Wario use two different bonesets for his costumes: One for normal Wario, and another one for WarioWare Wario. Using a mod with the wrong boneset on a wrong skin, say, for example a mod based off of normal Wario being used over WarioWare Wario, will freeze the game. Try changing which skin your mod(s) are replacing!
Just a small hint: Use multiple GFG1 files and compare them. Look at the different stages where this file is used, and observe how the enemy CPUs work here. It can help giving you an idea of how the file is structured/ what values do what, instead of only doing trial-and-error testing.
Collision objects in COLL files in stages and SSE stages have a flag value that are only used in some SSE stages. It is probably related to some of the files in BLOCs. Also, some collision planes use "Crash1" as a material, which I believe can be related to damaging collisions or something. (Using that material in versus brawl stages, however, usually crashes the game.)
Just something to be aware of if you're gonna research files related to collisions
You probably know this, but ADPM parameters are very similar to STPM parameters. (Normal Brawl stages use STPM for pause-camera and shadow direction among other things.)
Subbed to thread. I worked on SSE files a long time ago, and had some data on the different types. Sadly, I think most of it is gone, due to my PC breaking some time ago. I posted some information in the SSE collab thread, if you want to add it to the OP.
These stages don't contain ADSJ files, due to being only one-room stages or coded differently: Midair stadium (3 stages, but still doesn't use ADSJ) The Ruined Hall The Glacial Peak Battleship Halberd Bridge
ADSJ files connects the different parts of stages. It uses offsets to refer to the stage-ID, and I believe the flags are for which entrance / outrance are used (perhaps Bone-IDs?)
Learning to make your own custom XML isn't exactly easy. You need to learn the structure of a xml file, and what you can and can't do to make it work in-game.
For instance, the xml file needs to start with game ID / region so Riivolution recognizes the right xml with the game. Next, you have an "options" section, where you can make options for whatever you want, like for example different sets of stages. You can create multiple choices within the options, and each choice needs a "patch id", so Riivolution knows where in the xml it should look for commands. After the options section, you have the patch section, where you have all the commands that tell Riivolution which files you want to replace, with your own ones.
I can give you an example of a xml that I used to use (take note this is a PAL xml):
Small thing: When right clicking a Section in a module, it says "Open in Memory viewer". Right beside that, it has the shortcut Ctrl+O, but that doesn't work since BB already uses Ctrl+O for opening files.
Also, when trying to view a Camera entry in SCN0, I get a JIT exception:
See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at System.Windows.Forms.SCN0CameraEditControl.UpdateBox(Int32 index) at System.Windows.Forms.SCN0CameraEditControl.RefreshPage() at System.Windows.Forms.SCN0CameraEditControl.UpdateTarget() at System.Windows.Forms.SCN0CameraEditControl.set_TargetSequence(SCN0CameraNode value) at BrawlBox.MainForm.resourceTree_SelectionChanged(Object sender, EventArgs e) at BrawlBox.ResourceTree.set_SelectedNode(TreeNode value) at BrawlBox.ResourceTree.OnAfterSelect(TreeViewEventArgs e) at System.Windows.Forms.TreeView.TvnSelected(NMTREEVIEW* nmtv) at System.Windows.Forms.TreeView.WmNotify(Message& m) at System.Windows.Forms.TreeView.WndProc(Message& m) at BrawlBox.ResourceTree.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
Only the header data will show up.
EDIT: I found a small GUI bug in CLR0:
EDIT2: I'm having refreshing issues when entering model viewer and exiting:
Minimizing the window and opening it again helps, but sometimes BB just crashes on me when exiting model viewer. Anyone else experiencing this?
The values defines the limit of how much you can zoom out the pausecamera, how much you can rotate it etc. Example: If I were to set the PauseCamRotY+ to 90, I would be able to see straight down at the stage from above when pausing the game.
PauseCamZoomDefault is the zoom value you get when switching between focusing on characters on the pausescreen, and you switch to not focusing on any character.
It's about time we could edit the interpolation anyway I'm somewhat surprised you guys have coped without editing the tangent slopes.
That's actually one of the main reasons why I never became an animator. I couldn't change the "smoothness" of turning points (keyframes), so I never really got satisfied with even the simplest stage animations.
A shader can have up to 16 stages. A stage holds color interpolation information to blend colors together from various sources (with the previous stage's output color, usually). You can add a stage to a shader by right clicking it -> Add Stage.
The shader only combines/blends colors together, it doesn't do anything else. Everything else is handled by the material.
Color and Alpha are always used by the shader. The display of alpha and opacity is determined by the material, not the shader, by using Alpha Testing or Blending, respectively.
Lighting can be enabled through the LightChannels in the material. You can enable Color and Alpha lighting there. If you disable Color for LightChannel1, the material will appear to glow since it won't be shadowed.