Ikarus Unfinished Beta
Download Compiled Version (https://www.dropbox.com/s/51l9xznltmh9cpi/Ikarus%20Unfinished%20Beta.zip)
Download BrawlTools2 Source (https://www.dropbox.com/s/cggw2k55ni41nl7/BrawlTools2%20Source%2012-31-2013.rar)
Download .NET Framework 4 (http://www.microsoft.com/en-us/download/details.aspx?id=17718)
Google Code SVN (http://code.google.com/p/brawltools2/)Don't expect this program to work! It's UNFINISHED.
This is the program I was working on to modify Brawl movesets and animations. Unfortunately I decided to retire before I finished it, so here's the compiled version of all that I have done.
There are bugs, like buttons that don't work and menus that go nowhere. You can't save any moveset edits, although I'm pretty sure you can save animation edits. Some animation features, like the interpolation and keyframe editors, are missing. Sometimes scripts may not run properly in the viewer or display improperly in the text editor.
However, I was sure to include the GIF animation exporter for those of you who want to capture scripts in action.
Articles are only read for a few characters: Pit, Link, Mario, Peach, and ZSS. It's really easy to support articles for different characters; I added a summary on how to do it in Ikarus/Structs/ExtraDataOffsets.cs.
Ikarus can read the scripts of any character.
Previews:
Sorry but you are not allowed to view spoiler contents.
Count me Subscribed. :P
This... this looks beyond interesting
inb4 all the hype
New program solely for PSA and animating?
Sorry but you are not allowed to view spoiler contents.
(http://25.media.tumblr.com/79a0921aee720e6df11702840e423454/tumblr_mnouqcA20T1rvrw2eo1_400.gif)
As you can see by this relevant, yet irrelevant pic: I am waiting...
*subscribes*
nuehahahah
looking good so far BJ :3
I'll watch this thread, even though I know jack [censored] about PSAnimating.
This may be just the thing to get me back into making movesets. ¦D
I don't know why I expected everything to be blue.
*subscribes*
Cool beanz though.
Also, grabbing the source because packrat.
*a stalker subscribed to this thread* >_>
Quack
I'll be drooling all over this logic editor BJ. =D
you impress me with this project :3
subscribed
This looks cool, but can you have an option whether or not to rebuild the PSA when saving? Brawlbox 0.67's rebuilder didn't handle certain characters well at all.
cant wait.
Quote from: Eternal Yoshi on June 01, 2013, 01:35:20 PM
This looks cool, but can you have an option whether or not to rebuild the PSA when saving? Brawlbox 0.67's rebuilder didn't handle certain characters well at all.
iirc this program will have different coding depending on the character it's working with, and since he said he'd work on all characters one at a time, im guessing that the supported characters should rebuild fine when done... :P
"Subs"
Hopefully the ZSS corrupting issue gets fixed on this one strongly focused on PSA'ing. :D *Subscribes*
Hey, BJ?
Would it help you in any way if I told you which moves of any character "break" after a said character was edited in v0.68b?
*follows in a white seat*
This would be enough to make me switch from PSA 2.7.
I like it. :)
Quote from: KingJigglyTits on June 01, 2013, 03:24:10 PM
Hey, BJ?
Would it help you in any way if I told you which moves of any character "break" after a said character was edited in v0.68b?
sure, wynaut.
Quote from: Eternal Yoshi on June 01, 2013, 01:35:20 PM
This looks cool, but can you have an option whether or not to rebuild the PSA when saving? Brawlbox 0.67's rebuilder didn't handle certain characters well at all.
Quote from: fake_jokekid on June 01, 2013, 02:14:27 PM
this program will have different coding depending on the character it's working with, and since he said he'd work on all characters one at a time, im guessing that the supported characters should rebuild fine when done... :P
^
are you going to do the advanced stuff like with Visual Studio or Blender where you can save a session file of your work??
(the windowing info, undo buffer, and everything needed)
Quote from: DarkPika on June 01, 2013, 06:30:43 PM
are you going to do the advanced stuff like with Visual Studio or Blender where you can save a session file of your work??
(the windowing info, undo buffer, and everything needed)
I'm not sure. Maybe later.
It does save the root folder (it opens it right when you open the program) and all the settings that Brawlbox's model viewer saves though.
alright :)
and yeh, I typically don't like that layout...
(had my experience with Visual Studio and reset it)
I like starting with a new layout upon opening the program,
and then if I want to load a recent session, just select it from the File menu.
(like the past 4 sessions or so)
I can deal with this though :)
Quote from: BlackJax-sama on June 01, 2013, 06:22:36 PMsure, wynaut.
Alright.
Sorry but you are not allowed to view spoiler contents.
Awesome! Can't wait for it. :)
subs
So how is development going so far BJ?
kjp i would swear luigi after saving with bb got his upb messed up abit if i recall
Quote from: Carnage on June 07, 2013, 11:36:28 PM
kjp i would swear luigi after saving with bb got his upb messed up abit if i recall
It might of been with a previous version. But with v0.68b, nothing happens to his Up Special.
*sees preview picture*
*clicks NOTIFY*
Subscribed
*subscribes*
are there 3 pages of subscription posts? xD
*subscribes*
*subscribes*
Quote from: joke king on June 16, 2013, 01:43:09 PM
are there 3 pages of subscription posts? xD
*subscribes*
4 now
still 3 for meh :3
*subscribes*
Quote from: BlackJax96 on June 16, 2013, 06:29:46 PM
*subscribes*
xDDDD
Will it be possible to edit Items flags and damages?
Quote from: DarkFire on June 16, 2013, 07:55:58 PM
xDDDD
Will it be possible to edit Items flags and damages?
Probably.
well this is a logic editor... =3
and because:
1 - it's split out of brawlbox
2 - BJ's working on it
3 - he has PSA along with a bunch of other sources to look at
I expect it to be a really good logic editor =D
*does not subscribes* I don't even know how to do such a thing XD
I barely got used to this website *hides*
Love how it's looking so far :-)
*subscribes*
Quote from: namq on June 18, 2013, 03:51:48 PM
*does not subscribes* I don't even know how to do such a thing XD
You did when you post on this thread...
Anyway, hum... Would it be possible to edit something like .rel for characters and such?
Just the name makes everything epic...
Are you actively working on this?
Quote from: Kagemaru on June 23, 2013, 01:10:47 AM
Are you actively working on this?
No, he's having Black Jack with Hookers. :v
Quote from: KingJigglyTits on June 23, 2013, 01:28:17 AM
No, he's having Black Jack with Hookers. :v
I didn't know BJ was Bender :o
script support in the logic would make things alot easier...
(and more of a professional feel)
BJ please tell me you're working on this! =D
Quote from: KingJigglyTits on June 23, 2013, 01:28:17 AM
No, he's having Black Jack with Hookers. :v
lol
*1 person likes this post*
I don't know if you already knew this or not, not even sure if this is the right place to post this. Brawlbox .68b's moveset editor is missing two of Pit's subroutines (17 and 18) for some reason. I've downloaded and ripped multiple .pac files to verify. I can however find both of the subroutines in the latest version of smash attacks. Just a heads up, For Ikarus's Sake you know.
BTW Can't wait for Ikarus! :D
Alrighty.
I've been coding Ikarus sorta sporadically; lately I've been focusing on making a model and two songs. This isn't on the top of my priorities list atm since PSAs are already editable with PSA, Tabuu and older versions of Brawlbox (v0.67 to v0.68b, to be exact).
But I am working on it. There's not really any previews I can show yet since it's all behind-the-scenes operational code I'm writing atm.
Quote from: BlackJax96 on June 27, 2013, 04:35:22 AM
Alrighty.
I've been coding Ikarus sorta sporadically; lately I've been focusing on making a model and two songs. This isn't on the top of my priorities list atm since PSAs are already editable with PSA, Tabuu and older versions of Brawlbox (v0.67 to v0.68b, to be exact).
But I am working on it. There's not really any previews I can show yet since it's all behind-the-scenes operational code I'm writing atm.
Oooooh! Looking forward to use it!
Go! BJ! Go!
Hurray! News!
Continue taking your time, BJ. I have the patience.
i can't wait for this. i've put off learning psa for a long time, might give me some more drive to learn xD keep it up bj <3 *huggles*
Quote from: BlackJax96 on June 27, 2013, 04:35:22 AM
Alrighty.
I've been coding Ikarus sorta sporadically; lately I've been focusing on making a model and two songs. This isn't on the top of my priorities list atm since PSAs are already editable with PSA, Tabuu and older versions of Brawlbox (v0.67 to v0.68b, to be exact).
But I am working on it. There's not really any previews I can show yet since it's all behind-the-scenes operational code I'm writing atm.
lol, I was just coming here to ask how progress was going. :P
so you're basically in the same spot as me then... XD
if you make any updates to the actual logic portion of the editor,
in reguards to logic data, lemme know plox :3
(that is, if the UD means anything signifficant from what I already have)
thanx :)
Updated the preview picture on the OP, but it's not anything new.
Everything is going smoothly.
really cool BJ ;D
glad to see progress is coming along :)
Is it ok if I beta test your code? (I downloaded it from the link in the post). Just call me eager ( :
Quote from: somen00b on July 13, 2013, 02:13:01 AM
Is it ok if I beta test your code? (I downloaded it from the link in the post). Just call me eager ( :
You can, but it's pointless really.
It doesn't work yet and any "bugs" you find are just works in progress.
The posted source is also not up to date, but what I just said wouldn't be any different if I updated it.
Quote from: DarkPika on July 13, 2013, 01:07:37 AM
really cool BJ ;D
glad to see progress is coming along :)
thanks :af2:
update: I may or may not be able to compile it, but if you want a betatester later I can mess around with it
I just opened up the code you had and I say wow this could be very useful for things like sword hitbox where seeing the actual size of the hitbox matters.
Also, I'm eagerly awaiting being able to open item files as you know.
aww yiss mother[censored]in' BREAD CRUMBZ
(http://i.imgur.com/KYfGqBn.jpg)
Note: SFX is also playing but clearly you can't hear it in a still image.
My body is ready. So how much of a donation would it take for you to get motivated enough to work on GFX support? Since you said you didn't want to do it, because of its high difficulty. :u
Set anchored article?
Well, if I may quote my very close acquaintance BlackJax96:
"Aww yiss."
Sorry but you are not allowed to view spoiler contents.
we can see articles now that is preety good xD
Quote from: Young Lad on August 11, 2013, 05:12:21 AMaww yiss mother[censored]in' BREAD CRUMBZ Sorry but you are not allowed to view spoiler contents.
Note: SFX is also playing but clearly you can't hear it in a still image.
1 person likes this post
So... How's Ikarus? :P
Yeah... how is it going ?
Since you told me that would be able to modify Fighter.pac, i can't wait for it !
Oh wait... will the first release be able to do so ?
Let's list this out:
1. PSAs for characters. (Maybe the Fighter.pac file)
2. Change DMG and Flags for items. (Maybe)
3. See preview(s) of actual character, hitbox, and SFX.
4. See preview(s) of articles from a character.
This is going to be one awesome program. :af:
*Subscribed 100 times* :happy:
He also said that GFX may be visible!
Haven't worked on it lately because I've been prioritizing finishing BB's interpolation and module editors, which are pretty much done now, and school.
Fighter.pac will be supported, item editing might be supported, and GFX previewing will not be supported.
Rendering GFX with all those REFF parameters would take a long time, and just supporting editing all the characters' movesets without bugs will take a long time, so that's why I'm not doing it.
I'm not even sure if I can render position indicators, as REFF animations are still unknown and the time would need to be multiplied by the velocity along with adding the offset to get the position and whatnot and it'd get just as complicated.
This is brilliant! Such great Ideas! Hopefully tutorials can come along with this one. I still don't fully understand the program Smash Attacks.
I almost forgot, If you're able to make items to be editable, would the pokemon and the assisting characters would also be editable? I used OpenSA2 to look at the bumper, and it was able to see the moveset but wasn't editable.
so will we be able to psa stuff from subspace scene they to have a psa?
BlackJax you should get paid for doing this xD.
Quote from: sluigi123 on September 09, 2013, 08:31:02 AM
I almost forgot, If you're able to make items to be editable, would the pokemon and the assisting characters would also be editable? I used OpenSA2 to look at the bumper, and it was able to see the moveset but wasn't editable.
Quote from: BlackJax96 on September 07, 2013, 06:17:56 PM
Fighter.pac will be supported, item editing might be supported, and GFX previewing will not be supported.
pokemon and assist trophies are items.
Quote from: ShadowMarth on September 11, 2013, 11:44:20 PM
BlackJax you should get paid for doing this xD.
Sorry but you are not allowed to view spoiler contents.
pls ;-;
Quote from: Leon Exodio on September 11, 2013, 07:19:13 AM
so will we be able to psa stuff from subspace scene they to have a psa?
nope
Over all what version are you currently at since then?
._.
dang BJ, ur really getting pounded on with this thing...
guys can we lay back a tad and give BJ some room to work...
I want this thing as bad as you guys, but I'm not pounding on him for it... :/
the first release will have whatever features it's meant to... that is all.
now I'm really glad people aren't pounding me for UMC... >.>
Quote from: DarkPika on September 17, 2013, 04:05:59 PM
._.
dang BJ, ur really getting pounded on with this thing...
guys can we lay back a tad and give BJ some room to work...
I want this thing as bad as you guys, but I'm not pounding on him for it... :/
the first release will have whatever features it's meant to... that is all.
THANK YOU FOR UNDERSTANDING
I have to pretty much rewrite all of the moveset parsing and rebuilding stuff, so it might be a while.
I've thought of an idea. What if you can edit the hit properties of hazards with Ikarus? Example, Arwings in Corneria, their lasers do deal some damage, but with barely any knockback. I would change the knockback properties to make it so that the Arwings are a bit more of a threat.
Quote from: sluigi123 on October 16, 2013, 02:34:22 PM
I've thought of an idea. What if you can edit the hit properties of hazards with Ikarus? Example, Arwings in Corneria, their lasers do deal some damage, but with barely any knockback. I would change the knockback properties to make it so that the Arwings are a bit more of a threat.
That would open possibilities for stages TOO! Wow! But I think it would be better in BBox though...
Well..., you might probably be right.
That's not going to happen either.
The parameters are somewhere in the REL which is editable by BB v0.69.
Can't wait for it to support marth! Keep it up :)
I can hardly wait to try this puppy out. I love PSA, but to be able to animate and PSA in the same window is gonna be awesome.
Quote from: Tabuu Forte Akugun on October 16, 2013, 11:58:22 PM
I can hardly wait to try this puppy out. I love PSA, but to be able to animate and PSA in the same window is gonna be awesome.
^This^
And from the pics BJ posted earlier, it looks very accurate ;D
Looking forward to use it!!
Once you're able to PSA and animate items in the same window via Ikarus, you wouldn't mind showing us a preview of that when you have the chance?
You don't have to do this, if you don't want to.
newsflashI'm almost done rewriting the code to parse movesets. It's a bit more complex now, but cleaner. I rewrote a lot of it over this random 3-day weekend. Now I just need to wrap that up and then add editors to the GUI for all the various things in each moveset, especially articles.
I think once everything can be parsed for a few characters, I might release a preview version that can't save (there will be a clear message box stating that the program is just a demo and cannot save).
While you guys are off previewing the program, I'll code the rebuilder for fighter.pac, release an update, code the rebuilder for 4 characters, release an update, code another 4, update, etc. That way you'll all be continually entertained and always have something to look forward to. :P Hopefully my motivation will hold up. I'm not sure if I'll be able to support all of the characters.
There's nothing new to see atm so I can't really show any previews right now.
Quote from: sluigi123 on October 19, 2013, 02:05:22 AM
Once you're able to PSA and animate items in the same window via Ikarus, you wouldn't mind showing us a preview of that when you have the chance?
You don't have to do this, if you don't want to.
sure, if I get around to it
This news makes me quite happy indeed. (:
!!!!!
Sweet! That's nice, dude.
Good news you brought there, BJ!
ooooh~ that sound really awesome!
YES ASDF
*long chin stroke*
im all for this :)
Started the new script editor textbox with intellisense for quicker coding.
(http://i.imgur.com/KQoRbPY.jpg)
(http://i.imgur.com/IFsja4z.jpg)
It's turning out pretty good.
randomosity?
Quote from: BlackJax96 on November 17, 2013, 04:29:40 AM
Started the new script editor textbox with intellisense for quicker coding.
Sorry but you are not allowed to view spoiler contents.
It's turning out pretty good.
Lol... Is it for retrieving them easily? xD
More progress, have to code in syntax for the display of specific events and requirements and code a bunch of string parsing stuff which will be annoying
(http://i.imgur.com/WIjy6Hm.jpg)
Quote from: Akeno-san on November 17, 2013, 01:28:01 PM
Lol... Is it for retrieving them easily? xD
for retrieving things like events, requirements and enums quickly, yes
The fonts look like they're from OpenSA2. Just my curiosity, that's all. :-\
It's Consolas 10pt, the same font as Visual Studio's default.
Should've made it Comic Sans :troll:
But for serious, it looks like it's coming along nicely. Looks a lot cleaner and more manageable than PSA for some reason. Any chance keywords will be color coded too? Like if statements and whatnot.
Quote from: Gravity on November 21, 2013, 10:57:10 PM
Looks a lot cleaner and more manageable than PSA for some reason. Any chance keywords will be color coded too? Like if statements and whatnot.
Yep.
I'm trying my best to make my code and the interface as clean and intuitive as possible this time around. No more selecting events and setting parameters one by one, now you can type it all out at once with a nice little box that displays what you're looking for as you type. Should speed up PSA coding, but will definitely take a bit of time for some people to get used to. I've also been commenting my source code a bunch.
I'll probably leave in the old event list and event modifier that was in Brawlbox for those who just don't want to or don't want to learn how to quickly and easily write code. There's always
those people.
Still working on the syntax:
(http://i.imgur.com/iy8Xp2y.jpg)
As always, looks phenomenal man.
Also, rather excited hearing about comments. You always need more comments.
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 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.
Quote from: ftjokekid.rel on November 22, 2013, 03:25:38 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...
(http://alltheragefaces.com/img/faces/large/%5Bcensored%5D-yeah-gtfo-clean-l.png)
Quote from: ForOhFor Error on November 24, 2013, 12:46:28 AM
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 exactly what BJ's doing. (http://img18.imageshack.us/img18/5981/slapd.png)
Quote from: ftjokekid.rel on November 22, 2013, 03:25:38 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.
Quote from: ForOhFor Error on November 24, 2013, 12:46:28 AM
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.
.-.
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...
You want an emulator? .-.
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. (http://static3.wikia.nocookie.net/__cb20101210201716/soranootoshimono/images/thumb/a/ac/9e9c201b7945043ceea4ceedfb23e1b3.jpg/304px-9e9c201b7945043ceea4ceedfb23e1b3.jpg)
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. <_<
Quote from: BlackJax96 on November 24, 2013, 10:07:50 PM
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!
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...
Quote from: ftjokekid.rel on November 25, 2013, 06:58:39 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. :-\
Quote from: Tabuu Forte Akugun on November 25, 2013, 07:08:24 PMThis, and his freaking FThrow/Crate carrying animations. :-\
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...
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. >.>
Quote from: heavyd88 on November 25, 2013, 09:39:38 AM
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
Quote from: ftjokekid.rel on November 25, 2013, 06:58:39 PM
i must be explaining myself horribly...
Yeah that was pretty bad. :L
Wow, those developers really went out of their way to make us moveset makers' lives miserable. lol.
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=35172 (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.
dangit BJ >.<
gonna leave me to work alone huh :(
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. :)
(even though I went homeless and knew very little to do much of anything here)
I'm gonna miss ya :'(
Quote from: BlackJax96 on December 08, 2013, 05:53:41 AM
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=35172 (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?
Quote from: heavyd88 on December 08, 2013, 09:35:02 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.
Quote from: FitDarkPika00.pcs on December 08, 2013, 06:39:28 AM
dangit BJ >.<
gonna leave me to work alone huh :(
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. :)
(even though I went homeless and knew very little to do much of anything here)
I'm gonna miss ya :'(
I'll still be around and coding, I'll just be coding something different now.
I'm surprised you've been so persistent in modding for so long.
Quote from: heavyd88 on December 08, 2013, 09:35:02 AM
Just a quick question BJ, how many characters does Ikarus support?
It supports reading all of them, it supports reading the articles of only the 5 characters I mentioned in the description, and it doesn't support saving the movesets of any of them.
So basically this
Quote from: KingOfTheHillJigglypuff on December 08, 2013, 03:10:05 PM
It supports all of them, yet it doesn't at the same time.
Quote from: BlackJax96 on December 08, 2013, 08:20:47 PM
I'll still be around and coding, I'll just be coding something different now.
I'm surprised you've been so persistent in modding for so long.
well depending on what it is will depend if I miss you or not :3
(I already know you're still sticking around) XD
and thanks for the complement :3
my passion started with Pichu, but now it's moved on to even bigger things...
I'm still gonna fight for Pichu as he should be made in Brawl >;3
the current model is ok, but Pichu doesn't have legs (1) and his body doesn't distort by much (2).
my work is still far from complete though as I plan to extend UMC to UGE (Game Editor)
so that's how long I intend to be in modding ;)
I decided to remove the compiled version of Ikarus from the vault because it's unfinished and would especially confuse people who only lurk the vault. The download for the source and the compiled version is only on the OP now.
Quote from: BlackJax96 on December 08, 2013, 08:20:47 PM
It supports reading all of them, it supports reading the articles of only the 5 characters I mentioned in the description, and it doesn't support saving the movesets of any of them.
Okay thanks, I thought KJP was just being annoying just to be annoying, but thanks, cant seem to view any model in Ikarus, but I'll try figuring it out a little more later.
Quote from: heavyd88 on December 08, 2013, 10:58:11 PM
Okay thanks, I thought KJP was just being annoying just to be annoying, but thanks, cant seem to view any model in Ikarus, but I'll try figuring it out a little more later.
File->Open->Open Root
Then you choose the ISO partition root, aka the folder that holds the fighter, module, system etc folders.
It will load up any files it finds, then you gotta go to the dropdown on the top that says "Mario" and change it to a character that you know is in the fighter folder and want to edit.
Okay thanks, I coulda sworn I did that the first time I tried it but whatever.
Quote from: heavyd88 on December 08, 2013, 10:58:11 PM
Okay thanks, I thought KJP was just being annoying just to be annoying, but thanks, cant seem to view any model in Ikarus, but I'll try figuring it out a little more later.
Oh no you didn't! >:v
Quote from: heavyd88 on December 08, 2013, 11:33:20 PM
You'll be fine.
Lol. I'm just messing around.
I can understand, since people are used to me being sarcastic.
Quote from: KingOfTheHillJigglypuff on December 08, 2013, 11:34:45 PM
Lol. I'm just messing around.
I can understand, since people are used to me being sarcastic.
Oh, I know you can be sarcastic, I've seen many posts to be well aware of that, haha!
Quote from: BlackJax96 on November 02, 2013, 08:45:28 PM
I never said that :L
But it happened. I tried that unfinished Ikarus and it does not load that file... in fact it does not display anything.
Edit : the quote failed. It should have shown first a message from me saying "so we won't be able to modify fighter.pac"
Tough luck, man. I said all that before I decided to quit completely.
Quote from: Chaoszard on December 09, 2013, 06:34:31 PM
But it happened. I tried that unfinished Ikarus and it does not load that file... in fact it does not display anything.
Edit : the quote failed. It should have shown first a message from me saying "so we won't be able to modify fighter.pac"
What else would you expect. BJ said it was UNFINISHED for a reason, many times.
So BJ, what all is actually left in terms of the Tristripper? I am looking over your last commit. :D
Quote from: Dantarion on December 11, 2013, 07:00:34 PM
So BJ, what all is actually left in terms of the Tristripper? I am looking over your last commit. :D
I've got good news and bad news.
(http://forum.navi-gaming.com/avatarz/avatar_31975_1339403508.png)
Sorry but you are not allowed to view spoiler contents.
[/spoiler]
Quote from: BlackJax96 on December 12, 2013, 12:25:52 AM
I've got good news and bad news.
(http://forum.navi-gaming.com/avatarz/avatar_31975_1339403508.png)
Sorry but you are not allowed to view spoiler contents.
[/spoiler]
:srs:/ :>.>palm:
Good news:
....
Do you mean you're still working on Ikarus? I thought you quit with that program?
Quote from: heavyd88 on December 12, 2013, 02:22:55 PM
Do you mean you're still working on Ikarus? I thought you quit with that program?
He's working on a/the Tri-Stripper.
It is a magical device that makes things lag less through the use of witchcraft and wizardry. It is the both the last and only thing brawl related he is working on.
Oh okay, neat. Do they lag less in-game, or just in the program?
in-game, if it lags in the program, you just need a better computer xD
This program would have been great. Retiring though was good if you want to finish the game. I can only do art segments of games. So programming is always an issue whenever i have a game idea, as I'm not very fond of it.
This does look good though. I just wonder if anyone on here would want to finish it for you.
IT'S BACK.
You can thank pikazz and namq.
I don't have anything specifically new to show at the moment, but the program's source can be compiled again after all the updates and rewrites I made in BrawlLib for it: https://github.com/libertyernie/brawltools/commit/f5754d0f705c80159ef4fa514cf5c4c61bc68dc5
yay! its happening! :D cant wait for it!
this'll be awesome!
I knew you couldn't leave it alone, haha ^_^
+1 ;)
All right, neat! I'm dying to see what kind of an advantage it'll have over PSA.
Sorry but you are not allowed to view spoiler contents.
looking forward for a editable + saving update sometime :). I got my lappy functional now I just wanna tickle them Ikarus movesets :P
Any bugs and function I find I will give feedback if possible.
I'm workin on it. Since you already paid everything, I'll definitely allow you guys to beta test it when it can save again. Still have to juggle a lot of other BB programming requests alongside it in the meantime though.
Would you be interested if I streamed while programming later today?
I amy not be one of the people who payed but I would love it if you streamed your programming
hey BJ, you know... if you wanna take another attempt at getting your bitmap fonts working on my secondary, you may wanna take a few pointers from me. :)
you're still using the deprecated GL-FFP in Ikarus right?? :)
I can help you setup a basic freetype font to image system for which you can use WGL to create the display lists of textured quads. ;)
I'm doing it with SDL, though I'll be porting my code to GLFW which is less buggy.
(SDL clears the GL context on window resize (video resize event))
how sure am I that this works?
see for yourself:
Sorry but you are not allowed to view spoiler contents.
the font is converted into textures at 18pt (or 19pt, I forget which) and rescaled before drawing
lemme know if you need help, the code for this is rather simple ;)
Quote from: Mr.ryuzaki L on January 25, 2015, 10:16:04 PM
I amy not be one of the people who payed but I would love it if you streamed your programming
Okeys: http://www.twitch.tv/blackjax0 (http://www.twitch.tv/blackjax0)
I'll probs stream for the next 5 hours or so unless I feel like doing something else.
Hopefully it's not too boring :P
I wasn't around lost the stream gawd, but I am more tham happy yo kmow that development is growing, 2015 might aswell become a good year :D
yay for beta testing stuff <3
Quote from: BlackJax96 on January 26, 2015, 02:38:08 AM
Okeys: http://www.twitch.tv/blackjax0 (http://www.twitch.tv/blackjax0)
I'll probs stream for the next 5 hours or so unless I feel like doing something else.
Hopefully it's not too boring :P
how the [censored] did I miss a stream? >:C
What's a good time to stream? It's 11 AM here right now.
Quote from: namq on January 26, 2015, 02:25:18 PM
2015 might aswell become a good year :D
it's definitely showing a lot of promise so far (http://i.imgur.com/sGBOR.png)
Now. :V
Any damn time. :V
when I am here >:V really want to see progress <3
kden
http://www.twitch.tv/blackjax0 (http://www.twitch.tv/blackjax0)
So this is like BrawlBox and PSA fused?
That's the goal, yup.
Quote from: BlackJax96 on February 01, 2015, 07:17:30 AM
That's the goal, yup.
Got it.
One question: Will this be able to replace SFX IDs?
It will allow you to change them manually, yes. Nothing automatic though.
Quote from: BlackJax96 on February 01, 2015, 06:49:07 PM
It will allow you to change them manually, yes. Nothing automatic though.
Hopefully we will be able to change the KO's and whatmore.
Still going: https://github.com/libertyernie/brawltools/commit/f735bcc0f4d20d54e425a45a50498acae0e61464
Not anything new to see visually yet.
come on BJ96! you can do it :D
Dat coding. Keep on keepin on.
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).
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'. :srs:
Someone other than me is using code tags!
Anyways, I always love seeing more progress with this.