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> Priority/Hitboxes?, How to view them in the source game?
OneWingedAngel
Posted: Nov 5 2004, 04:42 PM
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I know it's possible to use Kawaks to rip sprites from games, but is it possible to view the hitboxes/priority of attacks, as well? If not, then what's a good way to gauge the priority of attacks?

Thanks for your time.


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Messatsu
Posted: Nov 5 2004, 08:53 PM
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You could find anything with Artmoney. Hitboxes will be difficult to find. Priority may not.


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Winane
Posted: Nov 6 2004, 03:58 AM
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Depends on the game. Some Neo*Geo games have a built-in collision box viewer, accessible via dipswitches. Dunno if any provide easy access to priorities, though.
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OneWingedAngel
Posted: Nov 6 2004, 05:21 PM
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I'm playing around with Garou (non prototype) at the moment. Are there any FAQs on what switches to set to use that collision box viewer?

(And also...what is Artmoney?)


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Messatsu
Posted: Nov 6 2004, 07:00 PM
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Artmoney lets you see and compare the values allocated on the stack for a particular program.


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Sion
Posted: Nov 6 2004, 08:24 PM
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Non prototype version of Garou doesn't have the collision box viewer anymore.

Get the prototype, in Kawaks go to game/NeoGeo settings/debug dipswitch menu. Also might enable the developer mode while there. DIP 1-8 should be the viewer.

This post has been edited by Sion on Nov 6 2004, 08:25 PM


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Winane
Posted: Nov 6 2004, 08:26 PM
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QUOTE (OneWingedAngel @ Nov 6 2004, 01:21 PM)
I'm playing around with Garou (non prototype) at the moment. Are there any FAQs on what switches to set to use that collision box viewer?

Assuming you're talking about Garou: Mark of the Wolves:
I believe the dipswitches don't work in the release version, so you'll need to use the prototype for checking collision boxes and axes. 1-7 appears to just display axes, while 1-8 also displays the clsn boxes. Messing around with the other switches might be a little helpful too; they'll let you see the current anim number, move number, and some other stuff. And fortunately, the release version of MOTW provides a practice mode that lets you view precise damages.

Anyway, good to see someone who cares about accurate clsns and priorities working on a MOTW character. :)


Edit: Argh, 2 minutes too late!

This post has been edited by Winane on Nov 6 2004, 08:27 PM
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