I've found an odd little bug, it's present in all the BrawlBox versions I've tried so far (0.67-0.68c)
When editing song titles, the "é" in Pokémon normally shows up like this:
However, when editing titles on a system set to the Japanese locale, the "é" shows up like this:
Which ends up causing the game to silent freeze when it tries to load the title. Now I don't have much knowledge with this stuff, but I'm guessing it's because the game is trying to load characters that don't exist?
The odd thing is, when manually pasting the "é" character in, like this, then saving...
Results in this:
The odd part is, the "駑" character shows up just fine in game, and the game doesn't crash anymore. Even weirder, I'm pretty sure "駑" isn't even a Japanese character, so I'm not sure why that's in the game in the first place?
I found a preview bug. quite old from 67 but yet its in 68b
if you use a PAT0 that has Palettes in it (good example is the Toon Links Eyelids), each texture will be screwed up! example FitToonlid.00 will be normal but .01 and .02 will have diffirent color! mostly being much more darker!
believe its the palettes that dont want to change in preview with PAT0
Wouldn't that be an issue with how BB don't render shaders yet?
Apparently "." equates to a bunch of buttons combined, and one of the bits in that combination is equal to delete, which then calls the delete function.
well erm multichannels isnt used for surround sound music, its in the brsar that the surround sound panning of voices lie.. the multichannel is only there so that the game doesnt have to stop and load another version of a song or add a track to it when the music is supposed to seamlessly phase to another one
in MKW this is obvious in dry dry ruins how its the song playing.... then in the caves, its just "humming" of the song.. the humming are on channels 3(L) and 4 (R)
and the main song is on channels 1(L) and 2(R)
currently, volume butchering is an issue with me making these multichannels because of how ASS is it to layer them then use the crappy cmd to build them.. but i've learned alot from fidling with MKW modding
So THAT'S how the developers make seamless transitions in soundtracks :O
The next version of BB should work perfectly for editing the values. It's being released soon. As for that pic, I'm not really sure what you're trying to do.
Oh darn... Riivo sucks for testing so I went back to Gecko. Meh...
Anywhoo... looking forward to the new BB.
I do wonder though... has that strange glitch where the rotations of bones spazz out and stuff been fixed? Thats like the last issue I as an animator have with BB. I'll go to bend an elbow and sure, the elbow bends correctly but now instead of bending at 0,90,0 its like 120,64,128 which is annoying to deal with since if left unchecked, it could mess up the animation.
I find Riivo to be pretty useful for testing. If you stream your hacks from your PC like me, you can update your hack while the game is playing.
Well you could probably animate any character with SHP0 if you really wanted to, but you'd have to manually add SHP0 files into the MotionEtc for every animation the model would deform, i.e., hurt animations and such.
Same thing with SRT0, PAT0, etc.
Unless the module file determines what animation types the character can use. If that's the case, we can't really add CLR0 and so on that isn't native to the character's animation file.