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31  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.72 bugfix 1 on: May 07, 2014, 04:50:31 PM
Tidus, for that to happen, PSA can't do much about it. So basically, BrawlBox needs to be changed to not ever save a file in a way that PSA can't read it.

Also, BrawlBox SHOULD be able to save D3 and Pokemon .pacs in a way so that PSA can open them Cheesy
32  Super Smash Bros. Brawl Hacking / Programming / Re: Project M Codes on: May 06, 2014, 07:20:46 PM
br3compactor, thats definetly the place to get started looking at the codes.

One thing to note is that a TON of the Project M codes are all C2 codes, as injecting into the games assembly and writing ASM is the best way to do things if you can, and is a bit cleaner than doing conditional memory writes, which is how a lot of older codes work.

The memory extention code increases the size of the memory pools used for loading character data. You can use it to bypass the file size limit. However, that code in particular breaks a few modes...I think SSE and Tournament don't work with it on. (I tested in dolphin and it does work in dolphin, but dolphin doesn't have IOS hogging up a chunk of memory)

The Salty Runback code does what it says, just hold..the buttons it says after a match...and it will instarematch instead of going to the result screen. This code is funny because it was made by accident. Oops. Doesn't work on transforming stages, and transforming characters stay transformed.

SonicBrawler, you told me you decoded the GCT. If that wasn't a lie, then how did you know which code was the Lucario OHC one in that thread you made?

I don't know how it works, I'd have to spend time looking at it to figure it out, shanus made that one, M Lucario was designed by him, after all Cheesy
33  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.72 bugfix 1 on: May 06, 2014, 04:43:29 PM
I may set up a buildbot to do automated builds! This is exciting! So happy!
34  Super Smash Bros. Brawl Hacking / Programming / Re: Project M Codes on: May 06, 2014, 04:29:34 PM
I didn't say anyone was an idiot. I just said that not many here are actively developing anything original. As far as art goes, there are a lot of talented textures, and modelers, and animators, but there isn't really a coding community here, its more of an area for coders to release and give support on things, like BlackJax with BrawlBox, PW with BrawlEx, etc.

I am not afraid that people on KCMM can do stuff, I want to see what you can do. SonicBrawler, what can you do? How do you think people end up in the PMBR? From doing stuff, and then applying.
35  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.72 bugfix 1 on: May 06, 2014, 04:20:51 PM
We should try to keep it as one repo if possible. Don't want features appearing and disappearing.

Once you guys get something settled, add dantarion to it and ill commit BrawlBox2Maya command line tool
36  Super Smash Bros. Brawl Hacking / Programming / Re: Project M Codes on: May 06, 2014, 04:17:06 PM
Thats a good example of a tool I made that ended up not being used by anyone. Guess thats my own fault but hey, the source code is out there! I think maybe BJ looked at some of it. Not sure about that but at least I got it out there!

Masterhand is a tool i made primarily for PMBR, but I released it. Never heard of anyone doing anything with it though. O well, source code is out there though!

Anyways, I would love to see more interest in people getting their hands dirty and seeing stuff happen. I still intend on helping with some more stuff on here, especially the SSE stuff, as that is completely new ground with tons of unknown data.

I think I will try to post two things when I get home.

1) my GeckoDol tool! It embeds a GCT and a codelist into a Brawl dol! This can be used with Dolphin to run an extracted ISO with codes! Yay for really fast testing of Project M stuff!
2) my ModuleEditor! It takes a module, decompiles it into .raw and .asm files, then recompiles it back into a dol! Yay for being able to add lines to modules!

I don't think more than 10 people will ever use either these things, and it will take me multiple hours to get them ready for use even though they have been done for like...maybe a yearish? I don't remember.
37  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.72 bugfix 1 on: May 06, 2014, 03:52:25 PM
I admit, maybe github is best for this.
38  Super Smash Bros. Brawl Hacking / Programming / Re: Project M Codes on: May 06, 2014, 03:50:13 PM
You can't blame PMBR for lack of development here....I don't really get why you keep saying that.

I said I don't WANT to take hours of time writing up stuff.
I already took hours of time making the codes.

How many people use BrawlDJ?
No one? Thats right, because almost no one could figure it out.
39  Super Smash Bros. Brawl Hacking / Programming / Re: Project M Codes on: May 06, 2014, 03:28:57 PM
If releasing things creates the drive for others to improve, can you point me towards anything that has been created on KCMM or Smashboards in the past 2 years that is not related to data posted by me or other PMBR members in Project M or OpenSA.


I share more than enough of my work, but no one understands most of it anyways, so I don't want to take hours of time writing up tutorials and posting in threads if its just going to thrown back at me anyways.


@Velen
People get better by being inspired, but theres a limit to that. No matter how awesome Sdoom is, KJP had to take time to learn all of the things that he did, and that isn't something most people have, reguardless of support from the community.

This is something that doesn't happen often. For every KJP, there are 1000s of people that just want to download things and play them, and thats fine. Thats absolutely okay. But don't tell me that people would be inspired to learn coding by me releasing all of my work.

I guess I'll post my module editor today. And we will see what people do with it. My guess is that nothing will be done, even though my module editor supports features that PW lacks. In fact, I don't see anyone doing much module editing (Outside of PW+PMBR).

@Velen, I understand that people need help to get started sometimes, but also understand that helping people is a long and hard process with not much to gain other than personal satisfaction.  When I first started Brawl hacking, I was a college student with all the free time in the world, now I work full-time as a professional programmer, and work on both Project M and various projects outside of my job. I'd love to see a giant stream of interest in Brawl hacking again, but I don't see it happening

https://code.google.com/p/meleetools/
https://code.google.com/p/brawldev/
https://code.google.com/p/opensa3/

While I haven't posted every single code I have made in the past 3 years for Project M, I have contributed back all around, and many codes from Project M have willingly made it back out...the original ASM hackers got bored and went on to do other things. A lot of talented artists are will on the site doing things, but the golden age of tool development and code development is over.
40  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.72 bugfix 1 on: May 06, 2014, 12:58:52 PM
Nope...thats the one Bero and I worked on when we couldn't contact Kryal to get commit writes to the original one!
41  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.72 - Proper UTF8 support in MSBin on: May 06, 2014, 12:47:30 PM
Hey, im just trying to throw something out, but can you guys use the existing BrawlCode progress so we don't end up splitting BrawlBox's development history yet again?
42  Super Smash Bros. Brawl Hacking / Programming / Re: Project M Codes on: May 06, 2014, 12:45:47 PM
Yeah, the nightly Brawl+ releases were awful for so many reasons. No one could have fun playing the game if the next night that change you liked was suddenly gone.
43  Super Smash Bros. Brawl Hacking / Programming / Re: Project M Codes on: May 06, 2014, 11:38:36 AM
Are you blaming the PMBR for the lack of coders here?

Because if it wasn't for Project M, I don't think many of us would be driven to code. Lets take Turbo Mode for example (Which was "reverse engineered" according to SonicBrawler, but in reality, its just taken from this file isn't it?)

Turbo Mode would not exist without Project M. It started off as an IRC joke from a desire to make a April Fools video. It was in theory crafting stages for a while, then I made the 1.0 proof of concept. PMBR tested it, made adjustments, tested it again, etc.

If I had released that 1.0 proof of concept here, %99.9 of the userbase would have just downloaded it, thrown it into a GCT, and then waited for the next version. Instead, we had people that went through every move with every character

What are you asking me to publish? No one is trying to learn from anything that has been done, and it shows in the little amount of progress going on here.

I do remember when KCMM rose, and you guys needed a host. I stepped up to the plate. I remember when I almost got my hosting account taken down because you guys got DDOS'd, then I helped make a backup of the site to transfer it to another host.

Miacis, link me to the amazing advancements that have been made on KCMM in the past year. Link me to the "Open Source" development and sharing taking place here. If you are so proud of your community, and so upset that the PMBR has a bunch of private development going on, show me the amazing things that are possible through the power of KCMM today.

Project M hit 500k downloads for version 3.0....that is something I am proud of. OpenSA is a giant database of almost every detail known about all 3 smash games inner workings. That is something that I am proud of. I helped this site stay afloat a long time ago, and thats something I'm proud of too.

I just wish that you didn't have this attitude where you feel entitled to my work for some reason, or that Open Source means "everything in public", because thats not even close to what it means. BrawlBox is open source, but the amount of people that have worked on it in the past what...5 years can be counted on fingers.

Why is that? Because people want to use things, not make things. That is why Project M is successful, it is a product that people can use and play, not a DIY collection of random codes.
44  Super Smash Bros. Brawl Hacking / Programming / Re: Project M Codes on: May 06, 2014, 10:32:48 AM
SmashKing64, I like the way you did this, though I don't know how long you've been trying to "reverse engineer' the Project M codes, but you did put a lot of effort on this. There was one exception, or a wall as you may call it, and that is to get permission from PMBR to share it to the public. Sadly, you failed miserably. Patience is key, my friend.

I'd mess around codes and hexadecimals, until I find it fitting for it to be shared to the public. It's the code creators' choice(s) whether or not they would share their codes to the public, or have their codes hidden, but have it be in the public's hands, which I find it confusing, cause sooner or later, they will be found. It's like trying to figure out a 6x6 Rubix Cube.

Don't get frustrated about this, PMBR, cause everyone at least knows that the codes will be cracked open sooner or later, before you guys make your final decisions. Hate to say it, but this is life. Life will not be fair, and will always never be.

The only reason that most of the Project M team is still active and making codes is because its a giant community effort to come together and make something. That kind of unity and support doesn't happen in an environment where everyone is randomly doing things.

Hell, I don't even play Brawl or Project M anymore, but I am still active daily. All of the people that have expressed interest in learning assembly coding, an almost requirement for making codes....all work on Project M for the most part.

There aren't even resources on KCMM about programming anything, and the PMBR doesn' thave any, because there aren't any. The development of the codes is still primarily done by the individual coders, but we all sit on IRC there is a wealth of knowledge availible through each other.

If I posted the questions and problems we run into making codes in the PMBR IRC here.....there would be no response. Other than Phantom Wings BrawlEX, what is the latest Ocarina code that has appeared from this community? I'm not trying to hate, I am trying to understand what we supposedly have to gain from opening up our development process?

The things I see going on on KCMM are:

BrawlEX [Phantom Wings]
Work on SSE File Formats [Sammi Husky]
BrawlBox UTF8 Support [libertyernie]
SDHC Support [Bero, made for Project M originally]
BrawlBox2Maya thread [Dantarion]
45  Super Smash Bros. Brawl Hacking / Programming / Re: Project M Codes on: May 05, 2014, 09:38:19 PM
Gotta get them internet points bro.
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