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Author Topic: BrawlBox v0.78  (Read 189524 times)
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libertyernie
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    « on: May 03, 2014, 02:29:50 PM »


    Current version: BrawlBox v0.78



    Changes in v0.78 (from the Changelog.txt):
     . Added a facility for writing BrawlBox plugins in Python (bboxapi). A sample plugin is included.
     . Added support for more filetypes in Export All and Replace All
     . Changed Export All and Replace All to create/use subfolders for children of ARC and BRES nodes
     . Added multi-select support (using Ctrl or Shift buttons) to the BrawlBox tree view. If all selected nodes are CHR0 animations or individual CHR0 entries, you can launch the "Edit All Animations" dialog from the right-click menu.
     . Changed the default scale value in "Edit All Animations" to from 0 to 1
     . Fixed a bug where animations that were only changed because of "Edit All" weren't saved
     . Added support for encoding and decoding 16-bit PCM in RSTM containers
     . Added "swap RGB" and "swap alpha" options to the texture converter dialog. "Swap alpha" will be turned on automatically if there are more distinct RGB values among fully transparent pixels than among partially opaque pixels.
     . Added OpenAL audio output support (if OpenAL is not available, DirectSound will be used like before)
     . Added support for setting texture matrices to identity in MDL0 objects
     . Fixed crashing when opening modules whose section[5] isn't the object section
     . Fixed resolution and rebuilding of Prolog, Epilog, and Unresolved addresses in .rel files
     . Fixed getting length of sfx data written out of order
     . Fixed bug where after replacing an RSAR file and reopening the RSAR, the replaced file would show as "external"
     . Fixed crash opening an RWSD with no labels
     . Fixed weight editor bugs
     . Fixed ADPCM encoding to match Nintendo's implementation (pull requests #59 and #68)
     . Fixed bug when trying to determine the encoding of a .bfstm or .brstm file
     . Fixed model import bug where bones that were not included in any skin modifier were not imported
     . Fixed bug where RASD nodes found in "External" BRES folders would not allow the BRES to be saved
     . Various MDL0 fixes

    BrawlBox should be able to run on Unix-based OSes using Mono (run "mono ./BrawlBox.exe".)

    Known bugs list:
    Manual reports by users: https://github.com/libertyernie/brawltools/issues?utf8=%E2%9C%93&q=is%3Aissue
    Automatic reports submitted using BrawlBox: https://github.com/BrawlBox/BrawlBoxIssues/issues

    If you have any questions/problems, post them in this thread or here.

    Source code @ GitHub
    « Last Edit: April 06, 2017, 09:43:50 AM by libertyernie » Logged


    pikazz
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    « Reply #1 on: May 03, 2014, 02:48:07 PM »


    thats a excellent thing Cheesy good work!
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    Sammi Husky
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    « Reply #2 on: May 03, 2014, 04:18:13 PM »


    iirc isn't there a bug when importing models in 0.71 where textures would be messed up if you didn't set the textureref0 to true on shader0?

    Would that also be a simple fix? i was looking to start modifying BBox as well

    In any case, great work! simple but awesome Smiley The only modifications i made to my personal BBox was to export unknown datatypes as .dat files, so to be easily opened in hex editors for exploration
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    BlackJax96
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    « Reply #3 on: May 03, 2014, 05:37:02 PM »


    nice job & things, glad you were able to help him out with that.

    Would that also be a simple fix? i was looking to start modifying BBox as well

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    « Reply #4 on: May 03, 2014, 06:14:33 PM »


    And with that, I am officially disconnected from all Brawl modding. Absolutely nothing more for Brawl from me guys. Now you gotta hope that in approximately 5 months, another prodigy shows up out of nowhere and keeps it going.

    It's been what, almost exactly 5 months since you said that? what are you some kind of wizard? lol  Kirby Dance
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    « Reply #5 on: May 03, 2014, 06:36:11 PM »


    Something I'd like to see (assuming you'll be taking requests on future features) is advanced REFF GFX editing. So we won't have to Hex in order to change reference names or colors.

    Let's hope you'll bring as much as the previous BB developers have.
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    vanhuynh16
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    « Reply #6 on: May 03, 2014, 06:41:32 PM »


    I would like to thank you and Blackjax again Smiley
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    « Reply #7 on: May 03, 2014, 06:57:53 PM »


    It's been what, almost exactly 5 months since you said that? what are you some kind of wizard? lol  Kirby Dance



    well [censored].

    These kind of future-prediction coincidences happen to me far too often. Maybe I am a wizard

    I would like to thank you and Blackjax again Smiley

    It's too bad that Korean text won't display properly in Project M, but it's always good to have progress.
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    « Reply #8 on: May 03, 2014, 07:48:11 PM »


    Just a very relevant question:

    Is it really pink or what
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    « Reply #9 on: May 03, 2014, 08:49:54 PM »


    It's too bad that Korean text won't display properly in Project M, but it's always good to have progress.

    Yeah it's a shame. Yes I agree, maybe one of the PMBR have some knowledge in that or maybe comparing the two dols might help some. Does Nintendo mostly code their games in ASM?
    « Last Edit: May 03, 2014, 08:52:47 PM by vanhuynh16 » Logged

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    « Reply #10 on: May 03, 2014, 08:57:36 PM »


    Yeah it's a shame. Yes I agree, maybe one of the PMBR have some knowledge in that or maybe comparing the two dols might help some. Does Nintendo mostly code their games in ASM?

    Nah I don't think the PMBR makes any changes to the DOL, and if they did, they would do it with codes.

    Nintendo nor any other company programs games with raw machine code (ASM), they code it in something like C++ and compile it to ASM.

    Just a very relevant question:

    Is it really pink or what


    never question windows 8
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    vanhuynh16
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    « Reply #11 on: May 03, 2014, 09:05:22 PM »


    Nah I don't think the PMBR makes any changes to the DOL, and if they did, they would do it with codes.

    Nintendo nor any other company programs games with raw machine code (ASM), they code it in something like C++ and compile it to ASM.

    never question windows 8

    Does that mean it would be possible to make a change for allowing certain kind of text to the dol?
    Ah I see. I didn't know that.
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    Segtendo
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    « Reply #12 on: May 03, 2014, 09:29:45 PM »


    Does this mean that we can type, say, ~, and it'll read fine in Brawl?

    I remember, with older versions, the ~ would be up high, like an apostrophe.
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    « Reply #13 on: May 03, 2014, 09:33:51 PM »


    Does that mean it would be possible to make a change for allowing certain kind of text to the dol?

    Yeah.
    How? I dunno.

    I would start by comparing differences between the DOLs from the Korean and English versions of Brawl.
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    « Reply #14 on: May 04, 2014, 02:29:09 AM »


    one thing I would love if you would do request

    is that we have a option in PSA that we can insert folders, like a new Variable section, a Glide section ect!

    would love variable section, have tried added it so long but no matter how I do the brawlbox becomes unreadable :/
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