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Ciento Dos Huevos
Script:

http://pastebin.com/K7XH9w0F

Requires Snes9x 1.43-rr or 1.51-rr:

1.43:  http://code.google.com/p/snes9x-rr/downloads/detail?name=snes9x-1.43-rerecording-v17-win32-lua51dll.zip&can=2&q=

1.51:  http://code.google.com/p/snes9x-rr/downloads/detail?name=snes9x-1.51-rerecording-v6-win32-lua51dll.zip&can=2&q=

NOTES:  The top down stages aren't done, probably won't be.  Player projectiles aren't implemented, I found the boxes, they're all constants in code, I just never got around to implementing their boxes.  Other than that it's complete.

       

       

       


Player Colors: 
Gold = Invuln
Blue = Vulnerable

Enemy colors:
Red = Can be touched and hit with projectiles
Green = Can be hit with projectiles but has no collision
Yellow = Can touch you, cannot be hit with player projectiles
White Axis in middle of box = Box is invulnerable
Thread title:  
Edit history:
Mr. K: 2012-09-10 12:41:17 am
Yes
Great job on this Lua Script!  I've tested some of the previous versions of it and it is fantastic.  I can vouch for the accuracy of the enemy hitboxes and I'll be stress testing the player hit box.  There are some curious novelties that this help explains.  On the first boss, the feet are not actually what kill you if you stand too close, but it's the core.  Some other fun things are that the hitbox for the character is a bit interesting when climbing.  Notice that it's the character's body in the second screenshot, but if you jump (not pictured in the screenshot) it's pretty much flush with the wall.  This is how you can actually jump through the claws and not die.  You die when you climb for them and that's because of the shift in the hitboxes.

One of the things this script has helped to explain is how weird orb selection is.  Often times I noticed that I'd clearly hit an orb's sprite, but it wouldn't register or it would hit another orb all together.  The screenshot below shows what the actual orb's hit box is.  If you ever notice that you shoot an orb and it doesn't register, it's because the orb is only vulnerable in the center  and so if you don't make contact with the center it will hit something else or hit the brain which registers contact but it doesn't take damage.  There are a few other interesting things that this Lua script helps to explain but I'll add some more comments later.  I'll post again after conducting some initial testing.

After playing for a while, I was pretty sure I knew what all the hit boxes were, but there are a few interesting oddities that I didn't know and I might be able to translate something from this into an improvement.  Thank you very much for this ConHuevos.
Edit history:
ConHuevos: 2012-09-10 11:11:32 am
ConHuevos: 2012-09-10 07:36:28 am
Ciento Dos Huevos
Thanks for testing Mr. K.  The only player hitbox I'm sure is not quite correct, is when hanging from a ledge.  The box is shown in front of the player, but this is infact the player's projectile vulnerability box.  I'm unsure where the collision box for the player is when hanging from a ledge.

Any other times, it seems the two boxes matchup except when in this position.

EDIT:  Actually after checking again, I forgot those bugs with wings in stage 3 don't kill you by touching them, they pick you up.  So the box while hanging may indeed be correct, I thought it was last I checked.
Ciento Dos Huevos
I'll probably add the bullet boxes this weekend if I get time.  I verified the hurt box is correct when hanging from an object.  I'm unsure if the jump box is correct, I think it only extends down to the end of the somersault ball.
Yes
I put the Lua script to one final test.  I tried to kill the spawning apparatus on the top of the first boss in hard mode.  That thing has 32000 HP, even more than the final boss and you can't point blank it.  It literally took me ten minutes with double crush, but the thing eventually did kick the bucket.  I also learned what we probably already knew and that is that this boss fires bullets whenever it wants.  I saw five shots come out in pretty rapid succession.  It was horrifying.  Also according to the script, the stage 4 laser turrets have 9999 HP.  I haven't been able to find a way to force them to remain on the screen to test it yet, but I might get there eventually.  Anyway, well done ConHuevos!
Ciento Dos Huevos
You can keep them on the screen if you lock the camera X value (possibly need to lock the Y as well)
Yes
Unfortunately doing that kept only the airship in place while the turrets still moved to the right.  It was really unusual.
Ciento Dos Huevos
Interesting.  I guess it's part of a different background layer and scrolls with it.  The alternative is you can simply find the HP address of the laser, set the value to 1, and shoot it :).
The Dork Knight himself.
But wouldn't that break the frail space-time continuum that keeps gamers from being sucked into the tv??