has value."

odabugs

First baby steps toward compiling comprehensive hitbox data on SRK Wiki: http://wiki.shoryuken.com/The_King_of_Fighters_XIII/Kyo#Normal_Moves_2

We don't yet know precisely how to replace the stage background with a solid color, but with a bit of Photoshop work and the excellent sprite rips at Logical Bends we're starting to get a feel for ways to produce sharp, high-quality hitbox snapshots that should match what you see when running the game at 480p (which is the "native" resolution of hitbox data--if a box measures 50 units wide internally then it should generally show up 50 pixels wide onscreen at 480p).

desmond_kof

That's pretty cool looking. Up on our wiki, we just use the snapshots of the hitboxes captured on the white stage, it isn't perfect but it shows the jist of it: http://dreamcancel.com/wiki/index.php?title=Special:RecentChanges
"Do not place so much importance on winning. The fight itself has value."

Coffeeling

Quote from: pdk on July 05, 2014, 05:45:33 AM
First baby steps toward compiling comprehensive hitbox data on SRK Wiki: http://wiki.shoryuken.com/The_King_of_Fighters_XIII/Kyo#Normal_Moves_2

Just seeing those hitbox images on the wiki feels absurdly exciting. <3
Can I request the Ioris next? :P

PhoeniX

Seeing as I compiled those hitboxes/framedata and I am a huge fan of Iori, I can assure you that he will be next ;-)

It should be said that we're still looking at some of the spriterips vis-a-vis the ingame hitboxes. There are some issues with the position of the pivot in the spriterips, and especially the st.CD looks VERY far back compared to the in-game shots if we use the pivot of the spriterips.

But you can't just overlay the spriterips over the ingame sprites to see where they should go, because the sprites ingame are SLIGHTLY stretched out (like a half a pixel higher and wider than expected, probably due to like the blut and glow effects.

So to get it perfect (and might as well, because else you could just do ingame screenshots like you guys are doing), we'll still be experimenting a bit the coming weeks :)

desmond_kof

"Do not place so much importance on winning. The fight itself has value."