Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Mr. AI | Sluigi123

#1
I haven't really looked into this thread at all; after reading all the pages in this thread, I say, I'm impressed with your guys' work into getting Cloud in Brawl. Keep up the good work!  ;)
#2
After a very long time, I can't wait to see how much work you've put into your SNES Rainbow Road stage. ;)
#3
Programming / Re: BrawlBox v0.76b
May 07, 2016, 01:14:19 AM
Quote from: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on April 30, 2016, 11:18:40 AM
Not sure if it's just me or not, but sometimes, animations in latest version look different from how they are in older versions (0.73 and below) and in the game. This can range from some minor clipping to limbs going ape[censored] instead of properly going from one pose to another. This is very annoying because there are several features and fixes in latest version that are not present in older versions, but i can't just safely make animations without having to fix something.
I've been at that problem for a while now as well. I hope that this gets fixed in a future update. It's best to use 0.67 for animations.
#4
Quote from: Large Leader on November 02, 2015, 03:01:23 AM
This is so hype.

But maybe too little too late v:
Still Super hype though!
#5
Programming / Re: BrawlBox v0.76b
January 07, 2016, 03:11:03 PM
I'm quite curious on what the SCLA is in each stage PAC file for. My guess is partially model spawning of some sorts.
As for the Camera Parameters (STPM), I'm trying to figure out what the unknown values are for. I kind of know some of them already. (These are not 100% confirmed)

Values 18 & 19: Act as some sort of multiplier for the camera's translation speed for X and Y respectively.
Values 20, 21, 22, & 23: It can't be all 4 of them, but (it has been about 2 years since I last checked them) 2 of the 4 has to be related with CamLimit0N and CamLimit0E as if it's a multiplier; possibly a translation restriction.
#6
Programming / Re: BrawlBox 0.73b
December 05, 2014, 07:25:27 AM
I actually didn't see that one coming at all.
#7
Programming / Re: BrawlBox 0.73b
September 24, 2014, 04:59:21 AM
Have you thought of moves where hitboxes are in SubRoutines can show up via model viewer? That was my only problem, whenever I edit characters. As for the item spawning, I noticed that  whenever you have 1 spawn bone at say, (-50,25), and the other at (60,50), I wasn't sure if it would turn into a square and everything, but it turns out, that it stays in a linear line instead of a square. I not sure if I'm right, but you could try and look at it again if you want to.

Quote from: Blazingflare on September 24, 2014, 04:30:15 AM
The dream for having Saffron City spawn Pokemon out the door is becoming more real by the second.   8)
I have one other question. Is it possible to have a stage spawn an item on a timer? I'm sure you know where I'm going with this.
When that happens, I'll be totally ready. :P
#8
Programming / Re: BrawlBox 0.73b
September 15, 2014, 02:09:48 PM
Quote from: Sammi Husky on September 14, 2014, 12:58:27 AM
Not sure how many people will actually make use of this, but it does pertain to stage makers. I've just finished implementing the stage Item generation tables. (which control the frequency at which items appear)



i haven't really messed around with it in game, but i wonder if this can actually tell the game to load stage specific items..that would be cool, but for some reason i doubt it would. In any case, there are common tables for all stages and modes int common3.pac. The tables there are used for things like assist trophy frequency, pokemon, and modes such as sudden death. (to choose to spawn the bob-omb that's already primed for exploding) I've laid out alot of information on the OpenSA wiki about it..so if your interested check there.
http://opensa.dantarion.com/wiki/Item_Frequency_Table
I'm liking this even more! =P
#9
Programming / Re: BrawlBox 0.73b
September 06, 2014, 04:01:38 AM
I was wondering if you can make it so that brawlbox can read rel files much easier, meaning the same way you did with the STDT files. This is just optional.
#10
Programming / Re: BrawlBox 0.73b
August 21, 2014, 11:59:24 AM
What do you mean?
#11
This is a big need for a lot of people, especially for me trying out Item balancing! :)
#12
Programming / Re: BrawlBox 0.73a
July 28, 2014, 04:07:38 AM
Quote from: Sammi Husky on July 28, 2014, 01:16:05 AM
I have just finished that actually. Still a bit ugly though. In any case, i've changed the UI so that the boundaries button is replaced by a dropdown, where you can individually toggle each overlay. (Boundaries, spawn/respawn, and item fields). Other then that, i've also added a little combo box to select your tool type. (Rotation, Translation, Scale). This makes things a bit more fluid, and also allows you to switch your tool while still selecting a bone. The only other things to mention are that the ledgegrabs have their respective collision link Highlighted purple (however you can't see it in this picture), and that dropthrough platforms are rendered yellow.

The UI as of right now, looks like this. The colors of overlays and other things may still be tweaked and such in the future. (especially the item fields, which are currently pretty yuck)



Already working on it, even before I even asked... LOL
I'm seeing so much progress, that I think the next update should be 0.74, IMO.

#13
Programming / Re: BrawlBox 0.73a
July 26, 2014, 07:29:50 PM
Here's a good question. You know those item spawn bones, right? I know each spawn "line" consists of two bones. Was wondering if you'd be able to make lines for the item spawn points. It'll help a lot of people.
#14
Programming / Re: Project M Codes
May 06, 2014, 05:15:44 AM
SmashKing64, I like the way you did this, though I don't know how long you've been trying to "reverse engineer' the Project M codes, but you did put a lot of effort on this. There was one exception, or a wall as you may call it, and that is to get permission from PMBR to share it to the public. Sadly, you failed miserably. Patience is key, my friend.

I'd mess around codes and hexadecimals, until I find it fitting for it to be shared to the public. It's the code creators' choice(s) whether or not they would share their codes to the public, or have their codes hidden, but have it be in the public's hands, which I find it confusing, cause sooner or later, they will be found. It's like trying to figure out a 6x6 Rubix Cube.

Don't get frustrated about this, PMBR, cause everyone at least knows that the codes will be cracked open sooner or later, before you guys make your final decisions. Hate to say it, but this is life. Life will not be fair, and will always never be.
#15
Attacks and Animations / Re: Lillith's PSA Thread
May 05, 2014, 02:41:11 PM
His Down Smash is a Double Sweep, rather than a kick to the front and a kick from behind.