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Author Topic: Brawlbox Resources & History  (Read 3863451 times)
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DSX8
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    « Reply #10245 on: May 14, 2012, 09:52:17 PM »


    cupcakes!
    I died when I wrote that so I put it in sign xD

    that's great news about Box of Cupcakes Cheesy

    have you test to change in Cup of Cupcakes and when ingame?
    I am very excited and hungry Cheesy
    i believe Pikazz is on a cupcake high spree... Im srs here
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    « Reply #10246 on: May 14, 2012, 11:09:24 PM »


    My custom PAT0 files seem to revert back to the same texture per frame then different textures per frame.
    Man, Brawl Box doesn't seem to like me very much Sad. Will BB.67 have bug fixes?
    « Last Edit: May 14, 2012, 11:12:06 PM by Manki » Logged


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    « Reply #10247 on: May 15, 2012, 12:18:03 AM »


    I like how that's in your sig now lol

    Both of those require shaders to be rendered, and currently they're not.
    Once they work then it should be no problem.

    lolno he didn't

    lol

    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?
    their default isnt zero atleast for all of them since if you make those psas wich get attacks activated for la bits if you dont make the la bits false on the entry he can use the special attack right of the bat so i dont think they are all at 0
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    « Reply #10248 on: May 15, 2012, 02:27:20 PM »


    Oh, I meant to put this a while back. Whenever I import a DAE into BB, it puts the texture mapping on Inside_Cull and makes the model look inside-out. I don't know if you've already fixed this or not, just thought I'd put this here.
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    « Reply #10249 on: May 15, 2012, 02:28:06 PM »


    Oh, I meant to put this a while back. Whenever I import a DAE into BB, it puts the texture mapping on Inside_Cull and makes the model look inside-out. I don't know if you've already fixed this or not, just thought I'd put this here.
    it might be ur normals doing that lol
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    « Reply #10250 on: May 15, 2012, 02:31:23 PM »


    Maybe... But I never mess with those, will it still do that anyway? In 3DS, it looks fine, and when I import it, it does that.
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    « Reply #10251 on: May 15, 2012, 02:59:48 PM »


    Oh, I meant to put this a while back. Whenever I import a DAE into BB, it puts the texture mapping on Inside_Cull and makes the model look inside-out. I don't know if you've already fixed this or not, just thought I'd put this here.
    ^^this.
    I just edit the materials to make em cull outside.
    by the way does brawl support making "black residues" in textures transperant?
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    « Reply #10252 on: May 15, 2012, 07:53:47 PM »


    no, it's only black in game
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    I know for a fact that the vast majority of the public here cares more about free products than actual quality.
    I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling. Tongue

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    « Reply #10253 on: May 15, 2012, 09:36:05 PM »


    The PAT0 files seem to never save accordingly to the changes I made.  I really don't want to be ungrateful for these great tools but it just seems unusable.  Is their any way to edit PAT0 files in hex because all these errors through Brawl Box are ridiculous. Most of the time I have to import from a different program just to get the model to import correctly. Models not showing up, the object reference no one will solve and files that are not saved correctly through brawl box.

    PAT0 files modified with BB.



    Files not modified.

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    « Reply #10254 on: May 15, 2012, 09:40:07 PM »


    The PAT0 files seem to never save accordingly to the changes I made.  I really don't want to be ungrateful for these great tools but it just seems unusable.  Is their any way to edit PAT0 files in hex because all these errors through Brawl Box are ridiculous. Most of the time I have to import from a different program just to get the model to import correctly. Models not showing up, the object reference no one will solve and files that are not saved correctly through brawl box.

    PAT0 files modified with BB.


    Files not modified.


    ASF1nk has been bugging me about that. Im srs here
    There'll be a fix in v0.67...
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    DSX8
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    « Reply #10255 on: May 15, 2012, 09:42:34 PM »


    ASF1nk has been bugging me about that. Im srs here
    There'll be a fix in v0.67...
    thus is y me and ASF havent made any other changes to our CSS's.. lol
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    « Reply #10256 on: May 15, 2012, 09:44:25 PM »


    ASF1nk has been bugging me about that. Im srs here
    There'll be a fix in v0.67...

    Thank nyru their will be a fix! Thank you! Smiley
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    « Reply #10257 on: May 16, 2012, 04:31:06 PM »


    BJ:

    what if I use BB .66b and open FitMario.pac and delete some events, would it actually delete and lower filesize?

    *expected answered* --->  Im srs here NO...

    EDIT:

    I have no problem with filesize, I never got a over sized character before, but I don't want to reach that path either lol, where it will crash without any fix and having to rebuild a .pac would be a pain T_T
    « Last Edit: May 16, 2012, 04:32:16 PM by namq » Logged


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    « Reply #10258 on: May 16, 2012, 04:33:53 PM »


    BJ:

    what if I use BB .66b and open FitMario.pac and delete some events, would it actually delete and lower filesize?

    *expected answered* --->  Im srs here NO...

    EDIT:

    I have no problem with filesize, I never got a over sized character before, but I don't want to reach that path either lol, where it will crash without any fix and having to rebuild a .pac would be a pain T_T
    when bb rebuilds the pac it should lower the filesize for each thing you delete
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    « Reply #10259 on: May 16, 2012, 04:38:48 PM »


    Imma try and delete a bouch of stuff, but save a back up and see the results
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