|
 |
« Reply #8445 on: January 25, 2012, 07:10:17 PM » |
|
Well, the SRT0 testing doesn't show conclusive results on Invisibility Brawls. I might have to resort to going to boss stages to mess with Ridley or Taboo, but I think it might be easier to play around with Nymph's Aensland stage from Tatsunoko Versus Capcom. Thanks in advance if it shows up with anything.
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8446 on: January 25, 2012, 07:13:55 PM » |
|
Well, the SRT0 testing doesn't show conclusive results on Invisibility Brawls. I might have to resort to going to boss stages to mess with Ridley or Taboo, but I think it might be easier to play around with Nymph's Aensland stage from Tatsunoko Versus Capcom. Thanks in advance if it shows up with anything.
be my guest in using my stages for testing 
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8447 on: January 25, 2012, 07:21:44 PM » |
|
be my guest in using my stages for testing  In that case, do you know if any others have SRT0 unknown values?
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8448 on: January 25, 2012, 07:23:11 PM » |
|
In that case, do you know if any others have SRT0 unknown values?
im not sure... the current released BB doesnt show the unknowns unlike urs and BJ's
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8449 on: January 25, 2012, 07:58:35 PM » |
|
im not sure... the current released BB doesnt show the unknowns unlike urs and BJ's Jeez, way to keep it on the down-low... I'll just have to download the stage pack and find out. See ya in MSN messenger!
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8450 on: January 25, 2012, 10:49:28 PM » |
|
Well... I finished the SCN0 rebuilder, but the data length changes when it's rebuilt. It doesn't appear to display differently in Brawlbox though, like something isn't being shown to edit. 
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8451 on: January 25, 2012, 11:28:36 PM » |
|
Sounds like a mysterious unknown file struct to me. Or quite possibly a programming bug.
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8452 on: January 26, 2012, 05:36:30 AM » |
|
hey BJ... I just noticed something interesting is all >_>
when I load my v11 Pachi in your Brbx, it says the materials have an improper align offset <_<
Note: I don't dare touch my v11 for anything except copying or looking at it's data... (meaning the materials arn't messed up as your brbx says)
what are you doing to the MDL0 when it says this?? (I just don't want it messed up)
|
|
|
Logged
|
|
|
|
|
|
|
 |
« Reply #8454 on: January 26, 2012, 06:19:44 PM » |
|
hey BJ... I just noticed something interesting is all >_>
when I load my v11 Pachi in your Brbx, it says the materials have an improper align offset <_<
Note: I don't dare touch my v11 for anything except copying or looking at it's data... (meaning the materials arn't messed up as your brbx says)
what are you doing to the MDL0 when it says this?? (I just don't want it messed up)
Well it depends, material offset or one of the object align offsets? The materials are aligned to 0x20 just after the texture references relative to the MDL0 start, and the objects are aligned after the weight table to 0x20 relative to the data start and after the primitives relative to the data start. ahah  thank you Kryal for the correction
I was entirely wrong about my idea of the BP mask.
it seems the mask is only valid for the next register.
the data is loaded as: 61 00FFFFFF by default. but the mask, say for the first structure I've defined, would change that to: 61 0000000F
as for example: 61 FE 00000F 61 F6 000004
now that I finally understand the Dolphin src  (thanx again Kryal) 
Funny, at first I didn't get what you were saying but just now it hit me like a train. I actually didn't know that! :O Thanks  Edit: and that's what the SDK was talking about when masking the KSel... the shader's stages don't use XRB or XGA which is why there's a mask at the beginning of every two stages (even and odd groupings), and the main structure at the beginning of the shader masks off the konstant selections so that only XRB and XGA can be set. It literally masks it in the structures. 
|
|
« Last Edit: January 26, 2012, 06:27:02 PM by BlackJax96 »
|
Logged
|
|
|
|
|
|
 |
« Reply #8455 on: January 26, 2012, 07:20:06 PM » |
|
lol glad I could help out XD
and about the offset thing... I'm not sure how that works for you >_> but my template loads the data perfectly...
I just need to fix these stupid registers that've not been wanting to work since that stupid discovery I made DDX
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8456 on: January 26, 2012, 07:53:10 PM » |
|
Don't you guys always look to how other programs render graphics to compare them in Brawl? Like that .REFT image viewer or OpenGL notes?
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8457 on: January 26, 2012, 07:57:50 PM » |
|
Don't you guys always look to how other programs render graphics to compare them in Brawl? Like that .REFT image viewer or OpenGL notes?
my viewer is a piece of junk XD
I actually progged it for BJ so he could implement it... (I couldn't even figure out the crummy CMPR format) DX
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8458 on: January 26, 2012, 08:02:30 PM » |
|
my viewer is a piece of junk XD
I actually progged it for BJ so he could implement it... (I couldn't even figure out the crummy CMPR format) DX
Funny, I thought the images were always the easiest files to crack. What's so weird about these REFT images?
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8459 on: January 26, 2012, 08:07:37 PM » |
|
Funny, I thought the images were always the easiest files to crack. What's so weird about these REFT images?
nothing... the data's already fully cracked in Brbx... I just couldn't replicate it with my piece of junk XD
EDIT: NTM I can write REFT files by hand 
|
|
« Last Edit: January 26, 2012, 08:08:31 PM by Tcll »
|
Logged
|
|
|
|
|
|