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Messages - Higure Hokousha

#2
Help / Re: is there a way
July 26, 2012, 04:56:06 PM
I heard that Dant passed off the Clone Engine project to someone else (can't remember who), but I haven't heard anything on that front, either, as of late. I can't even remember where I heard that, for that matter, so...*shrugs*

As for Brawl Masquerade, DS22 was working on it last. He has a thread here: http://forums.kc-mm.com/index.php?topic=41166.0. It's locked for the moment, but I'm assuming he's still working on it.
#3
Help / Re: is there a way
July 26, 2012, 03:32:32 PM
It's not possible at the moment. There are know extra color slots for alloys (Zako___01, 02, etc.). They have one texture each.

Brawl Masquerade might make it possible eventually, or perhaps it might turn up if the Clone Engine is ever completed, but for now...no.
#4
Help / Re: Tracking Variable Values [Solved]
July 26, 2012, 04:31:40 AM
Just bumping this so others might see the solution, if they're interested.
#5
Help / Re: is there a way
July 26, 2012, 04:24:09 AM
There's been a code for that for a long time.

http://www.smashboards.com/showthread.php?t=318528&

There might be a newer version out there, but I haven't heard of one.
#6
I'm not one hundred percent sure, but seeing as 200 in hex is C8 and there is only one instance of it...

0481C934 8803001F
4A000000 90180F38
3A000002 FF00003D
C281C934 0000000F
8803001F 2C0000F8
41820068 38000038
80A30084 2C1B0116
41800030 41820014
2C1B00BD 4182000C
2C050001 4082001C
38A00001 90A30084
D2C30088 EED6B028
C2C30088 48000028
38A00000 90A30084
C2C30088 FEC0B01E
DAC20000 80A20004
2C0500C8 41800008
38000078 9803001F
60000000 00000000
C281A06C 00000003
FC20F890 C2C30098
EED6082A D2C30098
60000000 00000000
E0000000 80008000
#7
Help / Tracking Variable Values [Solved]
July 14, 2012, 07:42:37 PM
I've been working on a PSA, but have into a wall of sorts. I need to see what the max strength of the shield is (LA Float 3 would equal this before the shield is damaged/used), so that I can know what numbers I should be using for my If/Then statements. However, I don't know how I could find this out.

Is there a piece of software I could use with Dolphin, a Dolphin function, or a Code that I could use to find this number? If anyone just knows what it is (if it's even the same between characters), that would be fine too.

---------------

Edit: Okay, I figured it out myself.

Here:

Float Variable Set: LA-Float[103] = LA-Float[3]
Set Loop Infinite
   Float Variable Subtract: LA-Float[103] -= 1
   If Compare: LA-Float[103] < 0
      Loop Break?
   End If
   Add/Subtract Damage: 1
Execute Loop

Just enter this code into a Subaction and change LA-Float[3] to whatever float variable you're trying to check. It should appear as your damage (make sure your Damage % is equal to 0). If you want to check a Basic  variable, just change everything to Basic type.

Oh, and Shield Charge begins at a max of 50.
#8
Hype! 5 Seconds remain!


#9
It stretches from the selected bone to a relative coordinate location (the hitbox offset),  but can't extend between bones or such (unfortunately), to be precise.

That aside, I hope BlackJax integrates the functionality-it's one of the cooler flag features, and could be very useful for PSAs.
#10
This is so exciting  :)! BlackJax, you are amazing.

I'm wondering though, will this be able to visualize hitboxes that have been stretched using flags?
#11
While it's true, as far as I know, that BlackJax isn't working on .rels and articles, I think it's more than a little pessimistic to say that we won't figure them out eventually. PW and Dantarion are amazing, but they aren't the only people who can understand those kinds of things. It's still worth hoping for the future, not to mention doing some research of your own.

After all, we have a massive community here. If a concerted effort were to be made, we could probably figure these things out (with enough time).

...I'm just saying, don't claim impossibility. After all, model importing once seemed nigh-impossible, too.
#12
PSA Assistant has been updated-it now features the up-to-date sounds flags format. I've also updated the Brawlbox link to take you to the development thread. GFX page has been adjusted to show more of the list at one time (still no visual display, however).

The program will likely be discontinued or re-purposed after Brawlbox becomes capable of moveset editing, but I'll maintain it in the meantime.
#13
Welcome to my new thread, which I have created for the purpose of distributing and showcasing new software that I have created. For now, this thread only includes my new PSA Assistant program. In the future, this will grow to include others.

----------PSA Assistant----------


The PSA Assistant is a program that I have been working on (in one form or another) for a while now. Simply put, it is a general resource to aid in the creation of PSAs. It does not alter Brawl Files in any way, instead acting as a supplementary tool.

Features in v0.5:

Knockback Gauge: The only feature yet added to assist in the creation of hitboxes outside of Flags. It shows knockback growth values of vBrawl hitboxes and visually shows the user how an entered knockback growth value compares.

Text-Based GFX Library: For right now, this is basically just the list of GFX from the Documentation Wiki. In the future, however, it will include standalone gifs of each graphic.

Hitbox Flag Maker and Decoder: This tool allows the user to set up Flags for hitboxes in an accessible format and then converts their selections into the correct Hexidecimal value. It also allows the user to input a Hexidecimal value and will set up the controls to show what the entered Flags Hex will do in-game.

Special Hitbox Flag Maker and Decoder: Does the same as the above, but for Special Collision Flags.


Planned Features:

Complete Hitbox Design Assistance Interface: Will expand to include the Knockback Gauge and several other resources.

Selectable Visual GFX Library


Possible Features:

Flag SFX previewing

PSA Notes: For saving snippets of code and personal notes on events, variables, etc.

---------------------------------

Please send feedback if you use it-be it criticisms, bug reports(I think I got them all, but...), or suggestions for new features (I would like to include everything I can in this. Please understand, however, that I'm not yet skilled enough to modify or read actual Brawl Files.)

I hope my program is of use to you all.
#14
I'm glad to hear that you got it working. I'll continue to keep an eye on the thread, so if you need any advice, just ask.

Good luck! I'll tell you if I think of a good way to deal with the issue of passing through players.
#15
...that should work to a degree. The issue is that normal graphics don't have their owsn absolute location. There locations are relative to the player. If you do it without anchoring it to the article, then the projectile will move when you do, be unreflectable, and not outlast the subaction you created it in.

My advice would be to use the same article and modify it. If you can find a way to make it pass through walls or smashers, then you'll  be fine. Alternatively, you could hide it (by shrinking its dimensions to 0 or, possibly, the article visibility event), and have it project create an outside graphic and hitbox that moves independently relative to the article's location. This way, it isn't linked to the player. The downside, however, is that-if it works (and it may not, it could be that any article-based hitbox making contact with a Smasher will terminate the article)-the projectile still won't be reflectable.

Of course, if you don't mind all the downsides to using a non-article, then this should be comparably easy.

Her gun isn't just a graphic, but it may have GFX components-I've never done a lot of work with Samus.

Really, this one's going to take a lot of in-game testing to figure it out.