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Author Topic: Ikarus Development... Nah it's dead  (Read 67291 times)
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BlackJax96
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    « Reply #105 on: November 23, 2013, 06:02:40 PM »


    that piece of code you showed, is it an action, sub-action, or something else?

    also, is it possible to edit the code that does the "if i press A go to X action/subaction"...
    idk if im explaining myself...

    say, the coding outside of actions and subactions. "hard-code" if you wanna call it that way i guess...

    It doesn't matter what it is and no, I'm not going to add a keyboard shortcut to every action, nor code a dialog that lets you link actions to keyboard shortcuts.

    It would be cool if a more traditional IDE setup could be used, to allow adding comments and naming variables, that then just compiled into PSA scripting (I'm totally calling it SmashScript).

    But I guess that that would be way too complicated.

    That's what I'm doing.
    .-.
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    BlueBrain
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    « Reply #106 on: November 24, 2013, 02:07:13 PM »


    wth?
    no, you misunderstood my horrible explanation...

    i was talking about in-game buttons, not when making the moveset... im talking about the code that executes every single frame, the "checks", in game maker, it would be the "step" event...
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    BlackJax96
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    « Reply #107 on: November 24, 2013, 02:43:41 PM »


    You want an emulator? .-.
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    KingJigglypuff
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    « Reply #108 on: November 24, 2013, 02:50:39 PM »


    Maybe to strive off that topic a bit...

    How's the Article stuff going? Given the small amount of information we have on them... .-.

    Also Item Editing. How's that going?

    Though if you're having too much difficulty with those, then how are the supported characters doing?

    I also want to give some praise to being quite dedicated to BrawlBox and Ikarus.

    Here, have an Ikaros.
    « Last Edit: November 24, 2013, 02:55:08 PM by KingOfTheHillJigglypuff » Logged

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    BlackJax96
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    « Reply #109 on: November 24, 2013, 03:07:50 PM »


    Unfortunately the character's REL controls how most of the data in the moveset file is read, so when it comes to the extra data offsets at the end of the Data section and at the end of extra Articles, I have to hardcode how to read the data into Ikarus, since I don't know how to collect the proper parsing information from the REL. That means if we are able to modify or add articles to the REL in the future, Ikarus won't be able to read or add them to the moveset file. .-.

    In the past I almost had item parsing completely finished.
    But then something wild happened and I lost everything ;-; I had to revert back to an older source without any of the work I had done. It was pretty tragic so I haven't worked on it in a long time >_> It's pretty easy stuff though. When I finally decide to parse it again it probably won't be too hard, but I have to figure out the structure from scratch again.

    Moveset editing has been pretty tragic and annoying for me. You guys are lucky I'm still doing stuff with it. <_<
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    Nao-chan
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    « Reply #110 on: November 25, 2013, 02:39:38 AM »


    Moveset editing has been pretty tragic and annoying for me. You guys are lucky I'm still doing stuff with it. <_<

    Yes we are and I'm sure I can speak for everyone here and who have even delved into brawl modding that we are all very thankful for all your hard work, and that we love you!
    « Last Edit: November 29, 2013, 01:12:04 AM by heavyd88 » Logged

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    « Reply #111 on: November 25, 2013, 11:58:39 AM »


    why are you even asking about a emulator?
    im talking about editting it, so we can bypass DK's downspecial hardcode...
    i must be explaining myself horribly...
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    Tabuu Forte Akugun
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    « Reply #112 on: November 25, 2013, 12:08:24 PM »


    why are you even asking about a emulator?
    im talking about editting it, so we can bypass DK's downspecial hardcode...
    i must be explaining myself horribly...

    This, and his freaking FThrow/Crate carrying animations.  Undecided
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    KingJigglypuff
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    « Reply #113 on: November 25, 2013, 12:23:19 PM »


    This, and his freaking FThrow/Crate carrying animations.  Undecided
    Or all character's Hard Coding in general. :v But I think stuff like that is controlled by rels?

    We also have to take into consideration how much difficulty BJ is having with the two programs...
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    BlackJax96
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    « Reply #114 on: November 25, 2013, 12:34:54 PM »


    Like I said, the moveset file seems to work hand-in-hand with the REL. "Hardcoded" stuff is in the REL.

    I'm worried that characters like Samus and Bowser have offsets into their moveset file written in the REL, meaning that any rebuild of the moveset file would make those offsets in the REL point to the wrong spot. >.>

    Yes we are and I'm sure I can speak for everyone here and who have even delved into brawl modding that we are all very thankful for all your hard work, and that we love you!

    Thank you for being thankful and uh, loving me :L

    i must be explaining myself horribly...

    Yeah that was pretty bad. :L
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    « Reply #115 on: November 25, 2013, 12:37:13 PM »


    Wow, those developers really went out of their way to make us moveset makers' lives miserable. lol.

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    BlackJax96
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    « Reply #116 on: December 07, 2013, 10:53:41 PM »


    http://forums.kc-mm.com/Gallery/BrawlView.php?Number=35172

    Here's all that I got done. Might as well release a compiled version for everyone to try out. Maybe somebody will find it useful.

    I'll release the source for Ikarus and Brawlbox and stuff tomorrow in a rar upload and on Google code.
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    DarkPikachu
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    complexity == fun

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    « Reply #117 on: December 07, 2013, 11:39:28 PM »


    dangit BJ >.<
    gonna leave me to work alone huh Sad

    well, on the bright side this gives dev5 a boost to support game logic and game scripts...
    (I havn't JUST been thinking about Modern OpenGL implamentation)

    anyways... it was good havin ya part of the hacking community. Smiley
    (even though I went homeless and knew very little to do much of anything here)

    I'm gonna miss ya Cry
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    « Reply #118 on: December 08, 2013, 02:35:02 AM »


    http://forums.kc-mm.com/Gallery/BrawlView.php?Number=35172

    Here's all that I got done. Might as well release a compiled version for everyone to try out. Maybe somebody will find it useful.

    I'll release the source for Ikarus and Brawlbox and stuff tomorrow in a rar upload and on Google code.
    Just a quick question BJ, how many characters does Ikarus support?
    « Last Edit: December 08, 2013, 02:36:20 AM by heavyd88 » Logged

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    KingJigglypuff
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    « Reply #119 on: December 08, 2013, 08:10:05 AM »


    Just a quick question BJ, how many characters does Ikarus support?
    It supports all of them, yet it doesn't at the same time.
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