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Author Topic: - — File Parsing Boot Camp — - (Some file structures added)  (Read 37124 times)
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DarkPikachu
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    « Reply #105 on: January 28, 2012, 11:28:18 AM »


    ok...
    so I've put a message in my template:
    "if_you_are_seeing_this_contact_me(Tcll5850)_immediatly"

    I couldn't use proper punctuation as I put it over a var Tongue

    but you will see it if you have data for the unknown list offsets. Wink
    (I'll post an img of what you'll see once I release)
    « Last Edit: January 28, 2012, 11:29:51 AM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    Xiggah
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    « Reply #106 on: January 28, 2012, 12:30:06 PM »


    Your template, eh? I do a fine job of finding the Brawl files I'm looking for, so I'd be great at helping. I eagerly await your template.
    Logged


    DarkPikachu
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    complexity == fun

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    « Reply #107 on: January 28, 2012, 01:01:16 PM »


    Your template, eh? I do a fine job of finding the Brawl files I'm looking for, so I'd be great at helping. I eagerly await your template.
    yeh...
    I'm only 3 TODO's away from an excelent release though Wink
    (right now it's only decent)

    1 - implement a better method for reading from the resource groups
    2 - update the vertex colors to the current method (should look like the vector groups)
    3 - implement a mature method for reading from the TEV structures
    (currently just reading a specified count for the registers)

    but that's all Cheesy

    I hated restructuring the MDL0 map the most D:

    but yeh...
    I can pretty much call this thing done for a decent release Smiley
    now if I can get to a compy with net XD
    (wish the wii could UL) >_<
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    Xiggah
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    « Reply #108 on: January 28, 2012, 01:05:47 PM »


    I can't wait, especially if it helps Brawl's mdl0 format a bit. One hunch I have is to search that Trace trophy, that misrendered trophy is just asking for an examination.
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    DarkPikachu
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    « Reply #109 on: January 28, 2012, 01:14:46 PM »


    I can&#039;t wait, especially if it helps Brawl&#039;s mdl0 format a bit. One hunch I have is to search that Trace trophy, that misrendered trophy is just asking for an examination.
    IKR XD
    it's bugging me too Cheesy

    I've never seen an MDL0 with that many primitives before >_>
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    DarkPikachu
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    complexity == fun

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    « Reply #110 on: January 28, 2012, 03:01:32 PM »


    just found a small (nothing to worry about) problem with my template...

    while reading the registers,
    instead of the register being called "BP_MASK", the register will take on the name of the child register...

    so you'll end up having:
    BP "KSEL[7]"
      BP "KSEL[7]"

    the first register is really the mask >_>

    again... nothing big...

    I have work to do on the section anyways so... blah...
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    DarkPikachu
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    complexity == fun

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    « Reply #111 on: January 28, 2012, 05:19:06 PM »


    well I'm at least doing something IK I can do before releasing my template...

    I'm UD-ing the color values to read based on the format...

    UUGH!!!
    I have to decode RGB565/RGB5A3 data again DDX
    I HAAATE that format...
    but at least that's the one I got working in my REFT viewer >_>
    (it's CMPR that never got finished) DX

    anyways...
    you should be able to see the actual color values in the structure before the values...

    eg:
    ----Color R,G,B,A = ( 255 , 255 , 255 , 255 )

    and also...
    unlike the vectors that only parse the first vector,
    I'm parsing all the colors as the most I've seen was near 50...
    (shouldn't affect the template load time by much at all)

    EDIT:
    wait...
    I got that mixed up...
    5+6+5 = 16

    I was thinking of RGB5/RGB4A3
    (the 16th bit declares the format)
    « Last Edit: January 28, 2012, 05:43:50 PM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    DarkPikachu
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    complexity == fun

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    « Reply #112 on: January 28, 2012, 06:49:56 PM »


    I'm currently running tests on different MDL0's and adding extra display data...
    (just so you don't have to open the header to see the data)

    so far I've had no errors Happy Face

    and I've changed the "Is_XYZ" data in the vectors back to "has_bounds"

    so now that's displayed for Verts, Normals, and UV's.
    (all 3 use the same structure)

    I've added alot of (but not all) support for float values...
    (can't use Design mode to edit my template (have to copy/paste the text))

    all that's left on my TODO list is a better method for the Resource Groups, and reading the register data correctly...
    (also have to look into the unknown data)

    all in all...
    this release is about 94% ready =D
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    BlackJax96
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    « Reply #113 on: January 28, 2012, 06:52:24 PM »


    Tcll, for a second there I was trippin' ballz n thought this was one of your threads. Im srs here
    Maybe you should let someone else post. Tongue
    Logged

    DarkPikachu
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    « Reply #114 on: January 28, 2012, 06:55:26 PM »


    Tcll, for a second there I was trippin&#039; ballz n thought this was one of your threads. Im srs here
    Maybe you should let someone else post. Tongue
    lol...
    it's been "my" thread for nearly all day Im srs here
    (nobody's posted)

    yeh...
    sry for multi-posting though... heh [/bamf]
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    DarkPikachu
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    complexity == fun

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    « Reply #115 on: January 29, 2012, 05:40:22 AM »


    all night and no reply Im srs here

    anyways...
    in the material header...
    has anything been figured out about the P4 and P6 offsets??
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    Sky Grounder
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    « Reply #116 on: January 29, 2012, 06:46:53 AM »


    all night and no reply Im srs here
    Well you're mostly talking about MDL0, and MDL0 is so freaking advanced/complicated, so most people don't know much about. That's why they don't reply much.
    Thus you always talk about your template Im srs here
    Logged

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    DarkPikachu
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    « Reply #117 on: January 29, 2012, 07:08:04 AM »


    Well you're mostly talking about MDL0, and MDL0 is so freaking advanced/complicated, so most people don't know much about. That's why they don't reply much.
    Thus you always talk about your template Im srs here
    alright... I'll give ya that then... heh...

    and yea...
    I'm talking about my template because it's now 96% ready for release Cheesy
    (just have a few more things to declare and redefine)

    I'll talk more about other stuff when I finish my template Wink

    actually... I'll be talking more about UMC development ideas,
    but I'll try to keep that more directed to my thread...
    (nobody seems to have any ideas to offer though) >_>
    ^just want to know what to implement to make a decent release is all...

    EDIT:
    98% ready Grin

    just have a little on materials, textures, and pallets to finish
    « Last Edit: January 29, 2012, 09:56:49 AM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    DarkPikachu
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    « Reply #118 on: January 29, 2012, 10:50:49 AM »


    hey Xiggah...
    I think I've just looked upon something that's delayed my template...

    in the shader (material data) you have the texture clamps and texture matrices...

    first off...
    I think I have the texture clamps correct in their read order as the data seems to fit...
    here's the structure I'm going by:
    Angle = f32()
    MaxX = f32()
    MaxY = f32()
    MinX = f32()
    MinY = f32()

    Min# and Angle are always 0 in the MDL0's I've tested...

    anyways...
    the texture matrices don't seem to fit the layout >_>

    here's what I have:
    unk1,unk2,unk3,unk4 = f32(),f32(),f32(),f32()
    matrix = mtx_3x4()

    I'm getting NAN values that look like they should be:
    v1 = s16()
    v2 = u16()

    note: those values appear randomly throughout the layout...


    you can read the brbx src better than me...
    so I ask:
    what is the proper data layout for both of them??
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    Xiggah
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    « Reply #119 on: January 29, 2012, 12:04:54 PM »


    Well you're mostly talking about MDL0, and MDL0 is so freaking advanced/complicated, so most people don't know much about. That's why they don't reply much.
    Thus you always talk about your template Im srs here

    I know, we could always talk about your event match files. That sounds interesting to look into.
    Logged


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