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« Reply #7470 on: December 21, 2011, 10:23:12 AM » |
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lol, this happened to me too, u'll have to start over, and save often
Oh, that's just great! XP Thanks for replying XD
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« Reply #7471 on: December 21, 2011, 10:52:29 AM » |
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Simple real-time VIS0 editing/viewing is done.
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« Reply #7473 on: December 21, 2011, 11:56:32 AM » |
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BJ... I <3 U, but just rmbr not to talk about too much until you release
and btw, you asked why you should reverse-engineer something that already works perfectly, a while back... well, it would compromize my work on UMC if you didn't :/ I mean, right now, you're the only one that can help me with this...
I only need to know a few things before I'll be able to fully understand this. >_>
Q1: is this right? (Python syntax with C# 'Byte'): pString = 'Nodetree' pChar = (Byte pString) # C# word used here
would pChar return [82, 115, 104, 105, 88, 118, 105, 105]??
Q2: what does eBits return? eIndex = len(pString) - 1 eBits = pChar[eIndex].CompairBits(0)
this also brings up the Q: how do you use CompairBits(), and what does it return?
Q3: what does List return? List = group->_first (I'm trying to understand 'points to:')
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« Reply #7474 on: December 21, 2011, 12:10:39 PM » |
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BJ... I <3 U, but just rmbr not to talk about too much until you release
and btw, you asked why you should reverse-engineer something that already works perfectly, a while back... well, it would compromize my work on UMC if you didn't :/ I mean, right now, you're the only one that can help me with this...
I only need to know a few things before I'll be able to fully understand this. >_>
Q1: is this right? (Python syntax with C# 'Byte'): pString = 'Nodetree' pChar = (Byte pString) # C# word used here
would pChar return [82, 115, 104, 105, 88, 118, 105, 105]??
Q2: what does eBits return? eIndex = len(pString) - 1 eBits = pChar[eIndex].CompairBits(0)
this also brings up the Q: how do you use CompairBits(), and what does it return?
Q3: what does List return? List = group->_first (I'm trying to understand 'points to:')
q1 yes 4E 6F 64 65 74 72 65 65 == Nodetree q2 public static int CompareBits(this Byte b1, byte b2) { for (int i = 8, b = 0x80; i-- != 0; b >>= 1) if ((b1 & b) != (b2 & b)) return i; return 0; } q3 it gets the first resource entry of that group, which is always empty. &list[index] returns the resource entry at that index.
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« Last Edit: December 21, 2011, 12:15:51 PM by BlackJax96 »
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« Reply #7476 on: December 21, 2011, 12:40:19 PM » |
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please release it soon ;_;
wanna help about the SRT0 :3
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Stupid Tinypic :C
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« Reply #7477 on: December 21, 2011, 12:45:44 PM » |
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please release it soon ;_;
wanna help about the SRT0 :3
I'm working on real-time PAT0 now, and finishing SHP0 and SRT0 so I can read and display them too. I'm also working on reading the shader to get the correct texture coordinates for different material references (which is why eye iris coordinates display weird, I think) and applying the scale, rotation and translation settings. >:3 Brawlbox may eventually be like an emulator that allows you to modify stuff at the same time.
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« Reply #7478 on: December 21, 2011, 12:52:52 PM » |
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I'm working on real-time PAT0 now, and finishing SHP0 and SRT0 so I can read and display them too. I'm also working on reading the shader to get the correct texture coordinates for different material references (which is why eye iris coordinates display weird, I think) and applying the scale, rotation and translation settings. >:3 Brawlbox may eventually be like an emulator that allows you to modify stuff at the same time. Sounds like good progress to me!
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« Reply #7479 on: December 21, 2011, 12:57:36 PM » |
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hey, BJ, can you explain the code for Q2 to me??
C-type FOR loops confuse the crap outta me... :S
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« Reply #7480 on: December 21, 2011, 02:05:10 PM » |
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Simple real-time VIS0 editing/viewing is done. I'm working on real-time PAT0 now, and finishing SHP0 and SRT0 so I can read and display them too. I'm also working on reading the shader to get the correct texture coordinates for different material references (which is why eye iris coordinates display weird, I think) and applying the scale, rotation and translation settings. >:3 Brawlbox may eventually be like an emulator that allows you to modify stuff at the same time. omg... i love u now! no-homo
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« Reply #7481 on: December 21, 2011, 03:34:06 PM » |
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I'm also working on reading the shader to get the correct texture coordinates for different material references (which is why eye iris coordinates display weird, I think) and applying the scale, rotation and translation settings. >:3
I was right, and I got it to work. All of the eyes display correctly on every model I've tested. The only problem is that the normal eyes don't show up, probably because the previous primitives for the eye yellow material rendered over it. I'll see if I can fix that now.
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« Reply #7482 on: December 21, 2011, 03:44:22 PM » |
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I'm working on real-time PAT0 now, and finishing SHP0 and SRT0 so I can read and display them too. I'm also working on reading the shader to get the correct texture coordinates for different material references (which is why eye iris coordinates display weird, I think) and applying the scale, rotation and translation settings. >:3 Brawlbox may eventually be like an emulator that allows you to modify stuff at the same time. stop being awesome! D:< but dont stop! you need to be awesome but if you need help about PAT0 and SRT0, I can gladly help :3
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« Last Edit: December 21, 2011, 03:45:40 PM by pikazz »
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Stupid Tinypic :C
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« Reply #7483 on: December 21, 2011, 03:57:58 PM » |
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stop being awesome! D:< but dont stop! you need to be awesome but if you need help about PAT0 and SRT0, I can gladly help :3 Mmmmmmk. Anyway, I figured out that you can view the normal eyes by disabling the eye yellow object.
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« Reply #7484 on: December 21, 2011, 04:02:54 PM » |
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Mmmmmmk. Anyway, I figured out that you can view the normal eyes by disabling the eye yellow object. ... guessing the ol' mighty master has forgotten bout that xD
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