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1  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67 Released - Download again for bugfixes (7/9) on: July 11, 2012, 11:02:11 PM
Also got a small error on my Link.pac file. Its not a bug, just not sure what i did wrong. I was doing dble moveset and suddenly the Entry file kept giving me this error
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at BrawlLib.SSBB.ResourceNodes.VIS0EntryNode.GetEntr y(Int32 index)
   at System.Windows.Forms.ModelEditControl.ReadVIS0()
   at System.Windows.Forms.ModelEditControl.UpdateModel(MDL0Node model)
   at System.Windows.Forms.ModelEditControl.UpdateModel()
   at System.Windows.Forms.ModelEditControl.set_Current Frame(Int32 value)
   at System.Windows.Forms.ModelEditControl.SetFrame(Int32 index)
   at System.Windows.Forms.ModelMovesetPanel.SetFrame(Int32 index)
   at System.Windows.Forms.ModelMovesetPanel.animTimer_ Tick(Object sender, EventArgs e)
   at System.Windows.Forms.Timer.OnTick(EventArgs e)
   at System.Windows.Forms.Timer.TimerNativeWindow.WndP roc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17020 built by: FXM3REL
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
BrawlBox
    Assembly Version: 0.67.4573.29083
    Win32 Version: 0.67.0.0
    CodeBase: file:///C:/Users/KingLee/Desktop/brawlz/BrawlBox%200.67/BrawlBox.exe
----------------------------------------
BrawlLib
    Assembly Version: 0.13.4573.29073
    Win32 Version: 0.13.1.0
    CodeBase: file:///C:/Users/KingLee/Desktop/brawlz/BrawlBox%200.67/BrawlLib.DLL
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17020 built by: FXM3REL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17020 built by: FXM3REL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17020 built by: FXM3REL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Data
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17020 built by: FXM3REL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17020 built by: FXM3REL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17020 built by: FXM3REL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Design
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17020 built by: FXM3REL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Design/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Design.dll
----------------------------------------
System.Numerics
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17020 built by: FXM3REL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.



this happened before on my wait animation randomly. After about 32 frames this error appears after playing the animation. If i loop it or view it with the moveset editor it will continue to appear and ill have to quit.
2  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67 Released - Download again for bugfixes (7/9) on: July 11, 2012, 10:46:40 PM
got a date on when you may update the download, or are ya gonna wait until a few more bugs are fixed 'if any'

3  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67 Released - Download again for bugfixes (7/9) on: July 11, 2012, 09:38:31 PM
It's reset to the default vis at the start of a different subaction.
thanks
4  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67 Released - Download again for bugfixes (7/9) on: July 11, 2012, 07:20:25 PM
And let me and Pikazz spam the comments with foreign language?
...
Why not? Awesome Face

jk... I think...

LOL sounds like a great idea. or just upload a vid to youtube.
5  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67 Released - Download again for bugfixes (7/9) on: July 11, 2012, 06:51:55 PM
I understand nothing about model changer T_T...  I may need an illustrative tutorial T_T.  I would love adding objects to models and use the model switcher so I can create some neat stuff for my favorite characters :-).

i kinda feel the same way, but i kinda learned what model changer 1 does by going in with link's Model.
Switch=1,Group=1 Puts thr sword in Sheath | Switch 1 being Sword Group 1 being his Back
Switch=2,Group=1 Puts THe Shield on Back |Switch 2 being Shield Group 1 being his Back
to put them back in the hands switch the group to = 0

That help to understand alittle?




I do have a question though BJ if you know. With the model changer(for link for example) does the model retain the appearance until an animation of move changes it?
6  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67 Released - Download again for bugfixes (7/9) on: July 11, 2012, 05:55:57 PM
Anyway, why are you guys still attached to PSA? Try to let it go, it doesn't cooperate with Brawlbox very well and it increases file size. Just report bugs to me so I can clean them out.
I honestly want to, but my only thing is until the subroutine thing is sorted out i WAS just going to go in psa to put in subroutines. Not that it's needed, but it'd save me some time. Im just trying not to over load you with things that i dont think will necessarily be THAT big of a deal(for me atleast)
Im loving BB, just have to learn my ways around it's newness lol.

but regarding if it was previously psa'ed it was. It was the Brawl- Link file and i was going to use it with a young link mod and moveset yadda yadda lol
and if i recall Fighter.pac doesnt work with bb atm does it?
7  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67 Released - Download again for bugfixes (7/9) on: July 11, 2012, 04:26:37 PM
You need to offset to it

Manually? so just make my own offset code to it?
I saved it and that gave it an offset but it did not remain on the file after the save.

Post Merge: July 11, 2012, 04:51:59 PM
I believe camtasia studio is coming in handy :-).  Gif previews are the best report evidence so far :-). Any bug I get I will get a gif for better explaining :-)

EDIT:

I'm not having problem opening Movesets (edited in brawlbox) into PSA 0.2.1 or 1.3/mod.  So for now I will add sub routines over there and yeah I noticed PSA had that bug also, where if you make a sub routine and don't point over it after saving it won't show (in the brawlbox preview it doesn't).  But yeah I added 3 sub routines with only a null incase I need to use them for later.

i want to do this but psa wont open my fitcharacter.pac so i guess ill do it the hard way
8  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67 Released - Download again for bugfixes (7/9) on: July 11, 2012, 03:51:58 PM
You have to use an offset or subroutine event to link to it...

*technical stuff ahead*

Technically, they are written, but as long as there's no offset to them, Brawlbox can't get to them. It loads all the subroutines by looking through every single action in the moveset and remapping the offseted actions to one list called the subroutines. That way you don't need to input an offset to actually go them anymore.
Im kinda confused there too. THe subroutine i put in seems to have saved(no error message) but if i were to close and return the subroutine is not there. am i missing something?
I see this was discussed lol ignore please lol
9  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67 Released - Download again for bugfixes (7/9) on: July 11, 2012, 01:03:38 PM
Its not reading the file though. o.o

Edit: dunno what it was... but it works now. *shrugs*

thats something with gecko(if you're using it) or the sdcard itself. I have that issue every now and then. It only partially read the codes so i had textures with no movesets. just gotta leave game and take sd card out and redo it i believe.
10  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67 Released - Download again for bugfixes (7/9) on: July 11, 2012, 11:22:35 AM
I knew that much, but in the old PSA you could change the subaction name in PSA.

The reason why that was important to me was because I changed some of the animation names in Marth's regular motion pac so that I could identify them without having to see what they were. But its no issue now... I'll just have to bite the bullet and do it the hard way.

Anywhoo...

When someone figures out how to make a FitCharacter.pac that was edited in this version BB work on brawl.... lemme know.  Because anything I do with this BB  besides change some animations doesn't register in Brawl.

You have to open the FitCharacter.Pac file in BB. Not the Model or motion.pac

basically when you open BB open up the moveset file and you can rename them like if you were adding or renaming animations.
11  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67 Released - Download again for bugfixes (7/9) on: July 10, 2012, 07:25:06 PM
Well, I don't know anything about that, but are there any SFX IDs or something you can look for in the flags? Or is it just the names? If there's extra information like IDs, look that up for JustShield in smashbros_sound and maybe it'll show up in the flags.

Again, never done what you're talking about, so these are just generalized suggestions.


lol i think its Just Impact though lol i see guess ill figure that out. somehow thanks alot.
12  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67 Released - Download again for bugfixes (7/9) on: July 10, 2012, 05:42:46 PM
Hey BJ not a big deal really, but i crash alot when viewing Spiderman 1.5 moveset
Only the specials.
This is only while viewing with the model and motion files. Not urgent just something to look into after your break is over.

Post Merge: July 10, 2012, 05:43:14 PM
For the person who was asking about this several pages back, I'm not sure if this helps, but the name of the perfect shield SFX is "JustShield."

The naming in smashbros_sound is so half-assed.


O.o i know right lol Thanks
Im not seeing it in the flags(offensive Collision) i may be over looking it lol
13  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67 Released - Download again for bugfixes (7/9) on: July 10, 2012, 04:33:53 PM
Quick question: For hitboxes is the size of the circle the size of the hitbox r is it the arrow/star that is the hitbox?

Thanks.
The Arrow and Star are things that indicate the type of Flags used in the Hit.
Chec Flags in offensive Collision
14  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67 Released - Download again for bugfixes (7/9) on: July 10, 2012, 10:38:49 AM
I dunno, I don't keep count. 7?

Oh heya ziggy, long time no talk.
The tristripper hasn't even been made yet.

<null> is the same thing as NONE in PSA.
Except if you name a subaction <null> using BB, the animation slot won't be used and the subaction main etc won't be built.




Okay so correct me if im wrong, just want to make sure i have a complete understanding.
In BB, if i want to give Link Ike's Counter.
-I have to first add the 'SpecialLwHit' animation to the FitMotion.Pac
-Then Open the Ike.Pac and Link.Pac and Copy the ActionScript for SpecialLw from Ike to Link as well as the SubAction Script
-Rename one of the Null Subactions to SpecialLwHit(and this will automatically connect to SpecialLwHit Animation?)
-Lastly change the subaction numbers in the actionscript to match the SpecialLwHit ID?


The reason i ask is because even after i rename the Null, When i view it in BB it still says Null(None) in the Actionscript. Should i grab some pics if i didnt explain well enough?
EDIT:Lol put the wrong id lol but for the record is the above correct?
15  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67 Released - Download again for bugfixes (7/9) on: July 09, 2012, 06:52:46 PM
Saving just fine now. Thanks a bunch BJ! You deserve a lot of chill time.
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