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--[[--Street Fighter II hitbox viewer]]
--[[--February 20, 2012]]
--[[--http://code.google.com/p/mame-rr/wiki/Hitboxes]]
boxes = {
["vulnerability"] = {color = 0x7777FF, fill = 0x40, outline = 0xFF},
["attack"] = {color = 0xFF0000, fill = 0x40, outline = 0xFF},
["proj. vulnerability"] = {color = 0x00FFFF, fill = 0x40, outline = 0xFF},
["proj. attack"] = {color = 0xFF66FF, fill = 0x40, outline = 0xFF},
["push"] = {color = 0x00FF00, fill = 0x20, outline = 0xFF},
["weak"] = {color = 0xFFFF00, fill = 0x40, outline = 0xFF},
["throw"] = {color = 0xFFFF00, fill = 0x40, outline = 0xFF},
["throwable"] = {color = 0xF0F0F0, fill = 0x20, outline = 0xFF},
["air throwable"] = {color = 0x202020, fill = 0x20, outline = 0xFF},
}
globals = {
axis_color = 0xFFFFFFFF,
blank_color = 0xFFFFFFFF,
axis_size = 12,
mini_axis_size = 2,
blank_screen = false,
draw_axis = true,
draw_mini_axis = false,
draw_pushboxes = true,
draw_throwable_boxes = false,
no_alpha = false, --[[--fill = 0x00, outline = 0xFF for all box types]]
}
profile =
{ games = {"sf2"},
address = {
player = 0xFF83C6,
projectile = 0xFF938A,
screen_left = 0xFF8BD8,
},
player_space = 0x300,
box_parameter_size = 1,
box_list = {
{addr_table = 0xA, id_ptr = 0xD, id_space = 0x04, type = "push"},
{addr_table = 0x0, id_ptr = 0x8, id_space = 0x04, type = "vulnerability"},
{addr_table = 0x2, id_ptr = 0x9, id_space = 0x04, type = "vulnerability"},
{addr_table = 0x4, id_ptr = 0xA, id_space = 0x04, type = "vulnerability"},
{addr_table = 0x6, id_ptr = 0xB, id_space = 0x04, type = "weak"},
{addr_table = 0x8, id_ptr = 0xC, id_space = 0x0C, type = "attack"},
},
}
profile.match_active = function() return (cpup:read_u16(0xFF8008) & 0x08) > 0 end
for _, box in pairs(boxes) do
box.fill = box.color | ((globals.no_alpha and 0x00 or box.fill) << 24)
box.outline = box.color | ((globals.no_alpha and 0xFF or box.outline) << 24)
end
NUMBER_OF_PLAYERS = 2
MAX_PROJECTILES = 8
MAX_BONUS_OBJECTS = 16
DRAW_DELAY = 1
initialize_fb = function()
frame_buffer = {}
for f = 1, DRAW_DELAY + 3 do
frame_buffer[f] = {}
end
end
initialize_throw_buffer = function()
throw_buffer = {}
for p = 1, NUMBER_OF_PLAYERS do
throw_buffer[game.address.player + (p-1) * game.player_space] = {}
end
end
whatgame = function()
initialize_fb()
game = profile
initialize_throw_buffer()
end
--[[--------------------------------------------------------------------------------]]
--[[-- prepare the hitboxes]]
get_box_parameters = {
[1] = function(box)
box.val_x = cpup:read_i8(box.address + 0)
box.val_x2 = cpup:read_u8(box.address + 5)
if box.val_x2 >= 0x80 and box.type == "attack" then
box.val_x = -box.val_x2
end
box.val_y = cpup:read_i8(box.address + 1)
box.rad_x = cpup:read_u8(box.address + 2)
box.rad_y = cpup:read_u8(box.address + 3)
end,
[2] = function(box)
box.val_x = cpup:read_i16(box.address + 0)
box.val_y = cpup:read_i16(box.address + 2)
box.rad_x = cpup:read_u16(box.address + 4)
box.rad_y = cpup:read_u16(box.address + 6)
end,
}
process_box_type = {
["vulnerability"] = function(obj, box)
end,
["attack"] = function(obj, box)
if obj.projectile then
box.type = "proj. attack"
elseif cpup:read_u8(obj.base + 0x03) == 0 then
return false
end
end,
["push"] = function(obj, box)
if obj.projectile then
box.type = "proj. vulnerability"
end
end,
["weak"] = function(obj, box)
if (game.char_mode and cpup:read_u8(obj.base + game.char_mode) ~= 0x4)
or cpup:read_u8(obj.animation_ptr + 0x15) ~= 2 then
return false
end
end,
["throw"] = function(obj, box)
get_box_parameters[2](box)
if box.val_x == 0 and box.val_y == 0 and box.rad_x == 0 and box.rad_y == 0 then
return false
end
if box.clear then
for offset = 0, 6, 2 do
cpup:write_u32(box.address + offset, 0) --[[--bad]]
end
end
box.val_x = obj.pos_x + box.val_x * (obj.flip_x == 1 and -1 or 1)
box.val_y = obj.pos_y - box.val_y
box.left = box.val_x - box.rad_x
box.right = box.val_x + box.rad_x
box.top = box.val_y - box.rad_y
box.bottom = box.val_y + box.rad_y
end,
["throwable"] = function(obj, box)
if (cpup:read_u8(obj.animation_ptr + 0x8) == 0 and
cpup:read_u8(obj.animation_ptr + 0x9) == 0 and
cpup:read_u8(obj.animation_ptr + 0xA) == 0) or
cpup:read_u8(obj.base + 0x3) == 0x0E or
cpup:read_u8(obj.base + 0x3) == 0x14 or
cpup:read_u8(obj.base + 0x143) > 0 or
cpup:read_u8(obj.base + 0x1BF) > 0 or
cpup:read_u8(obj.base + 0x1A1) > 0 then
return false
elseif cpup:read_u8(obj.base + 0x181) > 0 then
box.type = "air throwable"
end
box.rad_x = cpup:read_u16(box.address + 0)
box.rad_y = cpup:read_u16(box.address + 2)
box.val_x = obj.pos_x
box.val_y = obj.pos_y - box.rad_y/2
box.left = box.val_x - box.rad_x
box.right = box.val_x + box.rad_x
box.top = obj.pos_y - box.rad_y
box.bottom = obj.pos_y
end,
}
define_box = function(obj, box_entry)
local box = {
type = box_entry.type,
id = cpup:read_u8(obj.animation_ptr + box_entry.id_ptr),
}
if box.id == 0 or process_box_type[box.type](obj, box) == false then
return nil
end
local addr_table = obj.hitbox_ptr + cpup:read_i16(obj.hitbox_ptr + box_entry.addr_table)
box.address = addr_table + box.id * box_entry.id_space
get_box_parameters[game.box_parameter_size](box)
box.val_x = obj.pos_x + box.val_x * (obj.flip_x == 1 and -1 or 1)
box.val_y = obj.pos_y - box.val_y
box.left = box.val_x - box.rad_x
box.right = box.val_x + box.rad_x
box.top = box.val_y - box.rad_y
box.bottom = box.val_y + box.rad_y
return box
end
define_throw_box = function(obj, box_entry)
local box = {
type = box_entry.type,
address = obj.base + box_entry.param_offset,
clear = box_entry.clear,
}
if process_box_type[box.type](obj, box) == false then
return nil
end
return box
end
update_object = function(f, obj)
obj.pos_x = cpup:read_i16(obj.base + 0x06) - f.screen_left
obj.pos_y = cpup:read_i16(obj.base + 0x0A)
obj.pos_y = screen:height() - (obj.pos_y - 0x0F) + f.screen_top
obj.flip_x = cpup:read_u8(obj.base + 0x12)
obj.animation_ptr = cpup:read_u32(obj.base + 0x1A)
obj.hitbox_ptr = cpup:read_u32(obj.base + 0x34)
for _, box_entry in ipairs(game.box_list) do
table.insert(obj, define_box(obj, box_entry))
end
return obj
end
read_projectiles = function(f)
for i = 1, MAX_PROJECTILES do
local obj = {base = game.address.projectile + (i-1) * 0xC0}
if cpup:read_u16(obj.base) == 0x0101 then
obj.projectile = true
table.insert(f, update_object(f, obj))
end
end
for i = 1, MAX_BONUS_OBJECTS do
local obj = {base = game.address.projectile + (MAX_PROJECTILES + i-1) * 0xC0}
if (0xFF00 & cpup:read_u16(obj.base)) == 0x0100 then
obj.bonus = true
table.insert(f, update_object(f, obj))
end
end
end
adjust_delay = function(stage_address)
if not stage_address then
return 0
end
local stage_lag = {
[0x0] = 0, --[[--Ryu]]
[0x1] = 0, --[[--E.Honda]]
[0x2] = 0, --[[--Blanka]]
[0x3] = 0, --[[--Guile]]
[0x4] = 0, --[[--Ken]]
[0x5] = 0, --[[--Chun Li]]
[0x6] = 0, --[[--Zangief]]
[0x7] = 0, --[[--Dhalsim]]
[0x8] = 0, --[[--Dictator]]
[0x9] = 0, --[[--Sagat]]
[0xA] = 1, --[[--Boxer*]]
[0xB] = 0, --[[--Claw]]
[0xC] = 1, --[[--Cammy*]]
[0xD] = 1, --[[--T.Hawk*]]
[0xE] = 0, --[[--Fei Long]]
[0xF] = 1, --[[--Dee Jay*]]
}
return stage_lag[cpup:read_u16(stage_address) & 0xF]
end
function copytable(orig)
local copy = {}
for orig_key, orig_value in pairs(orig) do
copy[orig_key] = orig_value
end
return copy
end
function max(a, b)
if a > b then
return a
end
return b
end
update_hitboxes = function()
if not game then
return
end
local effective_delay = DRAW_DELAY + adjust_delay(game.address.stage)
for f = 1, effective_delay do
frame_buffer[f] = copytable(frame_buffer[f+1])
end
frame_buffer[effective_delay+1] = {match_active = game.match_active()}
local f = frame_buffer[effective_delay+1]
f.screen_left = cpup:read_i16(game.address.screen_left)
f.screen_top = cpup:read_i16(game.address.screen_left + 0x4)
for p = 1, NUMBER_OF_PLAYERS do
local player = {base = game.address.player + (p-1) * game.player_space}
if cpup:read_u8(player.base) > 0 then
table.insert(f, update_object(f, player))
local tb = throw_buffer[player.base]
table.insert(player, tb[1])
for frame = 1, #tb-1 do
tb[frame] = tb[frame+1]
end
table.remove(tb)
end
end
read_projectiles(f)
--[[--f = frame_buffer[effective_delay] ]]
for _, obj in ipairs(f or {}) do
if obj.projectile or obj.bonus then
break
end
table.insert(obj, define_throw_box(obj, {param_offset = 0x6C, type = "throwable"}))
table.insert(obj, define_throw_box(obj, {param_offset = 0x64, type = "throw", clear = true}))
end
f.max_boxes = 0
for _, obj in ipairs(f or {}) do
f.max_boxes = max(f.max_boxes, #obj)
end
end
--[[--------------------------------------------------------------------------------]]
--[[-- draw the hitboxes]]
draw_hitbox = function(hb)
if not hb or
(not globals.draw_pushboxes and hb.type == "push") or
(not globals.draw_throwable_boxes and (hb.type == "throwable" or hb.type == "air throwable")) then
return
end
if globals.draw_mini_axis then
draw_line(screen, hb.val_x, hb.val_y-globals.mini_axis_size, hb.val_x, hb.val_y+globals.mini_axis_size, boxes[hb.type].outline)
draw_line(screen, hb.val_x-globals.mini_axis_size, hb.val_y, hb.val_x+globals.mini_axis_size, hb.val_y, boxes[hb.type].outline)
end
draw_box(screen, hb.left, hb.top, hb.right, hb.bottom, boxes[hb.type].fill, boxes[hb.type].outline)
end
draw_axis = function(obj)
draw_line(screen, obj.pos_x, obj.pos_y-globals.axis_size, obj.pos_x, obj.pos_y+globals.axis_size, globals.axis_color)
draw_line(screen, obj.pos_x-globals.axis_size, obj.pos_y, obj.pos_x+globals.axis_size, obj.pos_y, globals.axis_color)
--[[--gui.text(obj.pos_x, obj.pos_y, string.format("%06X", obj.base)) --debug]]
end
render_hitboxes = function()
local f = frame_buffer[1]
if not f.match_active then
return
end
for entry = 1, f.max_boxes or 0 do
for _, obj in ipairs(f) do
draw_hitbox(obj[entry])
end
end
if globals.draw_axis then
for _, obj in ipairs(f) do
draw_axis(obj)
end
end
end
whatgame()
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