Editing Research:Traditional Capcom

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[[Image:Cps2hitboxanatomy.png|250px|thumb|right|Properties of Capcom radial rectangles.]]
[[Image:Cps2hitboxanatomy.png|250px|thumb|right|Properties of Capcom radial rectangles.]]
With the exception of the Warzard and Street Fighter III Series, the hitboxes are radial rectangles, defined by an X radius, a Y radius, an X pos, and a Y pos. The X and Y radii are unsigned bytes, whereas the X pos and Y pos are signed bytes. This means that all lengths and heights are effectively even, though an element with a nonzero X radius and a Y radius of 0 will yield a hitbox that is 1px in height. Likewise, an element with a nonzero Y radius and an X radius of 0 will yield a hitbox that is 1px in width. Note that these two scenarios are the only exceptions to the rule. Thus, the unit hitbox for most traditional Capcom games is a 2βœ•2 rectangle with an X radius of 1, a Y radius of 1, an X pos of 0, and a Y pos of 0. When translated to L,T,R,B coordinates, the values are -1,-1,1,1.
With the exception of the Warzard and Street Fighter III Series, the hitboxes are radial rectangles, defined by an X radius, a Y radius, an X pos, and a Y pos. The X and Y radii are unsigned bytes, whereas the X pos and Y pos are signed bytes. This means that all lengths and heights are effectively even, though an element with a nonzero X radius and a Y radius of 0 will yield a hitbox that is 1px in height. Likewise, an element with a nonzero Y radius and an X radius of 0 will yield a hitbox that is 1px in width. Thus, the unit hitbox for most traditional Capcom games is a 2βœ•2 rectangle with an X radius of 1, a Y radius of 1, an X pos of 0, and a Y pos of 0. When translated to L,T,R,B coordinates, the values are -1,-1,1,1.


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