hitbox data for modern shmups
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chtimi-CLA
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hitbox data for modern shmups
for example in twin cobra the hitzone is the entire heli including the tail (minus the rotor i think). on the opposite side of the spectrum is shikigami 2, where the hitbox is a few pixels at the center of the white light rays that appear at *8 tension.
then there are games like radiant where you can see the hitbox by option.
but more often than not, you have to guess the hitbox. it's more complicated when the bullets also have a collision zone.
a good demonstrating example of that is the 3rd boss of dodonpachi and its blue circular spread, you can wedge between 2 blue bullets with no space between them (if they don't overlap), because the outer part of the bullet, which is a lighter color, doesn't count. therefore, the horizontal size of your hitbox is < 2*(R outer-R inner).
the vertical size is much harder to guess most of the time though (assuming the hitbox is rectangular rather than circular or a more complicated shape). in guwange it seems to be the trunk. the arms, head, and legs are not in the hitbox.
not all cave games have a small hitbox, in dangun it seems to be almost the entire ship except the parts that stick out. in dodonpachi i don't feel the hitzone at all. in ketsui it seems to be a rectangle centered on the the rotor.
so, is there a site with the real hitbox data somewhere? if not does someone know more about this?
then there are games like radiant where you can see the hitbox by option.
but more often than not, you have to guess the hitbox. it's more complicated when the bullets also have a collision zone.
a good demonstrating example of that is the 3rd boss of dodonpachi and its blue circular spread, you can wedge between 2 blue bullets with no space between them (if they don't overlap), because the outer part of the bullet, which is a lighter color, doesn't count. therefore, the horizontal size of your hitbox is < 2*(R outer-R inner).
the vertical size is much harder to guess most of the time though (assuming the hitbox is rectangular rather than circular or a more complicated shape). in guwange it seems to be the trunk. the arms, head, and legs are not in the hitbox.
not all cave games have a small hitbox, in dangun it seems to be almost the entire ship except the parts that stick out. in dodonpachi i don't feel the hitzone at all. in ketsui it seems to be a rectangle centered on the the rotor.
so, is there a site with the real hitbox data somewhere? if not does someone know more about this?
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black mariah
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Skyline
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Ghegs
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DDPDOJ:

I know the second ship's hitbox seems to be too much to the left. I didn't create or edit that image, that's the way I found it. Make of it what you will.
In PS2 Gunbird collection you can view the hitboxes in practice mode, and in PS2 Psyvariar 2 you can enable visible hitboxes as well.

I know the second ship's hitbox seems to be too much to the left. I didn't create or edit that image, that's the way I found it. Make of it what you will.
In PS2 Gunbird collection you can view the hitboxes in practice mode, and in PS2 Psyvariar 2 you can enable visible hitboxes as well.
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MovingTarget
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CMoon
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I'd always heard in the pachis that the hixbox was the cockpit.
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chtimi-CLA
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thanks, that's what i'm talking about. i knew there had to be accurate data somewhere, but that kind of tech info doesn't seem to get outside of japan most of the time.Ghegs wrote:DDPDOJ:
I know the second ship's hitbox seems to be too much to the left. I didn't create or edit that image, that's the way I found it. Make of it what you will.
In PS2 Gunbird collection you can view the hitboxes in practice mode, and in PS2 Psyvariar 2 you can enable visible hitboxes as well.
any other cave data is especially welcome.
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dave4shmups
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zimeon
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The circle that becomes visible when going slow in Cherry Blossom/"phantom mode" in Imperishable Night is not the hitbox, but rather shows where the hitbox is centered. The hitbox is even smaller, and in Imperishable Night, Reimu has a smaller hitbox than the other characters. All this from the manual.jtjin wrote:In the Touhou games, the hitbox (or more like, "hitcircle") becomes visible when you enter phantom-mode. It's about 10-ish pixels in diameter. As for the bullets, i think it's pretty much the bullet shape except a few pixels from the border >3<
As for the bullets, I have gathered it's as big as the center colour of the bullet. The huge balloons, fired for example by Patchouli in Scarlet Devil, or Alice's last Spell Card in Cherry Blossom, or in some attacks by Keine in Imperishable Night have a much smaller hitbox than expected. The non-white border of those balloons do not count.
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ckm
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hmmmmmmm.
so 'black mariah' gets banned for one line that said something like 'i wish i could stab people in the face over the internet' ?
(not even anything worth saying anything about at all)
yet you
allow all the actual tard scum replies to me that are clearly way worse in their intent and nature than just some desire to do physical harm to someone.
very very interesting. it's like fucking Wildlife on One for alien parasites this is, behaviour logging and methods of theft.
so 'black mariah' gets banned for one line that said something like 'i wish i could stab people in the face over the internet' ?
(not even anything worth saying anything about at all)
yet you
allow all the actual tard scum replies to me that are clearly way worse in their intent and nature than just some desire to do physical harm to someone.
very very interesting. it's like fucking Wildlife on One for alien parasites this is, behaviour logging and methods of theft.
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ckm
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reason that went in here is because a list of hitbox sizes, together with images (like the DOJ one) would be one of the first most obvious STG guide things that would be on a site about such a topic.
looks like you got other priorities.
don't suppose the rest of the first types of guides are availible either then?
that would be -
scoring list per baddies, and per boss (a picture of each enemy and its points worth)
exact details - in proper list form, not an essay.... of other scoring systems a game may employ
ship types and why they are different from one another
layouts of all levels - backgrounds and when where how-many enemy data, their flight / movement path and firepower used
any save data that may not be obvious / automatic.
no essays required, just poster-style listings
a good start might be exact translations of the guidebooks that come with the games, not that they always give all relevant data at all.
looks like you got other priorities.
don't suppose the rest of the first types of guides are availible either then?
that would be -
scoring list per baddies, and per boss (a picture of each enemy and its points worth)
exact details - in proper list form, not an essay.... of other scoring systems a game may employ
ship types and why they are different from one another
layouts of all levels - backgrounds and when where how-many enemy data, their flight / movement path and firepower used
any save data that may not be obvious / automatic.
no essays required, just poster-style listings
a good start might be exact translations of the guidebooks that come with the games, not that they always give all relevant data at all.
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Valgar
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I scanned a pic from Arcadia that shows the DOJ hitboxes. Progear shows you the hitboxes on the character select screen. The Ketsui booklet that came with the DVD shows each helicopters hitbox. I had guessed correctly beforehand, so I don't think it is hard to tell.
http://cowboy.ikaruga.co.uk/DOJscan.jpg
http://cowboy.ikaruga.co.uk/DOJscan.jpg
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SAM
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Gunbird 2 is evil, the problem is not with the hitbox of the player ship (Character), but with the bullet.black mariah wrote:I've wondered about this too, especially with Gunbird 2. It seems like the hitbox in that one magically happens to be wherever I get hit, unless it isn't. Make sense?
The collision zone of those needle bullets is a dot at the end of the bullet, often, you thought you have passed the entire bullet and end up touching its tails. And you offen avoide touching the needle head which actually won't kill you....
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Dave_K.
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I'm also a little surprised nobody has really compiled this information yet into one resource. Or at least make a requirement at the begining of all the Strategy threads.
It would take a little time, but is possible to discover the hitboxes of all shmups that are at least emulated in mame, using slowdown and pause with bullets that are known to have no hitbox (or very large hitboxes). This is how I discovered the DDP hitboxes are BEHIND the cockpit windows. And this is also how I practice sliding between those blue bullets of the 3rd boss.
It would take a little time, but is possible to discover the hitboxes of all shmups that are at least emulated in mame, using slowdown and pause with bullets that are known to have no hitbox (or very large hitboxes). This is how I discovered the DDP hitboxes are BEHIND the cockpit windows. And this is also how I practice sliding between those blue bullets of the 3rd boss.
Thats because the second DOJ ship has an odd (not even) pixel width in comparison to the hitbox width.chtimi wrote: I know the second ship's hitbox seems to be too much to the left. I didn't create or edit that image, that's the way I found it. Make of it what you will.
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chtimi-CLA
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odd doesn't matter, you mean asymmetrical? anyway it is confirmed on valgar's pics. btw valgar i never noticed they showed you the hitbox in progear?Dave_K. wrote:Thats because the second DOJ ship has an odd (not even) pixel width in comparison to the hitbox width.
some other exact hitboxes i'm wondering about:
-guwange: seems to be centered in the chest
-esp rade: chest too but this one always felt tricky
-dangun feveron: hard to say at speed 4, but it feels almost as big as the ship minus the wings
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GaijinPunch
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CIT
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Hehe, yeah. You don't wanna expose your broadside in this game, although in the later levels it can't really be avoided what with bullets coming from all directions.
Actually, now I'm thinking I should move the hitbox up a bit. I don't remember how much leeway there is on the front of the heli, there might not be any. Next time I play I think I'll do a hitbox-test although it'll cost me 200yen and if anybody sees me I'll look like a total dumbass to boot.
Actually, now I'm thinking I should move the hitbox up a bit. I don't remember how much leeway there is on the front of the heli, there might not be any. Next time I play I think I'll do a hitbox-test although it'll cost me 200yen and if anybody sees me I'll look like a total dumbass to boot.
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Eight One
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chtimi-CLA
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here are more hitboxes courtesy of HyRyu from the french shmup boards.
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Dave_K.
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I hate to say it, but those hitboxes don't all look correct. Well at least the DDP type C ship is definately wrong (its farther back). So makes me think these are just "approximate" hitbox locations, not the actual pixes which are the hitbox.chtimi wrote:here are more hitboxes courtesy of HyRyu from the french shmup boards.
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chtimi-CLA
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you're right i forgot to spell it but i also cross-posted this here so that shmup.com can get a feedback. those are definitely approximations except for a few.Dave_K. wrote: I hate to say it, but those hitboxes don't all look correct. Well at least the DDP type C ship is definately wrong (its farther back). So makes me think these are just "approximate" hitbox locations, not the actual pixes which are the hitbox.
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GaijinPunch
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chtimi-CLA
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