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16  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.75 on: February 28, 2015, 10:52:55 PM
I WISH I HAD 3 MONITORS. i have the gfx cards for it but no spare monitors ;~; 2broke4me
17  Super Smash Bros. Brawl Hacking / Programming / Re: Let's look into Module Fíles (.rel) - Defensive Hitbox/Reflected Articles soon? on: February 28, 2015, 09:31:24 PM
Thanks very much indeed. I'll also be seeing about implementing this somewhere. If i do, i'll post about it here Smiley
18  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.75 on: February 28, 2015, 05:51:48 PM
OI! Great work BJ. Stop stealing all my good ideas and implementing them faster than i can ;__; nah im just kidding, implemented faster and better than i anyways LOL
19  Super Smash Bros. Brawl Hacking / Programming / Re: Let's look into Module Fíles (.rel) - Defensive Hitbox/Reflected Articles soon? on: February 28, 2015, 05:49:51 PM

So how are Article Floating Points handled?


Depends really. From the limited research i've done, they are for the most part done through the relevant ParamAccessor object. For example, Falco's wnFalcoBlasterBulletParamAccesser object handles accessing the blaster bullet's floating points from memory.


~snip~


Haven't read it yet because im at work, but this looks juicy Smiley
20  Super Smash Bros. Brawl Hacking / Programming / Re: Let's look into Module Fíles (.rel) - Defensive Hitbox/Reflected Articles soon? on: February 25, 2015, 03:32:22 AM
Oh, hey Maw. Didn't know you ever posted around these parts. Tongue Im glad you brought that up, as i'm interested as well. (Also, Sorry i haven't been on Skype, i've been quite busy and don't have access to skype atm. Tell the rest of the Minus dudes for me if you get the chance.)

Hey Mawootad. It's good to hear that you're interested in this. You seem pretty dead set on figuring this out, so give me until this weekend and I'll see about compiling everything I know on the topic.

Good to see you PW! I did take a little time to look the Lucario module as well, but i haven't had too too much time lately. Just enough time to briefly go over the changes and some of the main logic. In any case! I'm always willing to learn something new Smiley That and anything related to articles is always quite interesting lol
21  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.75 on: February 21, 2015, 11:27:34 PM
Working on a bug reporting system to go along with the updater changes. By the end of them, we should have XP support back. As well as an issue submision function on github when the app crashes (and a bug of the same title does not already exist). That way people don't have to report bugs here, or make an account on git to report them either. Simple, easy peasy Smiley
22  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.74b on: February 19, 2015, 10:49:19 PM
I'm working on getting v0.75 out tonight btw, I think it's in a good stable spot right now and it's been a while since the last release. There are also some critical bug fixes people have been waiting for.

Right. I'll see if i can get the updater working correctly to fix XP support in time! Tongue That's be pretty coolio. Oh, i may see about adding sm4sh stuff, including the moveset file stuff...but endian independent code can become..complex. We'll see Wink
23  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.74b on: February 19, 2015, 10:18:55 PM
Nah, only the updater won't be supported.
I'll be able to downgrade BrawlBox itself back down to NET 4.0, which supports XP.
BrawlLib was never upgraded, so no problems there.

Remember when i was working to try and separate the asynchronous functionality from BBox and brawllib a while ago? That was why lulz. The only issue your going to have is that you'll have to make a separate process call for the updater. I...can actually get to work on fixing that right now... why am i talking about instead of doing it..

that's not supported by XP BJ...
sorry but you need to use things everyone can use. Anyways..

I think you'll even cause issues for linux users if you do that :/
I would prefer we keep XP support if at all possible as well, but for the sake of not just your sanity, but the relevancy of this thread as well, lets try to keep opinions about OS's to ourselves. The only purpose it serves in this thread is to cause drama and/or derail. Also, (personally) if i absolutely have to choose between supporting XP and bringing the best possible experience to the most users, i will most certainly choose the latter. But again, if i can help it, i won't have to choose at all.

The update system is incredibly important as it stands because with all the rewrites being done, many people can't afford to monitor this thread to look for updates and such. The updater will notify everyone of new versions and allows us to pump out fixes and versions super duper fast. (it will also still reach them to update even if KC:MM is down).

That being said, that's just my opinion on the matter. Can't say much for the other devs. If you're that worried about it, you could always take it upon yourself to be the BBox "XP guru" and handle all the xp related deeds. It is open source afterall. Though i think i remember you saying in the past that you won't use / dedicate time to learning C# or something to that effect.
24  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.74b on: February 02, 2015, 01:34:40 AM
is the newest brawlbox win8 only or something? im in win 7 and everytime I try to open it, it never runs

It never runs? sounds like outdated .net framework or something. The real deal is that we upgraded the .net framework that bbox uses to 4.5, (which makes XP unsupported.) If you can't open in win7, that's the only thing i can think of at the moment that would cause it.
25  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.74b on: January 19, 2015, 03:14:58 AM
I will say it is not too big of an issue, because I can just use other versions, and Blackjax, I hate to keep bringing up bugs, especially when you're one of the ones repeatedly fixing them up. There's a couple bugs I'd like to report for Brawlbox 0.74b.

I especially hate not being able to help out very much with the current bugs, but most if not all are related to the model previewer, and that's just a whole lotta funk that i have no idea how to work if, especially now after the rewrites lol. In other news, i was working on a few new cool features regarding modules and such, but due to a recent computer re-formatting, i lost it all...guess i'll be rewriting all that junk Tongue
26  Super Smash Bros. Brawl Hacking / Programming / Re: Let's look into Module Fíles (.rel) - Defensive Hitbox/Reflected Articles soon? on: January 12, 2015, 03:44:04 AM
That's awesome. I noticed that you guys are still using my old class crawler code from the Module Editor 2. I've since improved on it a bit.

I was originally trying to develop a code visualizer tool for the module files, but I haven't worked on it in ages. You'll probably get a lot more use out of it than me. The main part you'll probably want to salvage is the CodeCrawler class located in BrawlModule->ModuleTools->Crawler. This code crawler will establish symbolic links between all the classes, methods, and method tables in a module file. It also records all the method calls, loops, branches, and constant references inside each method. There's a small part in the CodeCrawler.cs that still needs work regarding the bctr instructions, but besides that, it's pretty complete. There's an example on how to use it in the Form1 code of the main project.

Great stuff! Yea i restarted using the old crawler as of late, pending a rewrite to the way that BBox handles modules as a whole. This should definitely come in handy, so thanks a bunch!

Pikazz, just wondering, but have you taken a look at the 8 aura sphere lucario that PW has uploaded? It's quite interesting. If i find anything that i can easily explain, i'll let you know over skype, but for now i was mainly asking because i just haven't had enough time to dig into it as much as i'd like to Tongue
27  Super Smash Bros. Brawl Hacking / Programming / Re: Let's look into Module Fíles (.rel) - Defensive Hitbox/Reflected Articles soon? on: January 03, 2015, 06:14:53 PM
Hmm. This may be somewhat relevant to this thread, but now that I've programmed bbox to keep track of all branch commands, it's probably possible to do some magic and recalc hardcoded branch offsets when memory is added. This still doesn't fix some of the more intrinsically complex issues faced when editing modules, but it sure would make things easier.

BBox is becoming more and more useful for module editing now that it displays methods, similar to Module Editor 2. And whats more, if you select a branch location, you can actually click a button to jump to the branch destination. And lastly, per Pikazz's request, I've implemented a way to see where branch offsets are without actually having one selected. Just like how a Relocation destination is painted with a red font, these are painted blue. It may also be worth noting that branch commands are painted with the background color purple.




I mainly started these kinds of improvements to help with whatever i was doing at the time, which as of late has been with editing the item system...maybe to get some custom items loaded and working. I've not spent too too much time on it yet, but in my time messing around in dolphin (And thanks to some info from PW) I've found a few cool tidbits of information. Nothing notable to show yet, but i am starting to get a general picture as to how the items are generated. Unfortunately they are a bit more hardcoded than i had originally thought. No matter though, i never expected it to be easy Wink

Anyways..this lucario deal is pretty amazing. Imma pop it open and see if i can find what you changed  Grin
28  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.74 on: December 31, 2014, 01:37:22 AM
Sammi, where is the item data for sudden death stored in stages? I wanted to change it so the stage would spawn active Pokemon instead of bombs.

Not entirely sure where it is stored specifically. Im also not too sure if everything 100% works right yet. Though i see no reason it shouldn't, since files are being rebuilt exactly the way they should be. In any case, i think the sudden death mode items are spawned from a group in the common table contained in common3. under itmCommonGen/item Generation/table[0]/group[4] if i remember correctly
29  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.74 on: December 29, 2014, 10:00:36 PM
Crashing... no backtraces.
I don't know how to debug with M$ .NET, but if you have mono installed on your computer, run this command from the command line:
mono /path/to/brawlbox.exe --debug
, and crash BrawlBox, a backtrace will be printed in the console with line numbers, function names etc (if there are debug symbols in the executable). This will help the developers of BrawlBox track down the problem.

By the way, this is how I found out what was causing BrawlBox to crash on Macs.

https://github.com/libertyernie/brawltools/tree/DebugLog

This is a branch i was working on before the release. It's just a debug output console when BBox is started with -d or /d. Hopefully in the future it will help us debug things, and others see exactly where the problem is. Right now, there isn't any backtraces. Just event printouts. But backtraces will definitely be printed to the log in red when things are more complete
30  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.74 on: December 29, 2014, 12:36:41 AM
Thanks for all the bug reports guys. We will have bugs being fixed and released soon. I highly suggest people register the issues here as well https://github.com/libertyernie/brawltools/issues

This is the official bug tracker, and will also be used for suggestions and enhancements. When submitting a bug report, please give as much information as you can. If possible, also include a download link to any trouble files your dealing with. That is optional though.
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