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 Post subject: RQ: Battle Garegga Hitboxes?
PostPosted: Fri Jul 08, 2005 4:23 pm 


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As in, What is the true size for the different ships?

I will take some screen caps at home later, if someone would be so kind as to draw the hitbox for us.

Thank you!


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PostPosted: Fri Jul 08, 2005 11:15 pm 


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I dont know the exact sizes of the hitboxes but this screencap from the Garegga DVD should give you an idea of how small it is.

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PostPosted: Fri Jul 08, 2005 11:31 pm 


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I might be able to help you out. On the PCB you can access character test and look at the hit boxes. This could probably be done in MAME too and screen capped.

Hit boxes are rectangular in shape with the rectangle being taller than it is wide. The small hit box versions of ships chosen with C or A+B+C don't really shrink all that much. It appears that the hit box looses a couple pixels from the top and bottom but not from the sides. Most of the ships have hit boxes about where you think they would be. Silver Sword's is back a bit farther than you would think. It's really the area of the fuselage behind the cockpit and in front of the rear propeller.


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PostPosted: Mon Nov 27, 2006 2:08 am 


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Rastan78 wrote:
On the PCB you can access character test and look at the hit boxes. This could probably be done in MAME too and screen capped.


Can someone explain exactly how to do this? I go into the character test screen, and scroll around the different sprites (a button+direction or just direction), and can't seem to find something that indicates what the hitbox location is. Am I missing something here? Can anyone help (and possibly snap a pic of goldenbat's hitbox?
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PostPosted: Mon Nov 27, 2006 2:16 am 


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Such snaps would make a nifty contribution to the ST, methinks...
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PostPosted: Mon Nov 27, 2006 2:29 am 


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Scroll along until you find the ship type you want (they're in order from A, B, C and ABC), then hold A and press UP. Simple.

For comparison, the hitboxes for Iron Mackerel and Golden Bat.

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PostPosted: Mon Nov 27, 2006 3:03 am 


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Not to make a (bigger) pest of myself, but are those the "normal" or "smaller" hitbox sizes?

Too bad there's no way to do this in the Saturn version, so as to figure out what exactly the "small hit size" option does...
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Last edited by BulletMagnet on Mon Nov 27, 2006 3:04 am, edited 1 time in total.

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PostPosted: Mon Nov 27, 2006 3:04 am 


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Excellent, thank you Icarus! I see this works for Bakraid and Batrider as well. Strange though that it shows the hitbox being split or a hole in the middle.
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PostPosted: Mon Nov 27, 2006 3:46 am 


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Dave_K. wrote:
Excellent, thank you Icarus! I see this works for Bakraid and Batrider as well. Strange though that it shows the hitbox being split or a hole in the middle.


I doubt that's the case. I'd expect the hitbox to actually be a complete section, the "split" might just be for cosmetic effect.

I haven't tested it out yet, but I'd expect this to work with Ibara if there is a Character Test available.

BulletMagnet wrote:
Not to make a (bigger) pest of myself, but are those the "normal" or "smaller" hitbox sizes?
Too bad there's no way to do this in the Saturn version, so as to figure out what exactly the "small hit size" option does...


Dude, you should know by now.
Iron Mackerel is the B type Snail (faster speed), while the Bat is ABC type (speed and smaller hit area). ^_-

Seeing the main difference between the two (a compressed hitbox, smaller at the bottom), I'd expect the "smaller hitbox" option to shave off another pixel at the top, and maybe at the sides too.
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PostPosted: Mon Nov 27, 2006 4:17 am 


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Icarus wrote:
Dude, you should know by now.
Iron Mackerel is the B type Snail (faster speed), while the Bat is ABC type (speed and smaller hit area). ^_-

*smacks self*

Arg, I really am losing it, sorry.

That said, it really does seem like a pretty minor difference, a section at the top and the corners at the bottom, and that looks like about it...certainly doesn't feel that way when you're trying to collect medals.
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 Post subject:
PostPosted: Mon Nov 27, 2006 8:39 am 


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I find it odd that the hitboxes shown are not in the exact horizontal middle of the ships. So it's easier to get hit on the left side of the ship than on the right?

I guess in the game it doesn't really matter (as I never noticed it while playing the game myself), but it just screams "design flaw" to me.


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PostPosted: Mon Nov 27, 2006 9:48 am 


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Herr Schatten wrote:
I find it odd that the hitboxes shown are not in the exact horizontal middle of the ships. So it's easier to get hit on the left side of the ship than on the right?

I guess in the game it doesn't really matter (as I never noticed it while playing the game myself), but it just screams "design flaw" to me.
Yes, that's what the DDP DOJ-hitbox illustrations look like too. Weird!
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PostPosted: Mon Nov 27, 2006 3:50 pm 


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zinger wrote:
Herr Schatten wrote:
I find it odd that the hitboxes shown are not in the exact horizontal middle of the ships. So it's easier to get hit on the left side of the ship than on the right?

I guess in the game it doesn't really matter (as I never noticed it while playing the game myself), but it just screams "design flaw" to me.
Yes, that's what the DDP DOJ-hitbox illustrations look like too. Weird!


Looks to me its because there are an odd number of pixels (11 to be exact) between the two engines, and an even number of pixels (6) for the hitbox width. So it has to be on one side or the other.
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PostPosted: Mon Nov 27, 2006 4:31 pm 


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Dave_K. wrote:
Looks to me its because there are an odd number of pixels (11 to be exact) between the two engines, and an even number of pixels (6) for the hitbox width. So it has to be on one side or the other.

Obviously. But I wonder what kept them from just adding or subtracting one pixel to/from the ship's width. That'd have solved the problem nicely. Having a hitbox with an even number of pixels and a ship width with an odd number seems ...odd.


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PostPosted: Mon Nov 27, 2006 5:21 pm 


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Herr Schatten wrote:
Obviously. But I wonder what kept them from just adding or subtracting one pixel to/from the ship's width. That'd have solved the problem nicely. Having a hitbox with an even number of pixels and a ship width with an odd number seems ...odd.


That would also make the hit box pretty "big" (if adding a pixel). Really, its not like a pixel here or there makes a major difference to the way you play the game.
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