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76  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67b Released on: August 07, 2012, 07:21:48 PM
PSA:
I can make weightknockback/knowbackgrowth ---> "Variable instead of Value" (or even use scalar)

Brawlbox:
I cannot change "Value" to Variable or anything inside it.

Not a major bug, nothing that many might be interested in but...  On the stuff I'm working this is very important.  I'm trying to make complex stuff to see brawlbox potential and it really has promising potential, just need to be sure if in 0.68 you can add the ability to change "Value" to other stuff in the baseknockback and knockback growth

This also applies to "Bone/Id" and "Flags" but in there I have no need to put a variable.  In damage, trajectory, offsets, tripping rate, Directional influence etc I can change this.  I see that I cannot do this because it uses 2 different values in Bone/Id, WeightKB/KBGrowth and Shield Damage/BaseKB.  

In PSA I can do this, but again, I won't use PSA for this thing as I have only edited my fresh files with brawlbox (did used PSA1.3mod in one file aftwer rebuilded to check something, but was only to modify some stuff).

If this can be looked at, I can get on some interesting stuff.  Thanks BJ96!  I'm getting a teaser of what I'm doing soon :-)

EDIT:

tested ingame and what I wanted with the damage worked flawlessly.  Now I needed the system/mechanic I added to fix the KBG for me as it did with the damage.
77  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67b Released on: August 06, 2012, 06:46:26 PM
Been lurking Im srs here

Someone has their hand on a master piece I am
Feeling it :-D!
78  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67b Released on: August 05, 2012, 01:22:28 PM
Gfx previewing soon :hype:
79  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67b Released on: August 05, 2012, 08:04:21 AM
This has been like this since 0.67, if you don't page up/down hitboxes show every frame.  The buttons just plays hitboxes everyframe when evwr they are called they never terminate.
80  Super Smash Bros. Brawl Hacking / Programming / Re: Mewtwo2000's - GCT Analyzer updated again (01/Aug/2012) on: August 04, 2012, 08:52:18 AM
I can help with that;
Code:
-Yoshi has 0 Crawl-
04B0B33C 00000000

-Pikachu has 0 Crawl-
04B0B3E4 00000000

-Luigi has 0 Crawl-
04B0B41C 00000000

-Koopa has 0 Crawl-
04B0B4C4 00000000

-Sheik has 0 Crawl-
04B0B56C 00000000

~Wario has 0 Crawl~
04B0B6F4 00000000

-ZSS has 0 Crawl-
04B0B79C 00000000

-Diddy has 0 Crawl-
04B0B844 00000000

-Squirtle has 0 Crawl-
04B0B8EC 00000000

-Ivysaur has 0 Crawl-
04B0B924 00000000

-Lucario has 0 Crawl-
04B0B994 00000000

-Snake has 0 Crawl-
04B0BC6C 00000000

I'm not sure if Squirtle has a crawl or not, and its code, Ivysaur's, ZSS's and Sheik's I've only just whipped up now and haven't tested.

Add those code Thany made :-)
81  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67b Released on: August 03, 2012, 09:05:02 PM
it was samus, kirby, and idr who else
I remember he didn't finish Kirby. That's a fact.
Kirby doesn't work. I think King Dedede. Falco works, but his Final Smash breaks.

Yay my post gets ignored :-)

Kirby
(B moves) - samus & bowser
Shield - Yoshi
Final Smash - Falco
I heard on PM IRC that G&W doesn't but had no proof of this so this is just words read over a chat room.

And kingjigglypuff, DDD doesn't work?  And what is that "doesn't" work on him?
82  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67b Released on: August 03, 2012, 12:07:51 PM
Kirby
(B moves) - samus & bowser
Shield - Yoshi
Final Smash - Falco
I heard on PM IRC that G&W doesn't but had no proof of this so this is just words read over a chat room.
83  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67b Released on: July 28, 2012, 03:04:08 PM
he's totally in  mood lately..


Fixed.  But yeah I guess he really is in a mood.
84  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67b Released on: July 28, 2012, 01:57:39 PM
Making more work for yourself I see.


How come I'm making more work?  Want me to make a gif of how fast I'm moving with PSA?  Since re-linking a non-able copy/pasting sub routines and gotos is really slowing me down.  Where I edit 30 sub actions that has the same sub routine with brawlbox, I can do like 50-60 sub actions with the same sub routine in PSA.

In brawlbox I cannot point it via offset as I can in PSA.

In brawlnox I have to:
Double click sub routine > point it to sub routine (click) > sub routine number (click) > okay (click) > done (click) > click on another sub action > open the main tab (click)> repeat

In PSA I have to;
Double click sub routine > click where I can put on text > (ctrl+v)=paste > done (click) > change sub action > repeat.

Being able to paste the offset in psa on the pointer is by far speeding me up mot putting more work on me.

My point is, I don't want to switch from BB0.67b to PSA1.3mod, but I have no choice.
85  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67b Released on: July 28, 2012, 09:07:59 AM
BJ96 I found a semi fix, but it's risky (about the sub routines not copy/pasting right).

Once I copy pasted the sub routines they are action 274 main blah blah.  I open now the .pac in PSA1.3mod and in the pont them to the correct offset (pointing/linking to the sub routine in brawlbox is just plain more work, click here > click there > okay > done and the repeat in other sub actions)

In PSA1.3mod if I don't add anything and just modify the sub routines that have an offset of null "FFFFFFFF" the file won't corrupt.  Adding stuff in 1.3mod after being worked in brawlbox just corrupts the file (I got 2 of my files corrupted)

I speeded up my work with PSA1.3mod, now I'm happy that I can speed up, but accident adding an event might corrupt file by a high chance.

Yay NAMQ is happy!

Edit:

I further tested and seems to work, no glitches, no file size changes, the file is intact when transitioned from Brawlbox 0.67b to PSA1.3mod.  But I state that in 0.67 and then to 1.3mod I got a corrupted file when adding stuff in 1.3mod so, only editing current available events would be the best way to avoid corruption.
86  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67b Released on: July 27, 2012, 08:30:27 PM
I replaced the REL option with a better, just-as-hard-to-decide-to-choose option.


.........  Whyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy O.o.......  When I voted for REFF it was not there XD.  Fighter.pac editting would be awesome, but, REFF would be good also for many of us.  I'm sticking to REFF still, fighter.pac should come out for version 0.69  Awesome Face AWESOME 2.0! Happy Face
87  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67b Released on: July 27, 2012, 08:21:44 PM
Sounds like - o[censored] post edit with a lot of text

Yeah not gonna fix that, just re-link the subroutine.

And I was going to say that sounds like a good idea.

Cheesy ok, I guess I have no choice but I had a post edit before you quote me so here it is Wink


EDIT 2:

I don't want to re-download 0.67 as it had moveset editor bugs and I'm afraid my .pac gets corrupted  Oh shi~

I do get back ups but a corrupted files just stresses me and needing to restart the work I did before corrupting is just more stressful.

But I guess I'll have to re-link the sub routine/goto's for my first 8 characters, in each sub action I attach said events XD, (ain't funny, but I added a XD face either way).  And this is for like 100 sub actions and for 8 characters so, I have to re-link to the sub routine 800+ times maybe XD.
88  Super Smash Bros. Brawl Hacking / Programming / Re: File Patch Code v3.5.4 on: July 27, 2012, 07:54:13 PM
where is my like button???

I see:
Quote
NTSC coming soon!
and all I can say is :MEGUSTA:!
89  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67b Released on: July 27, 2012, 07:51:25 PM
Please I voted for Rel...  remove it from the Poll as I've been reading recent posts...  It should be removed from the polls cause those votes will fly away and I don't want silly votes to fly away.  Lets cheer other useful stuff,  I want to change my vote for REFF, sadly I cannot

EDIT:

Just noticed  Oh shi~

Copying and pasting a "goto" or "subroutine" event guided as an example to --> "Subroutine 18 in sub routines".  When pasted it will always say Action 274 in the entry in action list instead of pasting it as ""Subroutine 18 in sub routines"" when previously pasted.  I was about to paste my sub routine mechanic from sub action 0 to 72 and like 20 more sub actions T_T.  In .67 or PSA this problem wasn't around, could you patch it in the next version or like you did a couple times before, to this version?

this is kinda a bug but it isn't a bug either.  Why I say it's a bug, because it wasn't here in 0.67 and it is in 0.67b.

Thanks in advance! Happy Face

EDIT 2:

I don't want to re-download 0.67 as it had moveset editor bugs and I'm afraid my .pac gets corrupted  Oh shi~

I do get back ups but a corrupted files just stresses me and needing to restart the work I did before corrupting is just more stressful.
90  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67b Released on: July 26, 2012, 07:40:57 PM
pie

breff is 100% known

Did you mean REFF?  if so......  Awesome!!
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