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Messages - Dantarion

#1
I would love to try making a PSA command for spawning an enemy if you figure this out Sammi
#2
Sammi if you can get me 5-10 different GFG1 files of different sizes ill try to figure it out.
#3
Programming / Re: AI questions
June 10, 2014, 07:35:54 AM
Bero, KingClubber, and I figured out how every single AI file works, and I wrote a program (leveleleven, unreleased) to edit them, and Bero wrote AIScriptPad. You can edit pretty much 80% of the games AI code now, with the remaining 20% being scattered in ASM in the game itself.
#4
Programming / Re: AI questions
June 05, 2014, 06:27:24 PM
placebo. The game never uses a constant greater than the one used for level 9's in the AI coding, and it clamps values between the ranges it expects when it uses the difficulty value.
#5
XD GCT's can have way more than 256 lines of code.
#7
Most likely for the collisions, there is some info that ends up pointing to the hitbox data somewhere.
#8
Programming / Re: AI questions
May 28, 2014, 07:31:00 PM
That code doesn't do anything.
#9
Programming / Re: AI questions
May 27, 2014, 10:41:21 PM
What do you even mean by level 16 CPU hacks?
#10
Probably not. I don't even know what causes that or if I can fix it.
#11
Programming / Re: BrawlBox, To Maya, and BACK!
May 20, 2014, 06:22:40 PM
Psssh, Unity, more like, UE4 amirite?

Anyways, all bugs in this are fixed, just need to merge it into current BrawlBox
#12
I got this working on python 3
Will update soon and make another video.
#13
I'm gonna stream updating this for python 3 and then testing it!
#14
http://opensa.dantarion.com/wiki/BrawlDJ

I did this 3 years ago now....its amazing
#15
If you specific a memory offset, add something like "vBrawl P1 training mode" to let people know how you got them. Those should be the pretty constant.