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1  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.73a on: August 07, 2014, 03:39:35 PM
Hello BrawlBox Modder section,
I have an issue trying to import a flame graphic from my Phoenix PSA over Zelda to a new PSA over Samus.
Whenever I try, I get this.



This is what it's supposed to look like...


See the dark redness and the red circular image- in the first pic- that 'probably' should be transparent?


Click the spoiler delow for some detailed notes which lead me to consider here might be the best place for this issue.
If anyone has any insights, please lmk or PM me.

-Note: Trying to fix flame box issue. (There’s an ugly red square beneath the fire gfx). It seems deleting or editing them in any way while in Samus’s file causes her to freeze on CSS select. Additionally, I’ve noted that the ugly red box/disc might be from a circle wakka that’s supposed to be transparent. So, if I can trouble shoot and fix that (maybe in Zelda Phoenix) and then port it back to Samus Phoenix, it might work? Hm. Testing now.
   On Zelda select, the game froze briefly but then persisted in allowing me to play. The flame gfx were gone (first test was to delete them all as a base line, except for the Ptc file). So, now to systematically delete them one at a time to figure out which is the circle flare or whaterver.
   Through looking systematically through the reff files for the flames, and comparing them (using BB73) to eachother to see if there were any differences, I have found…
Flame Burn > Animations > AnimCurve1 = Magic 172, KindType 0, KindEnable 7, RandomSeed 62498, FrameLength 10, KeyTableSize 36, RangeTableSize 0, RandomTable Size 320, NameTableSize 2147483744, Info Table Size 9…
   While on Samus…
PtcFlameBurn > Animations > AnimCurve1= Magic 0, KindType 26, KindEnable 8, RandomSeed 0, FrameLength 16256, KeyTableSize 0, RangeTableSize 91136, RandomtTableSize 0, NameTableSize 0, InfoTableSize 0.
   Why are these two so different? And are there any other differences in these files? If I edit these files so they match, will the game persist in crashing at any small change made in BB??
   Additionally, when AnimCurve is expanded on Zelda’s side it has a keytable, a randomtable, a name table and an info table. But Samus’s side only has a range table…
   Okay…so exporting it from Zelda’s PSa and importing it into Samus’s PSa proved useless. (Maybe it won’t work without some other accompanying files?). I replaced the file on Samus’s side and saved it, then ran it in dolphin. When I selected Samus on the CSS in training mode, I got some backPatch error. I was forced to close Dolphin, so I went back to BB73 that still had samus opened. I clicked on the subfiles of the file I had imported and the whole thing just crashed… (sigh).
   Correction. It’s clicking on the ‘info table’ under animCurve1 that crashes. And…I guess this is to be expected (perhaps it’s a brawl box-specific issue) since I just found out that it happens on both Zelda’s PSA and Samus’s. Hmm.
   But what’s the deal with the backPatch error I got when I selected Samus? Zelda doesn’t give me that (and Zelda’s flames work perfectly).
   So far, I’ve continued exploring the files and found that the last AnimCurve for each of the sub-reff gfx has been different/(incorrect?) in Samus’s file when compared to Phoenix’s file- even though they are direct imports of each other. Hmm. I wonder if this is a BrawlBox v73 error…
   Whenever I attempt to expand one of these ‘improperly ported subfiles’  BBv73 immediately crashes. (But once I replace them with an exported original subfile, it immediately works and is expandable successfully). [Random note: I think my grandmother is making Spagetti, hmm 8/7/14 @ 459pm]
   (Sigh) Even after fixing all the anim curves and key tables, it still doesn’t work. Just freezes on the css still. (Sigh).
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