Added kof95, kof96, kof97, kof98, kof99, kof2000 & kof2001.
I was pleased to find that the work on kof2002 can be recycled to most of the KOF games because the hitbox code is pretty much identical among them. All I needed to change for each game was some addresses, and even the offsets between those addresses are the same. However, kof94 and kof2003 are on a different system. (If your roms are up to date as of now, you should know that kof99 has been renamed to kof99a since 0.139.)
In the earlier games, a red box appears while blocking, and in kof95 it appears even while idling. There's nothing special about it except that it's red and ought to be blue. This means that the attack box slot is sometimes used for vulnerability. The key seems to be the first byte of the attack slot's block. When it contains certain values the box is meant to be blue. If this weren't accounted for it would look like the picture here.
The script doesn't account for zooming or sprite scaling. Does it ever happen in the KOF series?
I guess I was wrong about 94 then. Time for me to start documenting the hitboxes. Thanks for your work.
Interesting thing about the palette ram the 8kb is dedicated means it works on all Neo Geo games. The address is 59A000 in the ram
Posted by: jedpossum | 03/07/2011 at 09:15 AM
I doubt sprite stretching is in kof but its done in every other fighting game on Neo Geo.
Posted by: jedpossum | 03/07/2011 at 03:28 PM
If you are looking to make a catalog of hitbox images, you should put them on a wiki like SRK's wiki instead of a message board thread where no one will find them.
BTW, the best way to get shots is just to hit F12. It'll be the right shape and you get all the Lua stuff on there.
Posted by: dammit | 03/08/2011 at 01:11 AM
Dream Cancel does have a wiki just not for regular 98(yet).
Posted by: jedpossum | 03/08/2011 at 07:35 AM