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Pasky

Guilty Gear XX #Reload/Accent Core/Accent Core+ Collision Box Viewer

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UPDATED:

I have created a Direct3D 9 Hook for use with PCSX2 (test with svn 5462, should work with any PCSX2 versions past and possibly a few before) Guilty Gear Accent Core Plus. It's lacking the push boxes, and little Eddie's boxes (he will be easy to add, I'm just lazy and never found his base address) currently, but other than that it works flawlessly. The best part about the new version is it draws directly to the Direct3D device used by PCSX2, this means you can record it with fraps or any other video capture directly at 60fps so the boxes for all the various moves can finally be documented correctly! The reload overlay is still available for download, but I've deleted the Demul and pcsx2-rr versions as they are no longer necessary to have as overlays because this can be ported to that. #Reload will most likely not get a hook method because I'm unsure how to hook to Direct3D 8. The new Direct3D hook version is available for download on the link below.

BE SURE TO READ THE README INSIDE THE ZIP.

DOWNLOADS:

http://code.google.com/p/guilty-gear-collision-box-overlay/downloads/list

Requirements:

SlimDX SDK:

http://code.google.com/p/slimdx/downloads/detail?name=SlimDX SDK (January 2012).msi

Windows 7 SDK

Downloadable:

http://www.microsoft.com/en-us/download/details.aspx?id=3138

ISO version (Use this if the above fails, GET: 'GRMSDK_EN_DVD.iso' file size: '567.3 MB'):

http://www.microsoft.com/en-us/download/details.aspx?id=8442

PCSX2 Configuration:

1. Make sure you have your video plugin set to GSDX
2. Under Config-> Video->Plugin Settings->GSDX-> Renderer, select 'Direct3D 9 (hardware)' or 'Direct3D 9 (software)'.
3. Under Config-> Video->Window Settings-> Custom Window Size, set to 800x600.

Usage:

Extract all the contents of the zip to a directory. Run the executable. Make sure PCSX2 is running and GGAC+ is loaded. Just press the button and watch the magic unfold.

Notes:

If you switch window size or blitters after the hook was created the hook will no longer exist and you must restart pcxs2, the program and start over.
It will only draw the boxes during a match (this includes training mode/survival/whatever). You'll know it's hooked if you see the configuration window pop up.
I only tested this with pcsx2 svn 5462, it should work with any revision that pcsx2 uses with the memory start pointer set to 0x20000000.

Screens:

Eq82N.jpg

lcoSp.jpg

oeGFB.jpg

[video=youtube_share;pkUespHC_eg]http://youtu.be/pkUespHC_eg&fmt=18[/video]

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this is pretty cool. hopefully there will be a way to rip hitboxes images as well.

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Wow, kudos to you sir/madam! I'll try this out when I'm done with exams, but I'll definitely give it a look. Also, I really suggest you post this on the GOG Guilty Gear forums, so that people who play the game but haven't heard of Dustloop can use this as well. :)

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elHD2.jpg

Updated the overlay. No longer draws a vulnerability box when they are invincible and shows the remaining invincibility frames.

Also added Demul and PCSX2-rr to the download list. Be sure to set their window sizes to 800x600 in the graphics plugin. GGXX AC+ also requires a skip mpeg patch in pcsx2-rr, I'll explain more when I get time.

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Update to v0.6:

Push boxes added to all 3 versions, default color for them is green.

Push boxes in guilty gear also act as the players throwable box. Another interesting thing to note is that if you crouch your throwable/push box gets slightly wider.

vq5hM.jpg

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Added a regular pcsx2 version (uses latest svn revision 5464) to the download list

t48Uz.jpg

Window settings must be 800x600 and use the Gxdx video plugin.

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Hot damn, that's COOL! <3

Now you can see why HOS can FD to avoid slidehead, and all the little extra hitboxes they added in moves when they didn't make contact where expected. (Some of 'em look kinda sloppy, heh.)

It's also interesting to see how they handled things like Pot's 2H or 2S, where the hit area morphs over time.

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Hot damn, that's COOL! <3

Now you can see why HOS can FD to avoid slidehead, and all the little extra hitboxes they added in moves when they didn't make contact where expected. (Some of 'em look kinda sloppy, heh.)

It's also interesting to see how they handled things like Pot's 2H or 2S, where the hit area morphs over time.

Ya, GG boxes are definitely interesting, I'm used to seeing the capcom boxes and they follow a totally different convention.

Offtopic....are you gonna be repping Potemkin at NEC today?

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Fantastic work! I tried it out on demul and found that the hitboxes seem to skip about and don't draw smoothly, skipping a lot of frames and stuff. Is this normal? Or do I have something configured incorrectly?

Also, can't wait until there's a way to rip the sprites for the wiki! Cheers!

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Fantastic work! I tried it out on demul and found that the hitboxes seem to skip about and don't draw smoothly, skipping a lot of frames and stuff. Is this normal? Or do I have something configured incorrectly?

Also, can't wait until there's a way to rip the sprites for the wiki! Cheers!

It draws smoothly for me, perhaps your PC is slow? I know there is an issue where sometimes a box doesn't get drawn, but this is a drawback of using an overlay. I plan to write an actual Direct3D hook so windows 7/vista and windows aero would no longer be required. This would also fix the issue of the overlay not drawing every frame because it didn't read the games memory fast enough since nothing would be rendered until everything has been calculated. This will have to wait until I have more time however.

I'm kind of surprised by the green boxes, if those are collision. It doesn't seem like you can for example airdash through people that low. I've gotta try that out.

This is something I noticed as well, there is an extra calculation done to the aerial throw/push boxes Y offset I have yet to figure out (aerial push boxes seem to be higher up than what is currently being displayed). While on the ground I verified it's correct.

Edited by Pasky

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Good news for those wanting the AC+ viewer. I successfully wrote a DirectX9 hook and can now draw directly to the direct3D device the emulator uses (PCSX2). This means Windows Aero will no longer be required (Just .NET 3.5), every box will be drawn each frame and a significant speed boost.

 

Eventually I can make one for Direct3D11 for demul (There is a DirectX9 plugin demul uses that will work fine). I don't think #Reload will be possible because I can't find a lot of information about Direct3D8 to hook to it or even draw using SlimDx with it.

 

http://snag.gy/q5Zam.jpg

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Hooks working, added the box drawing logic, it looks great at 60FPS!!! Much better than the overlay since it's rendering directly to the Direct3D device with no delay.

 

Also I added the ability to show only outlines by setting the box opacity to 0% (or you can set to 100% so its totally opaque):

 

njRfz.jpg

 

Almost done. Need to add the push/throw boxes (and hopefully calculate the aerial ones, if not it can wait).

 

I still have that stupid issue when the camera zooms out, I haven't solved it yet, I got 2 options, solve it or lock the camera to always stay zoomed in.

 

I'll do the former until I can figure out the latter.

 

BONUS:

 

60FPS capture of it in action :)

 

http://www.filesend.net/download.php?f=9355f23f46ad0c8d27b2564a53e1a29b

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Updated the first post, added the new Direct3D hook version for pcsx2 :), also got rid of the old overlay's since they are now obsolete.

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If someone can figure out how to not load backgrounds, you could make animated GIF's for the wiki.

f88kQ.gif

zKGtN.gif

Edited by Pasky

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Iteresting!

Would like to play with this to see how you can be vulnerable or not in a lot of situations...

And also try to figure out how slayer's dash cancel are useful...

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Does this only work with the US version of AC+? I'm trying to do it with the JP version, but PCSX just crashes whenever I try to Show The Magic. No specific error message, just the 'stopped responding and was forced to close' message that Win7 gives.

Seems good otherwise!

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