Posting for InnocentRoad:
[collapse=Skype Conversation][3/28/2011 10:42:09 PM] Toomai: Oh wow I just realized, the flags for UnknownT that Tabuu generates have the wrong endianness.
[3/28/2011 10:42:16 PM] Toomai: That's a rookie mistake.
[3/28/2011 10:43:59 PM] BioSonic: hm?
[3/28/2011 10:45:01 PM] Toomai: When Tabuu says a hurtbox's flags are "890A", it actually should say "0A890000".
[3/28/2011 10:45:26 PM] BioSonic: ooh
[3/28/2011 10:46:28 PM] Toomai: Luckily I had already written them down from last time I was looking for hurtboxes.
[3/28/2011 10:53:02 PM] BioSonic: as soon as the flags are fully cracked, want me to make/test/record a PAC with sword glow's for the hurtbubble stuff?
[3/28/2011 10:53:49 PM] Toomai: Sure. Still don't have any idea what the first three floats are, but that may help.
[3/28/2011 10:54:38 PM] BioSonic: yeah... i'm trying to think if there's anything else in Tabuu that references other variables
[3/28/2011 10:55:27 PM] Toomai: By the way, the hurtbox data starts at 0x17e80 for Mario.
[3/28/2011 10:55:49 PM] Toomai: Pretty much directly after all hitboxes.
[3/28/2011 10:56:01 PM] BioSonic: interesting
[3/28/2011 10:59:27 PM] Toomai: So I think the flags go like this: Bits 1-9 are the parent bone. Bits 10-13 look to control whether a hurbox is high/mid/low (this isn't confirmed, since Mario's lower arms and legs have two set bits here instead of the expected one). Bit 16 looks to be always true.
[3/28/2011 11:05:26 PM] BioSonic: so if bits 10-13 control that, why does it need a high/mid/low difference? and bit 16 may be an on/off switch for the hurtbox?
[3/28/2011 11:05:51 PM] BioSonic: parent bone is hex or decimal?
[3/28/2011 11:05:51 PM] RocketPSIence: SSE?
[3/28/2011 11:06:35 PM] Toomai: When I say bits 1-9 are parent bone, why do you ask if it's in hex or decimal?
[3/28/2011 11:06:46 PM] RocketPSIence: lmao
[3/28/2011 11:07:23 PM] BioSonic: nvm lol
[3/28/2011 11:12:49 PM] Toomai: I am prepared to guess that the first three floats are some sort of stretch factor.
[3/28/2011 11:14:00 PM] Toomai: If I'm correct, leaving them 0 makes the hurtbox remain perfectly spherical, while changing them causes the hurtbox to extend that far, becoming a round-cap tube.
[3/28/2011 11:14:30 PM] BioSonic: so, in that case, Sword Glow's are pretty much useless in that endeavour
[3/28/2011 11:14:59 PM] RocketPSIence: how often are the first three floats used?
[3/28/2011 11:15:54 PM] Toomai: About a third of the time for Mario.
[3/28/2011 11:16:44 PM] Toomai: They're mostly in the +- 0.2-0.5 range, but looks like they can go up to 2.
[3/28/2011 11:16:49 PM] Toomai: (and possibly/probably more)
[3/28/2011 11:17:02 PM] RocketPSIence:
[3/28/2011 11:17:47 PM] Toomai: A glance at Luigi shows that the one attached to his head has a (temporary) Y-stretch of +3.
[3/28/2011 11:19:53 PM] Toomai: In total the "stretch floats" are used for 6/11 of Luigi's hurtboxes and for 7/33 of the values.
[3/28/2011 11:21:22 PM] Toomai: I think if you were to do a swordglow hack you can try putting two glows - one at the offset point and another of the same size with an extra offset of the stretch values.
[3/28/2011 11:21:49 PM] RocketPSIence: I'm guessin' swrod glow doesn't have a stretch? :<
[3/28/2011 11:21:56 PM] BioSonic: but would it cover stuff in between?
[3/28/2011 11:22:16 PM] Toomai: It wouldn't cover stuff in between but would probably be good enough visually.
[3/28/2011 11:22:29 PM] Toomai: If only to see if this is all correct.
[3/31/2011 11:30:00 PM] Toomai: So I think I've got hurtboxes documented in most important ways. http://i52.tinypic.com/csqw5.png (disclaimer: drawing, not hack)
[3/31/2011 11:34:58 PM] Kendall: oh yeah, what's goin on w/ the hurtbox stuff
[3/31/2011 11:35:08 PM] Kendall: is it actually done? or still in progress?
[3/31/2011 11:35:13 PM] RocketPSIence: how were you able to figure out the stretch factor in the picture?
[3/31/2011 11:36:45 PM] (Lux): Tell us in a google wave
[3/31/2011 11:36:55 PM] RocketPSIence: looool
[3/31/2011 11:37:15 PM] Toomai: I drew the stretch factor by making thick lines with round caps, if that's what you mean.
[3/31/2011 11:37:26 PM] RocketPSIence: nah, like
[3/31/2011 11:37:27 PM] Toomai: Hurtbox stuff in general is complete enough for people to have fun with it.
[3/31/2011 11:37:33 PM] RocketPSIence: how did you figure out how far to stretch it?
[3/31/2011 11:37:56 PM] Toomai: Hurtboxes have seven floats - the first three are position, 4-6 are stretch, and 7 is size.
[4/1/2011 11:29:20 PM] RocketPSIence: do we have a reliable method to make them visible in game?
[4/1/2011 11:29:29 PM] Toomai: Heck no.
[4/1/2011 11:29:32 PM] Toomai: As far as I can tell.
[4/1/2011 11:29:40 PM] RocketPSIence: lol
[4/1/2011 11:29:55 PM] Toomai: They're basically cubes with rounded corners.
[4/1/2011 11:30:23 PM] RocketPSIence: cubes?
[4/1/2011 11:30:27 PM] Toomai: You could always replace the character model with a model that visualizes them.
[4/1/2011 11:30:28 PM] RocketPSIence: I thought it was more like
[4/1/2011 11:30:34 PM] RocketPSIence: cylinders with curved edges
[4/1/2011 11:30:42 PM] E_alert: yeah
[4/1/2011 11:30:51 PM] Toomai: Well yes, but if you stretch it in all 3 dimensions it becomes a cube.
[4/1/2011 11:31:00 PM] Toomai: Most are only stretched in 1, so they're tubes.
[4/1/2011 11:31:05 PM] RocketPSIence: oh, gotcha
[4/1/2011 11:31:22 PM | Edited 11:31:28 PM] Toomai: Interestingly, it means you can't make a flat round hurtbox.
[4/1/2011 11:31:49 PM] Toomai: Because you can't compress them, so you have to make the radius small and then stretch it, which results in a square.
[4/1/2011 11:31:54 PM] RocketPSIence: my head hurts
[4/1/2011 11:32:14 PM] BioSonic: So there wouldn't be a way to get them in-game, even if we were to stretch the superscope mdl0... because we'd need to do it for each?
[4/1/2011 11:32:35 PM] BioSonic: or even at all because it's misleading?
[4/1/2011 11:32:44 PM] Toomai: Each hurtbox (excepting mirror images) would need its own model to be exactly correct.
[4/1/2011 11:33:50 PM] E_alert: I think it would be sufficient to draw a scope ball at each "corner"
[4/1/2011 11:33:57 PM] Toomai: Probably.
[4/1/2011 11:33:58 PM] E_alert: at least then we can patch it up in photoshop or something[/collapse]
Toomai, I'm not sure if you want to post all of your notes?
[collapse=Skype Conversation][3/28/2011 10:42:09 PM] Toomai: Oh wow I just realized, the flags for UnknownT that Tabuu generates have the wrong endianness.
[3/28/2011 10:42:16 PM] Toomai: That's a rookie mistake.
[3/28/2011 10:43:59 PM] BioSonic: hm?
[3/28/2011 10:45:01 PM] Toomai: When Tabuu says a hurtbox's flags are "890A", it actually should say "0A890000".
[3/28/2011 10:45:26 PM] BioSonic: ooh
[3/28/2011 10:46:28 PM] Toomai: Luckily I had already written them down from last time I was looking for hurtboxes.
[3/28/2011 10:53:02 PM] BioSonic: as soon as the flags are fully cracked, want me to make/test/record a PAC with sword glow's for the hurtbubble stuff?
[3/28/2011 10:53:49 PM] Toomai: Sure. Still don't have any idea what the first three floats are, but that may help.
[3/28/2011 10:54:38 PM] BioSonic: yeah... i'm trying to think if there's anything else in Tabuu that references other variables
[3/28/2011 10:55:27 PM] Toomai: By the way, the hurtbox data starts at 0x17e80 for Mario.
[3/28/2011 10:55:49 PM] Toomai: Pretty much directly after all hitboxes.
[3/28/2011 10:56:01 PM] BioSonic: interesting
[3/28/2011 10:59:27 PM] Toomai: So I think the flags go like this: Bits 1-9 are the parent bone. Bits 10-13 look to control whether a hurbox is high/mid/low (this isn't confirmed, since Mario's lower arms and legs have two set bits here instead of the expected one). Bit 16 looks to be always true.
[3/28/2011 11:05:26 PM] BioSonic: so if bits 10-13 control that, why does it need a high/mid/low difference? and bit 16 may be an on/off switch for the hurtbox?
[3/28/2011 11:05:51 PM] BioSonic: parent bone is hex or decimal?
[3/28/2011 11:05:51 PM] RocketPSIence: SSE?
[3/28/2011 11:06:35 PM] Toomai: When I say bits 1-9 are parent bone, why do you ask if it's in hex or decimal?
[3/28/2011 11:06:46 PM] RocketPSIence: lmao
[3/28/2011 11:07:23 PM] BioSonic: nvm lol
[3/28/2011 11:12:49 PM] Toomai: I am prepared to guess that the first three floats are some sort of stretch factor.
[3/28/2011 11:14:00 PM] Toomai: If I'm correct, leaving them 0 makes the hurtbox remain perfectly spherical, while changing them causes the hurtbox to extend that far, becoming a round-cap tube.
[3/28/2011 11:14:30 PM] BioSonic: so, in that case, Sword Glow's are pretty much useless in that endeavour
[3/28/2011 11:14:59 PM] RocketPSIence: how often are the first three floats used?
[3/28/2011 11:15:54 PM] Toomai: About a third of the time for Mario.
[3/28/2011 11:16:44 PM] Toomai: They're mostly in the +- 0.2-0.5 range, but looks like they can go up to 2.
[3/28/2011 11:16:49 PM] Toomai: (and possibly/probably more)
[3/28/2011 11:17:02 PM] RocketPSIence:
[3/28/2011 11:17:47 PM] Toomai: A glance at Luigi shows that the one attached to his head has a (temporary) Y-stretch of +3.
[3/28/2011 11:19:53 PM] Toomai: In total the "stretch floats" are used for 6/11 of Luigi's hurtboxes and for 7/33 of the values.
[3/28/2011 11:21:22 PM] Toomai: I think if you were to do a swordglow hack you can try putting two glows - one at the offset point and another of the same size with an extra offset of the stretch values.
[3/28/2011 11:21:49 PM] RocketPSIence: I'm guessin' swrod glow doesn't have a stretch? :<
[3/28/2011 11:21:56 PM] BioSonic: but would it cover stuff in between?
[3/28/2011 11:22:16 PM] Toomai: It wouldn't cover stuff in between but would probably be good enough visually.
[3/28/2011 11:22:29 PM] Toomai: If only to see if this is all correct.
[3/31/2011 11:30:00 PM] Toomai: So I think I've got hurtboxes documented in most important ways. http://i52.tinypic.com/csqw5.png (disclaimer: drawing, not hack)
[3/31/2011 11:34:58 PM] Kendall: oh yeah, what's goin on w/ the hurtbox stuff
[3/31/2011 11:35:08 PM] Kendall: is it actually done? or still in progress?
[3/31/2011 11:35:13 PM] RocketPSIence: how were you able to figure out the stretch factor in the picture?
[3/31/2011 11:36:45 PM] (Lux): Tell us in a google wave
[3/31/2011 11:36:55 PM] RocketPSIence: looool
[3/31/2011 11:37:15 PM] Toomai: I drew the stretch factor by making thick lines with round caps, if that's what you mean.
[3/31/2011 11:37:26 PM] RocketPSIence: nah, like
[3/31/2011 11:37:27 PM] Toomai: Hurtbox stuff in general is complete enough for people to have fun with it.
[3/31/2011 11:37:33 PM] RocketPSIence: how did you figure out how far to stretch it?
[3/31/2011 11:37:56 PM] Toomai: Hurtboxes have seven floats - the first three are position, 4-6 are stretch, and 7 is size.
[4/1/2011 11:29:20 PM] RocketPSIence: do we have a reliable method to make them visible in game?
[4/1/2011 11:29:29 PM] Toomai: Heck no.
[4/1/2011 11:29:32 PM] Toomai: As far as I can tell.
[4/1/2011 11:29:40 PM] RocketPSIence: lol
[4/1/2011 11:29:55 PM] Toomai: They're basically cubes with rounded corners.
[4/1/2011 11:30:23 PM] RocketPSIence: cubes?
[4/1/2011 11:30:27 PM] Toomai: You could always replace the character model with a model that visualizes them.
[4/1/2011 11:30:28 PM] RocketPSIence: I thought it was more like
[4/1/2011 11:30:34 PM] RocketPSIence: cylinders with curved edges
[4/1/2011 11:30:42 PM] E_alert: yeah
[4/1/2011 11:30:51 PM] Toomai: Well yes, but if you stretch it in all 3 dimensions it becomes a cube.
[4/1/2011 11:31:00 PM] Toomai: Most are only stretched in 1, so they're tubes.
[4/1/2011 11:31:05 PM] RocketPSIence: oh, gotcha
[4/1/2011 11:31:22 PM | Edited 11:31:28 PM] Toomai: Interestingly, it means you can't make a flat round hurtbox.
[4/1/2011 11:31:49 PM] Toomai: Because you can't compress them, so you have to make the radius small and then stretch it, which results in a square.
[4/1/2011 11:31:54 PM] RocketPSIence: my head hurts
[4/1/2011 11:32:14 PM] BioSonic: So there wouldn't be a way to get them in-game, even if we were to stretch the superscope mdl0... because we'd need to do it for each?
[4/1/2011 11:32:35 PM] BioSonic: or even at all because it's misleading?
[4/1/2011 11:32:44 PM] Toomai: Each hurtbox (excepting mirror images) would need its own model to be exactly correct.
[4/1/2011 11:33:50 PM] E_alert: I think it would be sufficient to draw a scope ball at each "corner"
[4/1/2011 11:33:57 PM] Toomai: Probably.
[4/1/2011 11:33:58 PM] E_alert: at least then we can patch it up in photoshop or something[/collapse]
Toomai, I'm not sure if you want to post all of your notes?