BrawlWox have some trouble to read a edited version of FitKoopa.pac ?
I have plan to make some fix on my "blaze the cat" hack over Bowser, but loading the PSA in the model viewer make brawlbox crash.
Also, when i load the FitKoopas.pac directly on brawlBox, the "MoveDef_FitKoopa" cannot be opened.
With a clean version, it's fully work, so i have try to start from over and copy/past with "project smash attack" my code into the clean version and fix my bone glitch with BrawlBox, but, same result.
I certainly do something wrong, please, i only need to know what for avoiding this trouble.
And thanks for your hard work on your programme BJ.
EDIT : the v66b can open my edited version of "MoveDef_FitKoopa", hmm hard to understand why.
Edited files (psa ones) work weird or don't actually work.
Fresh files is the way to go, but bowser has side b, down b and up b glitches, I would mot recommend using brawlbox for bowser.
Edit: Some characters "MoveDef" file get weird yeah, when heavy edited in psa and opened on brawlbox. But it is cool that bb0.66b opens it as for reading it, might be good if that could be of some use for BJ96
Original Source ------------------------------------------------------------------------------------------------------------------------ Bunny Hood
Dash & StopTurn Initial Velocity 2x StopTurn Deceleration 2x StopTurn Acceleration 2x Run Initial Velocity 2x Jump V Initial Velocity 2x Jump H Initial Velocity 2x Hop V Initial Velocity 2x Gravity 1.5x Terminal Velocity 1.5x Fastfall Terminal Velocity 1.5x
Metal Box
Jump V Initial Velocity 2.38x Hop V Initial Velocity 1.55x Gravity 2x Terminal Velocity 2x Fastfall Terminal Velocity 2x
Super Mushroom
Dash & StopTurn Initial Velocity 1.56x Run Initial Velocity 1.56x Jump V Initial Velocity 1.35x Hop V Initial Velocity 1.35x Gravity 1.42x Terminal Velocity 1.42x Air Mobility 1.56x Air Stopping Mobility 1.56x Maximum H Air Velocity 1.56x Fastfall Terminal Velocity 1.42x Model Size 1.7x
Poison Mushroom
Dash & StopTurn Initial Velocity 0.6x Run Initial Velocity 0.6x Jump V Initial Velocity 0.75x Hop V Initial Velocity 0.75x Gravity 0.7x Terminal Velocity 0.7x Air Mobility 0.6x Air Stopping Mobility 0.6x Maximum H Air Velocity 0.6x Fastfall Terminal Velocity 0.7x Model Size 0.5x ------------------------------------------------------------------------------------------------------------------------
the super/poison mushroom increase/decrease a character's size "attribute", and so does scale the hitboxes and hurt boxes on a character. I have asked some of the project m staff in the past and they said that editing the "size attribute" doesn't not scale the hit box. The make hit boxes gif in brawlbox scaling the character like the characters are in game.
So the question is: Q: Editing the actual character's attribute (size) will affect also the hit boxes?
Brawlbox is great, but I've come to a troublesome situation.
When I edit a fresh chracter (once!!) it works perfectly. But if after saving (take a day break or what so ever), and when I want to continue working on it, the file is funny ingame, and freezes the game delending on wht the character had changed from the previously edited file.
I did not deleted any event or what so ever, tried to have the "library" intact and it still got "corrupted". The character is fox and the other was marth.
Again, editing once a fresh.pac is completly safe to my testings.
We've been discussing this thing and "SomeKindOfMetroid" also thought of that, must be a status id, it is what controls the cases inside a "Switch" event
I have not messed with it as, I have no idea how to start a fresh Switch myself. Never to be compared to a If statement, it is more complex idk (thats just me)
the download link was broken. I didn't do anything to it.
Then i could have failed XD, but what if I never go to update 0.67b from the minor fixes that it did got ? (which I had -_-") But this download link fix might have given updates to others that did not got it previously XD
It may delete sub routines if they are not called anywhere in the file. Example: - subroutine 19 = some variables and bits and random yadah yadah...
Sub action (random number) calls this sub routine You edit that sub action and delete or modify the event that has the goto or subroutine for the subroutine 19.
If you save the file, and the sub routine 19 was only called by that sub action only, since no other action, sub action or even a sub routine (that is not 19 ofc) os calling it, brawlbox deletes it since it's not being used.
besides what projects you are working (other than brawlbox) where did you left of brawlbox as, I think the progress is kinda paused or slow as, you have other stuff to do, so main question is: "Where is brawbox standing right now?" & "You have a surprise for us when it gets released"?
"When would such beautiful piece of work be release to public <3?"
Post Merge: August 22, 2012, 04:16:05 PM
I hate this T_T
I left of my fox project for 2 weeks almost now I wanted to continue and I'm unable to save :-/
Guess I have to parse stuff again, and might be, over and over T_T
I can bet you guys that all the noobs around here (you guys know who I'm talking about, not gonna name names) don't know who Kryal is, even though they've been around for a while and use Brawlbox. :/
I know what you mean and you are right.
Many know Kryal from smashboards (I am one), they know him from smash/brawl"box". But not many know him by name, or know him like, knowing him in real life.