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241  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.72 bugfix 1 on: May 06, 2014, 04:47:57 PM
Alright, since the 4th BrawlTools generation is being hosted on github, I won't bother adding you guys to the old 3rd gen svn.
242  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.72 bugfix 1 on: May 06, 2014, 01:57:50 PM
Meh, the downloads section is deprecated. I think they already removed the option to add new downloads by now.

You also couldn't replace a download. I didn't like using it solely because of that.
243  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.72 bugfix 1 on: May 06, 2014, 01:02:55 PM
http://brawltools2.googlecode.com

Just send me your emails and I'll give you commit access
244  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.72 - Proper UTF8 support in MSBin on: May 06, 2014, 12:41:13 AM
But how does BrawlBox know whether to interpret a value as integer or floating-point? I can't go by the size of the STDT data, because a few stages (i.e. 75m and Luigi's Mansion) have the same size STDT but use different interpretations.

Well the attribute grid does have an if statement that guesses int or float, but for values like 0 and some really big integers, there's no way to know for sure. What I did for moveset files was I had it use that if there were no text files that explicitly stated int or float for the current value.

Basically either the user tells BB float or int using the text files or it guesses.

Alternatively, you could hardcode structs for each stage and use them as a direct property interface. I don't think I would do that though, as there are quite a few stages and most of the values are unknown or need a long description.

I actually am already working on Ikarus. Just sent a pull request to LibertyErnie to allow selecting JUST the character folder, rather then the whole root of ALL brawl files. So expect to see that improved as well as BBox stuff Smiley

There should be a separate button under file->open to open just a character folder. In fact, I was planning to add buttons to be able to open any file separately.

The reason I completed opening the root first was because it was faster to just open an SD card root and switch the character for testing and I wanted to emulate the game Tongue
BB v0.68 and PSA can already edit pretty well.

Nice to see interest in continuing Ikarus though. It has a lot of potential, if somebody can get a proper moveset rebuilder written.
245  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.72 - Proper UTF8 support in MSBin on: May 05, 2014, 05:43:15 PM
OMG I got it Blackjax!! I replaced MISCDATA[9], MISCDATA[10] in common3.pac with the Korean one, and it worked! Apparently I read that 9 and 10 are font_latin1.arc, font_latin12.arc. But would you know how to change the text size though? It seems a bit small though. Would I have to add something to the msbin file? like <size=???> etc?

Yeah I'm pretty sure that's the right tag.
So it works now? Cool beans.

BlackJax, can you please give a couple more people commit access to the brawlbox project so we can continue making releases and code commits through google code?

Yeah. Anybody who wants to commit changes should pm me their email and I'll add them.

Icon isn&#039;t that great, but better then a question mark Tongue

Here's a template for the original icon style:
https://www.dropbox.com/s/cqsozzwloaza5bf/CHR.psd

Sweet! For STDT, I&#039;m probably gonna try Bero&#039;s code that BJ posted the link to, and if that works well enough I&#039;ll get rid of mine.
Honestly, I prefer how entries are listed in BJ&#039;s STPM editor than in Bero&#039;s STDT one. It would be cool if you could use the STPM menu for the STDT instead.
I don&#039;t think I can do it the way he did it for STPM, since STDT has a variable number of entries in it. Also, some are floats and some are integers, and the program doesn&#039;t know which is which. But hopefully I&#039;ll figure out a way you can edit both that&#039;s not too complicated.

Even though displaying a raw array to the user is quick and easy and SEEMS like the best solution, it's not intuitive at all for the user. You always want to be able to name raw values so I avoided doing it. Use the moveset attribute editor, at least, and let the community name the values. You'll have to set up a naming system for text files.
246  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: May 04, 2014, 02:09:56 PM
@Everyone:    How does one UV map things?

In Max, I add a UV Map mod first and set it to the most logical envelope setting, and transform the envelope so that it gets the seams closest to how I want them to be. Then I add a UVW Unwrap mod and flatten (usually by smoothing group) and/or transform it some more so the mesh takes up as much room as possible in the boundaries.
247  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.72 - Proper UTF8 support in MSBin on: May 04, 2014, 01:30:50 PM
Cool, thanks!
I've been thinking about adding a way to edit STDT data, but since it's variable length and switches between floats/ints it might get tricky.


No problem, if you have any questions about how things work in BrawlLib, I would definitely be the one to ask.

I would recommend you check out the interfaces I used for editing STPM (BrawlLib/SSBB/ResourceNodes/STPMNode.cs) or moveset parameters (Ikarus/UI/Controls/AttributeGrid.cs) if you want to edit an any-length array of float and integer values.

You should start by implementing Bero's work, then add on to it: http://code.google.com/p/brawldev/source/browse/trunk/BrawlLib/SSBB/ResourceNodes/StageRelatedFiles.cs
248  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.72 - Proper UTF8 support in MSBin on: May 04, 2014, 12:21:23 PM
P.P.S. Does anyone know, in ResourceType.cs, what the upper byte means?

It's just an ID, in case two entries use the same image index.
249  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.72 - Proper UTF8 support in MSBin on: May 03, 2014, 09:33:51 PM
Does that mean it would be possible to make a change for allowing certain kind of text to the dol?

Yeah.
How? I dunno.

I would start by comparing differences between the DOLs from the Korean and English versions of Brawl.
250  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.72 - Proper UTF8 support in MSBin on: May 03, 2014, 08:57:36 PM
Yeah it's a shame. Yes I agree, maybe one of the PMBR have some knowledge in that or maybe comparing the two dols might help some. Does Nintendo mostly code their games in ASM?

Nah I don't think the PMBR makes any changes to the DOL, and if they did, they would do it with codes.

Nintendo nor any other company programs games with raw machine code (ASM), they code it in something like C++ and compile it to ASM.

Just a very relevant question:

Is it really pink or what


never question windows 8
251  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.72 - Proper UTF8 support in MSBin on: May 03, 2014, 06:57:53 PM
It's been what, almost exactly 5 months since you said that? what are you some kind of wizard? lol  Kirby Dance



well [censored].

These kind of future-prediction coincidences happen to me far too often. Maybe I am a wizard

I would like to thank you and Blackjax again Smiley

It's too bad that Korean text won't display properly in Project M, but it's always good to have progress.
252  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.72 - Proper UTF8 support in MSBin on: May 03, 2014, 05:37:02 PM
nice job & things, glad you were able to help him out with that.

Would that also be a simple fix? i was looking to start modifying BBox as well

2009 - 2010: The Age of Kryal
2010 - 2011: The Age of Bero
2011 - 2014: The Age of BlackJax
2014 - 20??: THE AGE OF LIBERTYERNIE AND/OR SAMMI HUSKY

it begins

253  Super Smash Bros. Brawl Hacking / Programming / Re: Bump Maps: Possible? on: April 28, 2014, 05:06:42 PM
where can I find more info on NBTs or can you link me somewhere?

http://gamedev.stackexchange.com/questions/51399/what-are-normal-tangent-and-binormal-vectors-and-how-are-they-used
254  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: April 22, 2014, 08:26:07 PM
What is going on

there was once a time when I looked forward to viewing and posting in this thread.

That time is long gone
255  Welcome / Rules / Feedback / Brawl Vault / Re: BrawlVault: Feedback and Updates on: April 13, 2014, 12:01:41 AM
there hasn't exactly been any demand for new additions since the well-known :vyse: smiley.

I need this added asap:
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