hate timezones, the livestream would have been awesome to watch ;_;
and great work BJ96! seriously I can't wait >u< Y R U SO AWESOME?
If BJ96 have invented love to brawlbox he have transform my ass into a box of cupcakes.
and I am sure BJ96 knows little more about Brawlbox than you pal cause he invented it!
when he transformed my ass into a box of cupcakes!BJ96 bought 2 kind of every brawlcharacter on earth, horde them onto a boat, when he hacked the crap of every single one!Next time you can see a bunch of brawlcharacter in one place is in Brawlbox!unless it's a farm
I like how that's in your sig now lol
I can't wait. for Brawlbox v0.67
Post Merge: May 14, 2012, 11:23:49 AM
I wish the model previewer can also play color sequence & scene settings
Both of those require shaders to be rendered, and currently they're not.
Once they work then it should be no problem.
Damn.
Pikazz got the lucky thread title D:
lolno he didn't
seriously, I wanna test out the PSA in brawlbox so badly D;
*sitting in a corner and cries of waiting*
lol
I need brawlbox moveset editor so badly, I need to code a nwew action for angled jabs, and sub actions have a way of not reading some psa stuff if done previous the sub action :/ which is bugging me
I got it working, but I can only angle the jab if I press/hold Up or Down after pressing A, example:
Press A > (after frame 1) > Hold Up/Down > Goes to Angled Jab
all 3 jabs or single jabs have this angled featured (diff animations also), but if I cannot angle first jab and I hold Up and mash up A, seems not to work well :/
I know a few ways to fix any glitch error I come up with, but having a simple "Change Action" as they don't need to be on a certain frame, they stay active and only "activaes trully" if the req. are met.
like giving a sub action this in the beggining:
Change action - 0 "Req. Animation ends" and it will only go to th wait after animation ends.
so adding this: Change action - (# of the action I'm making with the new brawlbox, angled jabs) Req. If Joystick is up or Down
Waiting like crazy for the new brawlbox
EDIT:
I made some fixes which increased my file size by 2kb for only 2 jabs *sigh*
new Brawlbox would help alot vs this stuff indeed, go go go BJ
caaaaaaaake
Well everything works in the editor now. I'll save coding what each and every event does for later. Back to working on the moveset rebuilder.
So far the events that Brawlbox reads and displays/uses are:
case 0x00010100: //Synchronous Timer
case 0x00020000: //No Operation
case 0x00020100: //Asynchronous Timer
case 0x00040100: //Set loop data
case 0x00050000: //Start looping
case 0x00060000: //Loop break?
case 0x00070100: //Go to subroutine
case 0x00080000: //Return
case 0x00090100: //Go to
case 0x01010000: //Loop Rest
case 0x06000D00: //Offensive Collison
case 0x060A0800: //Catch Collision 1
case 0x060A0900: //Catch Collision 2
case 0x060A0A00: //Catch Collision 3?
case 0x06150F00: //Special Offensive Collison
case 0x06040000: //Terminate Collisions
case 0x0B000200: //Model Changer 1
Two things: If you guys want Brawlbox to work like an emulator, I'll need to parse and rebuild dataCommon in Fighter.pac too, which appears to be pretty different from data. Also, I need to know where the LA/RA/IC - Bit/Basic/Float default starting values are stored. Do they all just default to 0?