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Author Topic: Ikarus Development... Nah it's dead  (Read 67150 times)
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BlackJax96
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    « Reply #165 on: February 05, 2015, 12:18:47 AM »


    Still going: https://github.com/libertyernie/brawltools/commit/f735bcc0f4d20d54e425a45a50498acae0e61464

    Not anything new to see visually yet.
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    pikazz
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    Machinimator!

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    « Reply #166 on: February 05, 2015, 06:31:54 AM »


    come on BJ96! you can do it Cheesy
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    Stupid Tinypic :C

    Nao-chan
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    « Reply #167 on: February 07, 2015, 04:49:00 PM »


    Dat coding. Keep on keepin on.
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    BlackJax96
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    « Reply #168 on: March 30, 2015, 11:15:50 PM »


    Still going: https://github.com/libertyernie/brawltools/commit/e764f423f1825b2b7093b36cf6a0a9fe92d5c281

    I have been using the most efficient design possible for my code to cut every corner possible and get this done asap. For example, here's the only character-specific code for parsing sheik's extra data offsets (usually articles and parameter lists).

    Code:
            public class Sheik : OffsetHolder
            {
                protected override Type OffsetsType { get { return typeof(Offsets); } }

                [StructLayout(LayoutKind.Sequential, Pack = 1)]
                public struct Offsets
                {
                    buint _params0;
                    buint _params1;
                    buint _params2;
                    buint _params3;
                    buint _params4;
                    buint _article0;
                    buint _article1;
                    buint _article2;
                    buint _article3;
                }
            }

    If you thought BrawlBox/BrawlLib's code was confusing, try reading Ikarus'. Im srs here
    « Last Edit: March 30, 2015, 11:20:15 PM by BlackJax96 » Logged

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    « Reply #169 on: March 31, 2015, 09:28:30 AM »


    Someone other than me is using code tags!

    Anyways, I always love seeing more progress with this.
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