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Author Topic: BrawlBox v0.78  (Read 635833 times)
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Sammi Husky
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    « Reply #255 on: August 03, 2014, 12:28:15 AM »


    I am working on OpenAL support (through OpenTK) so that you can play audio files without using Wine (just use Mono). However, I have put that on hitaus, because I am really confused about https://github.com/libertyernie/brawltools/blob/master/BrawlLib/System/Audio/AudioBuffer.cs#L92 , https://github.com/libertyernie/brawltools/blob/master/BrawlLib/System/Audio/AudioBuffer.cs#L93 , https://github.com/libertyernie/brawltools/blob/master/BrawlLib/System/Audio/wAudioBuffer.cs#L62 , and https://github.com/libertyernie/brawltools/blob/master/BrawlLib/System/Audio/wAudioBuffer.cs#L91 . There's very few documentation about Lock and Unlock, and isn't DirectSound8 very outdated anyway?

    I see. Unfortunately, i know next to nothing about audio. But i will take a few pokes around and see if i can't help out. I've been meaning to look into audio within OpenTK for a while now anyways Smiley
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    uyjulian
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    « Reply #256 on: August 03, 2014, 05:35:42 PM »


    I see. Unfortunately, i know next to nothing about audio. But i will take a few pokes around and see if i can't help out. I've been meaning to look into audio within OpenTK for a while now anyways Smiley
    Okay, thank you :-)
    The sound code seems really tied to Windows/DirectSound8.
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    KeromonkeyX
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    « Reply #257 on: August 07, 2014, 03:39:35 PM »


    Hello BrawlBox Modder section,
    I have an issue trying to import a flame graphic from my Phoenix PSA over Zelda to a new PSA over Samus.
    Whenever I try, I get this.



    This is what it's supposed to look like...


    See the dark redness and the red circular image- in the first pic- that 'probably' should be transparent?


    Click the spoiler delow for some detailed notes which lead me to consider here might be the best place for this issue.
    If anyone has any insights, please lmk or PM me.

    -Note: Trying to fix flame box issue. (There’s an ugly red square beneath the fire gfx). It seems deleting or editing them in any way while in Samus’s file causes her to freeze on CSS select. Additionally, I’ve noted that the ugly red box/disc might be from a circle wakka that’s supposed to be transparent. So, if I can trouble shoot and fix that (maybe in Zelda Phoenix) and then port it back to Samus Phoenix, it might work? Hm. Testing now.
       On Zelda select, the game froze briefly but then persisted in allowing me to play. The flame gfx were gone (first test was to delete them all as a base line, except for the Ptc file). So, now to systematically delete them one at a time to figure out which is the circle flare or whaterver.
       Through looking systematically through the reff files for the flames, and comparing them (using BB73) to eachother to see if there were any differences, I have found…
    Flame Burn > Animations > AnimCurve1 = Magic 172, KindType 0, KindEnable 7, RandomSeed 62498, FrameLength 10, KeyTableSize 36, RangeTableSize 0, RandomTable Size 320, NameTableSize 2147483744, Info Table Size 9…
       While on Samus…
    PtcFlameBurn > Animations > AnimCurve1= Magic 0, KindType 26, KindEnable 8, RandomSeed 0, FrameLength 16256, KeyTableSize 0, RangeTableSize 91136, RandomtTableSize 0, NameTableSize 0, InfoTableSize 0.
       Why are these two so different? And are there any other differences in these files? If I edit these files so they match, will the game persist in crashing at any small change made in BB??
       Additionally, when AnimCurve is expanded on Zelda’s side it has a keytable, a randomtable, a name table and an info table. But Samus’s side only has a range table…
       Okay…so exporting it from Zelda’s PSa and importing it into Samus’s PSa proved useless. (Maybe it won’t work without some other accompanying files?). I replaced the file on Samus’s side and saved it, then ran it in dolphin. When I selected Samus on the CSS in training mode, I got some backPatch error. I was forced to close Dolphin, so I went back to BB73 that still had samus opened. I clicked on the subfiles of the file I had imported and the whole thing just crashed… (sigh).
       Correction. It’s clicking on the ‘info table’ under animCurve1 that crashes. And…I guess this is to be expected (perhaps it’s a brawl box-specific issue) since I just found out that it happens on both Zelda’s PSA and Samus’s. Hmm.
       But what’s the deal with the backPatch error I got when I selected Samus? Zelda doesn’t give me that (and Zelda’s flames work perfectly).
       So far, I’ve continued exploring the files and found that the last AnimCurve for each of the sub-reff gfx has been different/(incorrect?) in Samus’s file when compared to Phoenix’s file- even though they are direct imports of each other. Hmm. I wonder if this is a BrawlBox v73 error…
       Whenever I attempt to expand one of these ‘improperly ported subfiles’  BBv73 immediately crashes. (But once I replace them with an exported original subfile, it immediately works and is expandable successfully). [Random note: I think my grandmother is making Spagetti, hmm 8/7/14 @ 459pm]
       (Sigh) Even after fixing all the anim curves and key tables, it still doesn’t work. Just freezes on the css still. (Sigh).
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    Brandondorf9999
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    « Reply #258 on: August 08, 2014, 12:45:59 AM »


    When will the newer version of this software be released this month?
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    libertyernie
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    « Reply #259 on: August 13, 2014, 12:14:48 PM »


    New version 0.73b is up.
    One feature I forgot to put in the changelog: uyjulian's changes are included, so it should/might work on Linux now under mono.
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    uyjulian
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    « Reply #260 on: August 13, 2014, 12:30:05 PM »


    New version 0.73b is up.
    One feature I forgot to put in the changelog: uyjulian's changes are included, so it should/might work on Linux now under mono.

    No, the change is that any POSIX compliant OS can now load files under mono, instead of just Linux.
    However, sound doesn't work yet under mono, use wine instead.
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    Brandondorf9999
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    « Reply #261 on: August 13, 2014, 06:24:37 PM »


    Another thing, I've used the hex editor for SCLA and that one changes the sound and slipperiness. What I'm trying to look for is the parameters for the camera to every stage that will change the FOV, aspect and more which I don't know if that's cam_param.dat or something else that will cause the X and Y FOV values to change in their seperate aspect ratio.

    Oh, I found something in the STPM. It's Value53 which is the Field of view.
    « Last Edit: August 13, 2014, 08:12:18 PM by Brandondorf9999 » Logged

    Sammi Husky
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    « Reply #262 on: August 13, 2014, 09:20:50 PM »


    Another thing, I've used the hex editor for SCLA and that one changes the sound and slipperiness. What I'm trying to look for is the parameters for the camera to every stage that will change the FOV, aspect and more which I don't know if that's cam_param.dat or something else that will cause the X and Y FOV values to change in their seperate aspect ratio.

    Oh, I found something in the STPM. It's Value53 which is the Field of view.

    SCLA files are called "stage shadow collision check" by the game, however that is correct. I had already known about the SCLA files dictating slipperiness and step sounds, however it's not the same parameters between stages. In any case, thanks for the heads up on Value53
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    Tyshy
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    « Reply #263 on: August 13, 2014, 11:04:21 PM »


    does this version let us edit stage collisions or just see them?

    Post Merge: August 13, 2014, 11:07:01 PM
    good job btw
    « Last Edit: August 13, 2014, 11:07:01 PM by tyshy » Logged

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    « Reply #264 on: August 13, 2014, 11:26:42 PM »


    does this version let us edit stage collisions or just see them?

    Post Merge: August 13, 2014, 11:07:01 PM
    good job btw
    watcha mean? u can do that all in collision editor :p
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    Sammi Husky
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    « Reply #265 on: August 13, 2014, 11:27:53 PM »


    To edit the stage collisions, it would be the same as the other versions. You must use the collision editor to do so. The model previewer can view them, only to better situate 3d models and animations around the collisions (and the previewer can play the animations while collisions are attached).

    EDIT: Ninja'd Tongue Though this version does introduce the model previewer changes for visualizing the stage camera boundaries, spawn points, item zones etc etc
    « Last Edit: August 13, 2014, 11:28:57 PM by Sammi Husky » Logged

    Brandondorf9999
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    « Reply #266 on: August 14, 2014, 12:43:10 AM »


    I wonder when the dds should be supported for Brawlbox? I need to be able to import and export mipmap textures.
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    Tyshy
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    « Reply #267 on: August 14, 2014, 01:11:38 AM »


    To edit the stage collisions, it would be the same as the other versions. You must use the collision editor to do so. The model previewer can view them, only to better situate 3d models and animations around the collisions (and the previewer can play the animations while collisions are attached).

    EDIT: Ninja'd Tongue Though this version does introduce the model previewer changes for visualizing the stage camera boundaries, spawn points, item zones etc etc
    where could I find the collision editor
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    « Reply #268 on: August 14, 2014, 02:07:31 AM »




    the blue icon named COLL is collision editor

    right click it and hit preview
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    « Reply #269 on: August 14, 2014, 02:11:39 AM »


    Ok thanks
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