A lot of NES games I think just set the hitbox to be a whole 8x8px area or combo thereof (the diamond bullets in Gradius II were 8x8px but their hitbox was 8x16 for some sick reason). But sometimes the programmers actually adjusted hitboxes to be closer to the sprite. Trevor in CV3 was one such case. From what I've noticed from slow-mo gameplay, his hitbox seems to go from his feet up to his eyes, but that would translate to an odd-valued hitbox height. If I round up the dimensions to be divisible by 4, the hitbox would be at his eyebrows but then I would have to change the Bone Dragon Pillar's fireball attack's hitbox to be sprite-based and not byte-based. Now, that may be the actual case, but I don't know where to look in the ROM or CPU to verify this.
So does anyone else know where hitbox dimensions might be stored in CV3?
Edit: I just confirmed it is indeed at his eyes and not his eyebrows. The only explanation I have for why it'd be an odd-valued hitbox height is that Trevor's hitbox actually starts below his feet and not at his feet, which is why he stands ABOVE ground while enemies and torches are in the ground.