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16  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.75b on: May 22, 2015, 11:36:54 AM
I can't tell because its all in Russian (or at least can't properly translate).
Why should this matter? If you mean where did the PC came from, then i don't know.

I have a feeling that it might be that the computers GPU doesnt read the same language as in English, making it little confused on the render part
Seems like we have the same problem, indeed...

Also :

(I'm from France, the reason for the french text)

wierd, this is mine

so 3 from non-USA has the same problem and 2 have problem with NVIDIA.

does anyone have this problem outside USA or have NVIDIA?
17  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.75b on: May 22, 2015, 04:13:00 AM
I have this problem too. Its not on every model though. Those that i am sure have this bug are SJS' ZSS, Ike, Pit, Giga Bowser, adolescent and adult Ridley models from Other M. Gallery of that on imgur as a proof:
http://imgur.com/a/GukQs
There is no rimlighting on Pit and Giga Bowser shown here. Its just a transparency issue or something. Ridley's wings are supposed to be transparent in few places too, but they are not. Yes, im using 2 models that are not from Brawl, but they work just fine in-game, just too dark.

There is another problem i encountered. After adding 2nd shader to the model, 2 of its polygons suddenly started using it when previewed (i am sure about it since this 2nd shader is set in such way that it makes polygon always have same brightness as if it is glowing in the dark and when i set lighting settings in the preview to 0, those 2 polygons were not pitch black like everything else expect for eyes), but they still keep their original shader in the material settings. That most likely does not affects any in-game stuff, but making CSPs and checking how shaders and materials work is impossible like this. Im talking about this:
And rimlighting is messed up on models with only few exceptions (like that Smash 4 Falcon), but i think that already was reported.
The newest update seems amazing

... Well, I guess I have to pass on that one

so we 3 have the same problem huh? :/
what is your GPUs? and what countries are you from?
18  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.75b on: May 21, 2015, 09:02:49 AM
does anyone have the same problem as me?

not exactly sure whats wrong but I bet its something with my grapfic card. I have the latest of everything and it shouldnt be any problem!
19  Super Smash Bros. Brawl Hacking / Model Imports / Re: Smash 4 Jigglypuff on: April 08, 2015, 12:00:17 PM
I love the model and really consider update my brawlsona model to Smash4 model, really great work :3

but the rigging could be better tho
20  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.75b on: April 06, 2015, 05:04:34 AM
I want that stage, since it would be to good use :'3
21  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Unofficial Project M Ridley PSA (100% done) - Version 1.9 released. on: April 05, 2015, 10:50:33 AM
I am happy that I could help with Ridley in some way! keep up the good job Cheesy
22  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: April 04, 2015, 05:19:56 AM
whats crashing is the Road getting loaded. the road is an article aswell D:
no ideas how to patch the road tho :/

it COULD be something else by riding the special effects (like the camera and the visual) but the road article seems to be the biggest problem
23  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.75b on: April 02, 2015, 02:14:07 AM
so its finally happening? I cant contain all this hype!
24  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: April 01, 2015, 12:45:27 AM
Finished it:



Drogoth, I considered what you said about the left leg bending front too much, but it doesn't snap or break his leg or anything. It's a natural bend (if you saw it from the side). So I figured that was the assumed main issue and left it alone.

such a great animation you did there o:
awesome :3
25  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. on: March 11, 2015, 09:19:35 AM
you need to take care of your projects before starting with something else, at least get to a milestone D:
26  Super Smash Bros. Brawl Hacking / Programming / Re: Let's look into Module Fíles (.rel) - Defensive Hitbox/Reflected Articles soon? on: March 07, 2015, 05:50:33 AM
thats really good info of the soAnimCmd o:
so basically, Warios Wart/ROB laser is using a soAnimCmd Concurrent Infinite Loops to charge their attacks no matter what action is used? o:

really interested into soAnimCmd! do you have any more info about it? :3
27  Help & Tutorials / A/A Tutorials / How to add New Action Overrides Entry/Exit to those who dont have on: March 06, 2015, 05:19:25 PM
How to add New Action Overrides Entry/Exit to those who dont have

Action Overrides is an awesome thing that lets you “redo” an existing normal action inside Fighter.pac to your FitChar.pac and do code it as you wish without editing the Fitgher.pac itself!
Sadly, Action Overrides doesn’t exists on everyone. Only a few has the luxury to have it already.
Entry are the main thing that the codes has while the Exit are often used at control checks like “if Controlstick is up, do this”
This tutorial will cover 2 parts, first for adding both of the Overrides and the second part is to prevent some attack to freeze and fix the PSA! The Second part is the most important part so don’t skip it!
However, for this tutorial to work, you need a PSA that has at least 2 “special offset names”. I will explain what it is in step 3

What you need:
Your PSA
A Backup for your PSA
Brawlbox 68b
Tabuu Alpha 3
Calculator
Hex Editor

In this Tutorial, I will use Ganon as a Base
PART 1
Step 1:
Add 3 Subroutines in brawlbox. 2 of these subroutines will be Action override Entry and Action override Exit and you can have anything in these as long as they are not empty.
However one of them MUST have 4 “nop” since we will make the nops till completely diffirent later!


Now add 3 subroutines command in any subactions that calls those 3 new subroutines! You will remove them later, but they are there so the subroutines will not disappear when saved


Step 2:
Save the PSA and reopen it in brawlbox just to check everything is there.
If everything is there, Save it again but as a copy, so you have 2 of the same PSA! This can be helpful when you will look at the program!

Step 3:
Open up Tabuu and open up your PSA in it


The one in the squares are the one that has a “special offset name” and we need to take 2 of them! You need to take the once that has Article Paragrapfs/Float Points, or else you will not be able to add them back!
A tip if to follow top to bottom, so I will use “Punch” and “Explode” as special offset name (Ganons B and Side B Floating Points)
Go down to Data>subroutines and find your subroutines and take note of all 3 Offsets for them!


They are kinda easy to spot cause they all have Asynchronous Timer if you used “nop”.
The offsets for me will be 1CF00, 1CF28 and 1CF78. The 1CF00 will the new special offset name for me! You will also need to know the third Asynchronous Timer in the new special offset name subroutine, making it 1CF10 for me aswell!
You can use Brawlbox and use calculator and see their decimal offset is

Step 4:
Scroll up to “Header”, right-click it and select Open Hex View…


Now change the 0x50 and 0x54 hex to the Special Offset Name and the third Asynchronus Timer Hex!
My case it will be 1CF00 and 1CF10
The 0x50 is for Entry and 0x54 is for Exit


Now go up to the “Names”, right click on it and select “Open Hex View… (Header)” and change the first offset to your first Hex
My case it will be 1CF00



Repeat the progress on the second “Name” but with the second offset aswell! For me it will be 1CF10


Step 5:
Scroll down to Subroutines again to your new “Special Offset Name” and right click Open Hex View… on the first Asynchronous Timer


Change the first 0x0 Offset to your Action ID you want to have and the 0x4 to your Subroutine offset you want to be “Entry Override”
I will use Action 105 and my offset 1CF28


(its hard to see in the dark blue)
Now open up the Second Asynchronous Timer in that Subroutine and enter “FFFFFFFF 00000000”


Repeat now it on the third and fourth Asynchronous Timer! but in the third one make sure that you are using the second subroutine offset instead! In my case it will be 1CF78

Step 6:
Scroll all the way up, right click on the file and save! It will freeze but don’t worry, it will save everything!
Now open it up in brawlbox and you will see this!


Now you have added Action Override both Entry and Exit into your PSA! (despite the wrong names! You will be able to change the name later but remember which one is which)
Now you can go to the subroutines commands in the subaction and removes those and save!
Do you think its done? Yes, the Action Overrides will work fine in game, but do you remember the Special Names we took in the beginning? We need to add those back! If you used an attack that’s been using those, it will freeze!


PART 2

Step 1:
Open up your Backup and extract the floating points! Since I used Ganons B and SideB, which is “Warlock Punch” and “Flame Choke”. Remember how many Hex they both are using! Ganon B has 0x14 hex and SideB has 0x1C hex. Rightclick on MoveDef (at the top) and Export the Backup as a .Moveset file for later use


Also remember your offsets for both of the floating points. My is 139532 for Warlock punch and 139556 sideB (in hex 2210C and 22124)

Step 2:
Open your PSA again in Brawlbox, add 2 Subroutines and add “nop” inside it depending how many hex both has! Since one nop is take up 2 Offsets, I calculated that for Ganons B needs 2 Nops and SideB needs 3 Nops ( (the Needed Hex / 4) / 2 Offsets + 2)


Make sure to add 2 Subroutines commands in any subaction linking to them just like in part1 step1!

Step 3:
Save and Reopen it in brawlbox to give the subroutines offsets!
Scroll down to your new subroutines and take notes of their offsets! Mine is 118512 and 118536 (in hex they are 1CEF0 and 1CF08 )


Now scroll down to “data” folder, press on it and go to “extra offset”


The first offset were used by Ganons B and the second was used for SideB! We need to manually correct them! Take the offsets and remake them to Hex! So -208994432 will be F38AFF80 in hex!
And now scroll up all the way to the top and export it as a Moveset file


Step 4:
Now open up the moveset file in a hex editor and “Find hex” the one that you need, since I needed to fix the F38AFF80, I search for it!


Bingo!
Now I will write down my subroutine offsets to it instead! Mine was 1CEF0 and 1CF08 from step 3


Step 5:
Now save it and export it back to your PSA. Go down to the “Subroutine commands” in your Subactions, remove them and Save and Re-open it! This step is to prevent a crash further ahead!
Now you have 2 new ExtraParams! Named ExtraParam0 and ExtraParam1. Param0 is for Warlock Punch and Param1 is for Side B!
Please note their new Offset on the Params


My warlock punch new Offset is 8184 (1FF8 in hex) and my SideB new offset is 8208 (2010 in hex)

Step 6:
Now scroll to the new offsets + 20 to your Params! So my 1FF8 will be 2018


Now open up the backup Moveset file in the hex editor aswell and go to their floating points for each one! Mine was 2210C in step1 (+20 = 2212C)
Now Mark the hex that’s been used in it! Since it was 0x14, I need to copy 18 (0x0 counts) and copy-paste over to the new PSA



Just like this!
Now repeat it for the second floating points aswell!


Step 7:
Once it done, save your Moveset file and import it for the last time in brawlbox!


And now it’s done! Everything is fixed and you have action override in it too!

Be creative! Have fun!
28  Super Smash Bros. Brawl Hacking / Programming / Re: SSBMR 2.0: Metal and Giant Characters in All-Star on: March 02, 2015, 06:33:28 AM
there should be somekind of a "flag" to edit to make it either small, big, metal and stuff inside miscdata[8-9] I believe (that one that you are using off)
29  Super Smash Bros. Brawl Hacking / Programming / Re: Let's look into Module Fíles (.rel) - Defensive Hitbox/Reflected Articles soon? on: March 01, 2015, 03:12:30 PM
I actually did it for you o: been showing that gif of yours to Wip PSA Thread and one more thread inhere I think o:
been using the StatusUniq Swapping quite effectly 'w'

and super great info for all the articles! I want to see if I can create something from it!
30  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.75 on: March 01, 2015, 08:47:49 AM
bruh



doin wERK
Fixed, thanks
Fixed and fixed

Thanks
Not if you don't report it.

wish I could get my hands on IDA D:

but great work on that Module stuff :'D
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