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46  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: October 22, 2014, 02:28:31 AM
You'll have to setup your CSSRoster.dat file to be in the same order as the ID's in the CSS code. Me and our old GCT coder organized them by franchise iirc. However, that was quite some time ago...anyways...if your just talking about the order, than yea that would be it. You can re-organize them in PW's config utility
47  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: October 17, 2014, 01:13:45 AM
Alright, i feel i must apologize for not being present in this thread much anymore...however, with how much help and experienced folk there are around here i didn't feel it was necessary for me to be present much any longer. So, for that i apologize. Especially to those who have trouble with my tool, my videos, etc etc. I do have some good stuff to say though.

First off, i know that the original link to my tool in the OP of this page is down. The link in my signature works though however, so if people wish to use the current version you can get it there.

Next, i have withheld releasing a new version of the tool for some time now specifically because i was just learning to program when i wrote the tool. Not just in c#, learning to program at ALL. I used the tool as a learning tool, and just educated myself along the way. However, the tool is really really terribly coded. This was before i kicked my butt into high gear and started hitting the books. The result of which is my modifications to PSA which a beta version was released of in my thread, and my working on BrawlBox. Now, i am much much MUCH more experienced with programming. That brings me to the point of me posting in this thread again..As of today / tonight, I've resigned to work solely on re-coding the entire tool from scratch. I've already started the development and because of this, and the simplicity of the tool, i should be able to have it finished in no time. And with a bunch of features that i was previously unable to complete or implement.

And lastly, my knowledge of the game in general has increased by a substantial margin. Through my interests in this game's engine, i've gone and learned, researched, and RE'd as much as i can get my hands on. I've moved on from what the game allows me to do, and am now looking back at modifying the game through the modules. Most everything that i have in mind will require editing the module. That being said, the reason im saying this in THIS thread is because i can likely fix / finish the ex modules i had been working on now. I've still got the information PW sent me archived, and i've researched the module structures thoroughly on my own now. I'll see if i can't get some experimental modules made for the peeps in this thread Smiley

I suppose that's it for now. I'll keep you guys posted on the development of the tool, though i still won't be around much to help with troubleshooting unfortunately. I am quite busy nowadays between life stuff and working on my other two projects. Well, until then i guess that's it

(oh, and i'll redo my tutorials all from scratch once the tool is finished. Though i'll leave the vBrawl tut for vanilla BX without the CSS expansion, for those who venture to use that instead)
48  Super Smash Bros. Brawl Hacking / Programming / Re: Pay me to program for you. Would this work? on: October 13, 2014, 11:17:13 PM
Yeah, I guess it is. I don't know what happened but KJP paid for a bunch of minor things at once and threw that request in there, but we didn't exactly determine what module editor upgrades I was going to do, so he wound up paying way less than I think it's worth, considering all the research I need to do Tongue So it's not exactly on the top of my to-do list, but I still sorta want it done anyway so I'll work on it.


Alrighty then. Im pretty sure your the one who implemented the module editor to begin with so you probably have more experience with modules than i do, but if i see something i can help with i'll try to do so. I've added objects to modules by hand with vTable, inheritance hierarchy, and asm all before, so im somewhat familiar with the way they work. But i haven't really dove into the actual module format itself enough to know where to start making a parser / editor for the objects lol.

I do, however, know that the old .rel research threads have a whoooleee butt load of info in them in regards to objects and their structure..that's where i learned about how to do stuff. Somewhere around this page i believe.
49  Super Smash Bros. Brawl Hacking / Programming / Re: Pay me to program for you. Would this work? on: October 13, 2014, 01:45:16 AM
lol wait for my pull request though and you'll see all I did was set the value under "if (Model._isImport)" under the shader's rebuild function.

...

bahahahaha! oh man, i knew it was something simple but that's really something. For a while in the beginning, i couldn't figure out what it was and was trying everything to trace back the problem, even searching through tooonnss of diffs on the google code svn to see what changed during the shift to the new Collada importer xD Though that didn't help me much. Dunno why i didn't see that before lol. Still, im glad it's fixed. It really was one of the more annoying bugs.

Have you seen any of the changes I've committed so far? Pretty neat little upgrades and fixes here and there.

I have! That live texture folder in specific is something great. I don't do much work with models exactly, but from what i have done i know this will be really nifty. That and the upgrades to the bone panel are really neat. I use the bones panel alot when researching the SSE stuff.

In regards to future features, is the module object editor fully paid for? Just wanna keep up to date, since it's the feature i'm most excited about. It'll help out oh so much with that whole project of mine to use SSE assets in normal stages. Cheesy
50  Super Smash Bros. Brawl Hacking / Programming / Re: Pay me to program for you. Would this work? on: October 12, 2014, 07:48:19 PM
Yup! Already fixed for free, was the easiest fix ever. It'll be in the next Brawlbox release by sammi and liberty.

...

lol well im glad it's fixed. I did look into it for a while, but couldn't really figure out what was causing the problem xD I figured it was probably something small..
51  Super Smash Bros. Brawl Hacking / Programming / Re: Universal Model Converter - updates on: October 04, 2014, 11:28:09 PM
ooookkaaayy OS preferences aside, just being on the internet nowadays puts information out there. Even just speaking on cell phones or texting puts info our there. The way i see it, if people don't attract attention then people won't need to be one of those who experience said negative things. I understand you want your privacy and such, and that's fine. But, this isn't the time nor place to discuss OS choices. You can create your program to be universal to the OS's, and it won't be any skin off your back bro. .__. Let people decide for themselves if they want to run it on an aero system. Well, that's my opinion at least. It would be pretty dang suckish to not be able to use this on my casual comp and just have to run wine on my linux machine or something :/

Anyways, im not against you or your opinions man. Just...i'd like to see the discussion in this thread come back to the program rather than OS's Smiley
52  Super Smash Bros. Brawl Hacking / Programming / Re: Pay me to program for you. Would this work? on: October 04, 2014, 03:51:55 PM
Alrighty i went ahead and merged it. Github makes collaborating on stuff really easy, it's one of the things i like most about it. Tongue
53  Super Smash Bros. Brawl Hacking / Programming / Re: Pay me to program for you. Would this work? on: October 03, 2014, 09:03:36 PM
Dunno if LibertyErnie ever got back to you yet, but since i don't have sufficient privileges to give you commit access you could just fork, apply your changes, and submit a pull request for the repo and i'd merge it. Unless he did get back to you and give you access, in which case you can just ignore this Smiley


Glad to see this is working out for the most part. Alot of the features in the OP seem pretty cool. Next time i get paid, i may end up buying some of em.
54  Super Smash Bros. Brawl Hacking / Programming / Re: Pay me to program for you. Would this work? on: October 02, 2014, 12:46:09 AM
I know, but the identifier needs to be set in a spot that will never change throughout movesets.

I suppose your right...though, wouldn't it be possible to just generically parse the moveset file's main sections first (Pointer list, Data section, Tables, strings, etc) without breaking it down yet and look up the unique identifier at the end of the Data section?

iirc it would be easy enough to just 0x20 + (Header->DataLength - 0x04) to find the address right? That way the initial pass wouldn't have to break it down, just set/get the unique identifier for the second pass to actually parse the data. Im not super acquainted with the way Ikarus or BBox handled the moveset files though, so i could be way off base..
55  Super Smash Bros. Brawl Hacking / Programming / Re: Pay me to program for you. Would this work? on: October 01, 2014, 03:24:28 PM
But it's not fair for "private" builds, no need to be selfish if I help is for the community, I have low income right now I am on a bad season but son Iam getting more hours and would let me give a helping hand.

iirc there is no intention of private builds. Features that are finished will be included in the next public release for everyone to use. all this talk of Ikarus makes me want to get to working on it..
56  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.73b on: September 30, 2014, 12:53:39 AM
Yea i figured that was the case. Dunno if I've fixed it perfectly, but it seems that I've fixed it by scaling it back down to .01 and rotating y + Azimuth. Though since depth tests are disabled when rendering the light source and the rest of the rendering normally has it enabled, i had to enable it again afterwards otherwise it would mess some stuff up later down the road.
57  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.73b on: September 29, 2014, 10:45:58 PM
Bug reports:

2. When the Environment Settings window (under Options) is open and a bone control is visible or any of the stage overlays are visible, they become huge in size. The size reverts back to normal when the window is closed.

I've gone ahead and fixed 1 & 3. For number 2, it seems it's messing things up only when the light source is being drawn. If the lightsource isn't drawn at all, it never happens. The problem is that the things being done to lightsource are affecting the geometry of the bone controls, the bone orbs, overlays, and collisions. basically anything being drawn with GL.XXX is being scaled and rotated the same way the light source is for some reason. I'll have to look into it a bit more since i'm not too great with the GL stuff.
58  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.73b on: September 29, 2014, 01:48:30 AM
Bug report: when you preview all models & exit I get an error saying Object reference is not set to an instance of an object.

Do you think you could send me a copy of the file your working with? Last i checked, the only thing that caused that was editing an MDL0 with no objects. However, i recall LibertyErnie fixing that at one point and i don't have any trouble previewing all models and closing OR saving it. Even previewing all models in a brres containing only a model with no objects doesn't reproduce it.
59  Super Smash Bros. Brawl Hacking / Programming / Re: Pay me to program for you. Would this work? on: September 29, 2014, 12:29:33 AM
Preferably, Ikarus would read the moveset file using the module and sync any edits back to the module. But I don't think that day will ever come Cry

This was a project i was gonna work on in my spare time actually, and due to that i have been very determined to research and as such, i have been researching them ALOT. They're one of my main concern as of late, as they govern all the things I've been wanting to do. Thankfully, I've gotten fairly far into it and understanding the modules completely for this is particular use is at least FEASIBLE now. Though of course still quite far away. I hope one day it happens though! I'm optimistic that someone will continue to research and work on them until it's done, mainly because i think it would be infuriating to come so close, just to leave before it's done. xD

EDIT:
All of these changes would be stored in a text file for BrawlBox to read later, provided I figure out how to give each moveset a unique identifier that won't be read by the game.

iirc PSA adds bytes to the files that aren't read by the game correct? er..well it DID..my version doesn't because i didn't see it making any important differences whether it was marked or not.  it marked the end of the data section with a FADE0D8A, and an offset TO this tag right before it. example, 00015a00 FADE0D8A where FADE0D8A is at that address (00015a00) IIRC it was used to mark the end of usable space in the file, and where the start of the empty space buffer begins at runtime. These 2 words were being saved by PSA into the moveset file, even though (as far as i know) it didn't need to be kept in the file. Meaning, just opening the file in PSA altered it when saved.

Dunno if this is what you meant, but yea PSA does that. Incidentally, i had the same idea to mark the moveset files with unique identifiers so that it didn't depend on character specific strings in the parent ARC header.
60  Super Smash Bros. Brawl Hacking / Programming / Re: Pay me to program for you. Would this work? on: September 27, 2014, 01:26:31 PM

I work for free, for fun and personal gain :3
you should know this already BJ Tongue

So do i Tongue It's why i've been programming bbox, and why i don't see this turning into one of *those* projects so you don't gotta worry. More specifically, because even if people don't pay BJ to do stuff, I'll still be doing other stuff. Just...probably not many huge features like some of the ones in this thread, or as fast. That is unless i significantly improve my skills and research said topic a whole lot.

The point of this thread in specific isn't "Pay for bbox features now, or bbox won't continue", it's just BJ saying that he can (for money) implement most features you guys throw at him. Whereas i cannot, and there is no guarantee that someone else will come along and do it. Do note though that im not speaking for anyone else's skills who might be / are / want to program bbox. I can only account for myself in these opinions.
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