Quote from: Original quote by me
making a program in general is different than "editing stage hazards and such" with psa. Editing stage hazards has to do with what you know about them and NOTHING to do with programming. making a program to edit stage hazards doesnt require knowledge of advanced programming, it requires knowledge of how the hazards work.
i know that you were using the hazards as an ex. and so was i.
i know that you were using the hazards as an ex. and so was i.
@ hollow........................................... ..........
What is this I don't even...........nevermind.
You said that making a program to edit stage hazards didn't require any knowldge of programing.
herpderp much?
You said that making a program to edit stage hazards didn't require any knowldge of programing.
herpderp much?
No. and lol.
i said you dont need to have knowledge of programming(as in making a program) in order to edit "stage hazards". All you need is a hex editor and manually edit the hazards byte by byte.
now..plz dont come at me("herpderp"), again...trying to be polite . And the palm was me being half serious/half joking.
@kit- people(including bj) already have BB and psa source. They just need/are learning the way kyrals and pw's source code works so they can add stuff to it without it 'breaking' or creating errors in game.
also- imo, once you learn both source codes, you can, yourself, implement bb stuff into psa and vise versa. As in making psa have a 3d viewer like bb. And making a hitbox viewer seems simple, seeing as its only a sphere that moves doing the animation. The hitbox could be an added fake/temp bone to the model and act as the hitbox, moving with the model and its keys frames would be the frame theyre call in psa.