Yeah I noticed... how do we create new sub routines with brawlbox???
I forgot to add the right click menu to the list.
Took like 3 seconds, it's already fixed.
Pit seems to be unsupported. my brother gets this error when ever he does anything to it.
works great with the characters I tried it with, though. it helped me catch a bug in a model I was making before I tested it.
Looks like the same thing that EternalYoshi reported.
Pit is supported, but it's a character specific node that's causing that problem. It's been fixed now.
Nope, it converts the value to hex for some reason for,
If Value
If Unknown
And Value
And Unknown
Or Value
Or Unknown
Else Value
Else Unknown
Switch
Sound Effect
Article Event ID
etc..
I got tired of testing them one by one, I'm sorry. It seems to only work for the timers and collisions...
Oh. You have to add the unhex() command into the syntax or it will still display as hex, yeah. I added unhex() to a few events but I couldn't edit them all.
It would probably be really hard but is it possible to make the effects load with the moveset?
After REFF is figured out.
I'd like to report something.
This new version of brawlbox is awesome and allows me to read the Fighter.pac file, which contains data i need to modify for my projects.
BUT !!
If i modify something, a value for example, then i want to save, i've got an error message so i can't save modifications... i don't know how to translate it, but there are the words "instance" and "item".
I'm about to finish my current projects and i'm blocked by something i thought impossible to happen... bad luck. Please try fo fix it.
And, again, awesome work !
That file is completely unsupported right now. I haven't even really started parsing it, other than actions1/2 and the random lists of ints/floats.
I found an error regarding PAT0, so, I edited one entry:
Then all other entries go:
I hate PAT0.
Uuhhhhhhhh.... :O
I assume you're just kidding around with that, but I have to ask, is there actual potential there? That would be ridiculous...wow!
Thank you for your continued work on BrawlBox, by the way
I see the moveset editor has made it's appearance; Exciting stuff!
It's just an idea, but it is possible to do.
No they won't. Unless I'm missing something key here, it sounds like a form of essentially human motion capture which for a game like Smash would never translate well because all the animations are far too exaggerated even for the human characters. Animations would just look out of place and rather strange.
But again, correct me if I'm missing something.
Not that you can't edit the animations after recording them.
Post Merge: July 08, 2012, 11:17:53 AM
Ok question about the basic brsar support that seems to exist.
Does replacing work atm, or is it just previewing? And would it be possible for a future version to 1. have information necessary for working with Sawndz and 2.
http://opensa.dantarion.com/wiki/SFX_ID_List(NTSC_AND_JPN) coded into it?
Just previewing. I'm not going to really do anything specifically for sawndz, because Brawlbox will eventually do what sawndz can and better.
Damn! When I try to replace a model with it DAE file the program say"Brawlbox v. 0.66b has stopped working..."
Why??
http://www.models-resource.com/wii_gamecube/pokeparkwii/sheet/2030DETAILS
System.NullReferenceException: Object reference not set to an instance of an object.
at BrawlLib.SSBB.ResourceNodes.MDL0Node.OnInitialize()
at BrawlLib.SSBB.ResourceNodes.ResourceNode.ReplaceR
aw(FileMap map)
at BrawlLib.SSBB.ResourceNodes.ResourceNode.Replace(String fileName)
at BrawlBox.GenericWrapper.Replace()
at BrawlBox.GenericWrapper.ReplaceAction(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInter
active(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.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)
I can bet you did nothing to that model.
you know, PW did a program named called "module editior" which can open every REL from brawl so you can look at it like a bone tree.
sadly, you
can't edit in it and it's build of ASM so we dont know what they do except for what they are in example "grIceFish" or "soArrayVector<soDamage, 1>"
I have decided, I will start with parching so we can rebuild it like I did with PAT0 and SRT0
need some new challanges!
will also ask MrBean35000vr cause I know which rock he is hidden under
mmmmk and I already know about the module editor.