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Author Topic: Brawlbox Resources & History  (Read 3814449 times)
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StupidMarioFan1
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    « Reply #11430 on: July 07, 2012, 08:46:59 PM »


    I can't remember, but is adding articles avaible now, or is that still down the road?
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    I make YouTube videos, SM64 hacks, Brawl Hacks (obviously), NSMBW hacks, and GoldenEye 007 Mods. I also have a short attention span and tend to switch around a lot and put things on hold. But when I do finish things, 95% of the time I gave 120% effort, the other 5% of the time I give 100% effort.

    BlackJax96
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    « Reply #11431 on: July 07, 2012, 08:47:54 PM »


    I can't remember, but is adding articles avaible now, or is that still down the road?

    Nope. That would involve REL editing, and I don't know if I'll ever get to parsing and rebuilding REL without some help from anyone else.
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    Nasca Corp
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    « Reply #11432 on: July 07, 2012, 09:12:03 PM »


    Forever he will be my hero (Cool Narananananara (Cool



    YOU ARE THE BEST

    Post Merge: July 07, 2012, 09:43:53 PM
    Dude, i cant open the INtegra PSA with your brawl box, when i try to load and when i try to open it, my fitmart.pac turn off the Brawl box.
    « Last Edit: July 07, 2012, 09:43:53 PM by Nasca Corp » Logged

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    « Reply #11433 on: July 07, 2012, 09:45:38 PM »


    Nope. That would involve REL editing, and I don't know if I'll ever get to parsing and rebuilding REL without some help from anyone else.
    it seems mrbean35000vr on youtube knows well about the rels  not sure though, the MKW rel was edited to allow worldwide hacks and to slot-expand


    on brawlbox related notes, I get random crashes when attempting to view bank folders  and sound folders....  it could be useful to have the group/collection/wave IDs be shown on a particular sound that sawndz can touch (for pack-making for 64-bit users)
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    Leeon09
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    « Reply #11434 on: July 07, 2012, 10:35:04 PM »


    Question, if its okay.
    Is there a way to check the hitboxes?

    the only way i can see them is by playing the animation and trying to pause the exact moment lol
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    BlackJax96
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    « Reply #11435 on: July 07, 2012, 10:37:01 PM »


    Forever he will be my hero (Cool Narananananara (Cool



    YOU ARE THE BEST

    Post Merge: July 07, 2012, 09:43:53 PM
    Dude, i cant open the INtegra PSA with your brawl box, when i try to load and when i try to open it, my fitmart.pac turn off the Brawl box.

    Can't help you without more information.

    it seems mrbean35000vr on youtube knows well about the rels  not sure though, the MKW rel was edited to allow worldwide hacks and to slot-expand


    on brawlbox related notes, I get random crashes when attempting to view bank folders  and sound folders....  it could be useful to have the group/collection/wave IDs be shown on a particular sound that sawndz can touch (for pack-making for 64-bit users)

    If SeñorBeanz35000vr knows C# and is willing to help me work on completely decompiling REL files, see if you can get him over here or something.

    And I didn't work on making BRSAR stable.

    Question, if its okay.
    Is there a way to check the hitboxes?

    the only way i can see them is by playing the animation and trying to pause the exact moment lol

    Page Up/Down. Wink




    Oh and I fixed that Ike disappearing bug thingy.
    « Last Edit: July 07, 2012, 10:38:15 PM by BlackJax96 » Logged

    Leeon09
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    « Reply #11436 on: July 07, 2012, 10:54:51 PM »


    thanks a bunch! Really enjoying it so Far Much easier to gt things done!
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    BlackJax96
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    « Reply #11437 on: July 07, 2012, 11:12:58 PM »


    ... Hey BJ, maybe this is dumb to say but I think the value for editing is in hex right? I liked how in the old Smash Attacks if I put say 35 in the Value, it'll come out as 35. If I put 35 in BB67 it'll come out as 23. Is it possible to change that back or no this is something new to get used too, which is fine but I'm having a hard time guessing the numbers in hex. Does that make sense what I said? I hope I explained it well...

    Everything is in decimal now.
    But if you put 35 into the box, it should stay as 35... Im srs here

    thanks a bunch! Really enjoying it so Far Much easier to gt things done!

    I'm glad it's helping you! Happy Face
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    Leeon09
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    « Reply #11438 on: July 07, 2012, 11:25:12 PM »


    Feel free to answer this another time when you are feeling energized, but im getting an error upon saving. it may be within the hitbox coding. ill post a screen in a sec. but from 'trying' to read the error on my own i think its talking about the hitbox type in the flags(sword,hammer, weapon, throwing etc.)

    hope this link works https://amf3og.bay.livefilestore.com/y1pphxKB3YIzZA4gp0E6QTSYLtLcxzOBGZhAIJODo33MC4OR6kuI-uxBJNZwtbp9jYCTwxeGkiVQRB__VMBN04itCmBp6AIhAlQ/Error%20in%20BB67.png?psid=1
    « Last Edit: July 07, 2012, 11:51:25 PM by Leeon09 » Logged

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    « Reply #11439 on: July 07, 2012, 11:51:31 PM »


    Trying to load any Wario moveset with any Wario model causes


    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 BrawlLib.SSBB.ResourceNodes.MoveDefHurtBoxNode.Re nder(GLContext ctx, Boolean selected, Int32 type)
       at System.Windows.Forms.ModelEditControl.modelPanel1 _PostRender(Object sender, GLContext context)
       at System.Windows.Forms.ModelPanel.OnRender()
       at BrawlLib.OpenGL.GLPanel.OnPaint(PaintEventArgs e)
       at System.Windows.Forms.Control.PaintWithErrorHandli ng(PaintEventArgs e, Int16 layer)
       at System.Windows.Forms.Control.WmPaint(Message& m)
       at System.Windows.Forms.Control.WndProc(Message& m)
       at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
       at System.Windows.Forms.UserControl.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)


    ************** Loaded Assemblies **************
    mscorlib
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.544 (RTMLDR.030319-5400)
        CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    BrawlBox
        Assembly Version: 0.67.4571.30145
        Win32 Version: 0.67.0.0
        CodeBase: file:///C:/Users/Damien%20Figueiredo/Desktop/Dropbox/Brawl%20Minus/tools/BrawlBox%200.67/BrawlBoxZeroPointSixSeven.exe
    ----------------------------------------
    BrawlLib
        Assembly Version: 0.13.4571.30139
        Win32 Version: 0.13.1.0
        CodeBase: file:///C:/Users/Damien%20Figueiredo/Desktop/Dropbox/Brawl%20Minus/tools/BrawlBox%200.67/BrawlLib.DLL
    ----------------------------------------
    System.Windows.Forms
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.560 built by: RTMLDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
    ----------------------------------------
    System.Drawing
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.568 built by: RTMLDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    System
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.544 built by: RTMLDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    System.Data
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.468 (RTMLDR.030319-4600)
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
    ----------------------------------------
    System.Core
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 built by: RTMRel
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
    ----------------------------------------
    System.Xml
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 built by: RTMRel
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------
    System.Numerics
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 built by: RTMRel
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll
    ----------------------------------------

    ************** 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.

    For example:

    <configuration>
        <system.windows.forms jitDebugging="true" />
    </configuration>

    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.

    Logged

    BlackJax96
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    « Reply #11440 on: July 07, 2012, 11:59:18 PM »


    Trying to load any Wario moveset with any Wario model causes

    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 BrawlLib.SSBB.ResourceNodes.MoveDefHurtBoxNode.Re nder(GLContext ctx, Boolean selected, Int32 type)
       at System.Windows.Forms.ModelEditControl.modelPanel1 _PostRender(Object sender, GLContext context)
       at System.Windows.Forms.ModelPanel.OnRender()
       at BrawlLib.OpenGL.GLPanel.OnPaint(PaintEventArgs e)
       at System.Windows.Forms.Control.PaintWithErrorHandli ng(PaintEventArgs e, Int16 layer)
       at System.Windows.Forms.Control.WmPaint(Message& m)
       at System.Windows.Forms.Control.WndProc(Message& m)
       at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
       at System.Windows.Forms.UserControl.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)


    ************** Loaded Assemblies **************
    mscorlib
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.544 (RTMLDR.030319-5400)
        CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    BrawlBox
        Assembly Version: 0.67.4571.30145
        Win32 Version: 0.67.0.0
        CodeBase: file:///C:/Users/Damien%20Figueiredo/Desktop/Dropbox/Brawl%20Minus/tools/BrawlBox%200.67/BrawlBoxZeroPointSixSeven.exe
    ----------------------------------------
    BrawlLib
        Assembly Version: 0.13.4571.30139
        Win32 Version: 0.13.1.0
        CodeBase: file:///C:/Users/Damien%20Figueiredo/Desktop/Dropbox/Brawl%20Minus/tools/BrawlBox%200.67/BrawlLib.DLL
    ----------------------------------------
    System.Windows.Forms
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.560 built by: RTMLDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
    ----------------------------------------
    System.Drawing
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.568 built by: RTMLDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    System
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.544 built by: RTMLDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    System.Data
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.468 (RTMLDR.030319-4600)
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
    ----------------------------------------
    System.Core
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 built by: RTMRel
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
    ----------------------------------------
    System.Xml
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 built by: RTMRel
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------
    System.Numerics
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 built by: RTMRel
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll
    ----------------------------------------

    ************** 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.

    For example:

    <configuration>
        <system.windows.forms jitDebugging="true" />
    </configuration>

    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.

    Do take note that Wario has odd bone indices that are greater than 400.
    I think there's a charspecific node that swaps the real bone indices with indices over 400, but I haven't added support to actually read that node and swap out the indices on demand when they're needed. So it's probably trying to get a bone that doesn't exist. I don't think you'll be able to do much with Wario, Pokemon Trainer or Kirby (who all have indices greater than 400) in the viewer until that's supported.
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    Leeon09
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    « Reply #11441 on: July 08, 2012, 12:02:37 AM »


    lol how is everyone coying their erroe code XD i cant seem to copy mine lol
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    BlackJax96
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    « Reply #11442 on: July 08, 2012, 12:06:45 AM »


    Source Code is up on the svn:
    http://code.google.com/p/brawltools2/source/browse/
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    « Reply #11443 on: July 08, 2012, 12:20:09 AM »


    Hi,BJ

    I heard you implemented movedef rebuilder. It looks great!
    If you make a program language for movedef, you may be greater than Phantom Wings.
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    Leeon09
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    « Reply #11444 on: July 08, 2012, 12:20:35 AM »


    okay i hate to ask noob questions to you so soon after its release.
    Source Codes..i must be honest i dont know what im doing but im browsing trying to figure it out.

    what should i be doing? i think i found the place where my error is directing me to, what should i do now? again sorry for the noob question
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