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 Post subject: GD: Gunnail
PostPosted: Sun Feb 25, 2018 1:46 pm 


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Joined: 31 Aug 2009
Posts: 7372
Location: San Jose, California, USA
I'm probably going to turn this into an ST at some point, because I've got oodles of tricks up my sleeve for this now. But I wanted to bring up some extremely strange information that I doubt many people know about, and so this GD is a pretense for that ;)

Anyways, yes, apparently the player's main shot's hitbox is completely broken. The option shot hitboxes are normal, the enemy hitboxes are normal (though somewhat surprisingly small!), everything is completely normal except the player main shot.

Here are some pretty pictures :) https://imgur.com/a/doHrW

Embedding some choice ones:

Level 2 shot
Image

Level Max shot
Image

Powerup Carrier
Image
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@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.


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 Post subject: Re: GD: Gunnail
PostPosted: Thu Mar 08, 2018 7:46 am 


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Joined: 31 Aug 2009
Posts: 7372
Location: San Jose, California, USA
Beeping around some more, found out damages for the player shots are not what one would expect exactly.

Damage amounts
  • main shot
    • LV0=0x20
    • LV1~LV3=0x15
    • LV4~LV6=0x12
    • LV7~LV9=0x11
    • MAX=0x10
  • blue shot
    • LV1~MAX=0xC
  • red shot
    • LV1~LV6=0x7
    • LV7~MAX=0x8
  • purple shot
    • LV1~LV6=0x7
    • LV7~MAX=0x8

Firing rates
  • main shot: 10Hz (once per 6 frames)
  • blue option: 10Hz (once per 6 frames)
  • red options: 15Hz (once per 4 frames)
  • purple options: 30Hz (once per 2 frames)

Bullets fired
  • main shot
    • LV0~MAX=one
  • blue shot
    • LV1~LV3=one
    • LV4~LV6=two
    • LV7~LV9=three
    • MAX=four
  • red shot
    • LV1~MAX=two
  • purple shot
    • LV1~MAX=one

So, some interesting things to pull away from that:
  • As expected (and observed) blue shot at point blank does obscene amounts of damage.
  • purple does double the damage of red when able to keep an uninterrupted shot stream.
  • leveling up is only useful really for blue, the others are mostly unaffected by leveling up other than their hitboxes getting a bit wider. It may be worth keeping a lower level to keep the stronger main shot.
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@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.


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 Post subject: Re: GD: Gunnail
PostPosted: Thu Mar 15, 2018 11:25 pm 


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Joined: 01 Aug 2016
Posts: 74
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 Post subject: Re: GD: Gunnail
PostPosted: Sat Mar 17, 2018 11:22 am 


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Joined: 31 Aug 2009
Posts: 7372
Location: San Jose, California, USA
Condensed this information (and more!) into a webpage that I intend to keep working on. http://daifukkat.su/strats/gunnail/

Lots to write up about the stages, just gotta put them down into words.
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@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.


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