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Author Topic: Brawlbox Resources & History  (Read 3863727 times)
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BlackJax96
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    « Reply #10665 on: June 08, 2012, 09:09:41 PM »


    Yoshi's article floating points

    I know you said something about being able to edit these floating point like we do with attributes, but will it be available to us in the next version of brawlbox?

    I so need to do this, and I can't seem to make yoshi not get momentum while he is doing the up b, and HxD isn't helping, now yoshi cannot fall when he jumps and floats 4ever.

    Kryal, long time since I see you around the modding community, how has it been?


    Does this answer your question?


    I have yet to make customizable txt files for naming the parameter nodes and their values though.
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    namq
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    « Reply #10666 on: June 08, 2012, 10:19:00 PM »


    Very nice!

    Finding the floating points without the parameter names will be no problem as fresh/original file will have default floatings which will help us know what parameter is the floating point we seeking.  But yeah that def answers my question ^,^

    Edit:

    What I like more about your post is that you chose Yoshi as your preview example :-)
    « Last Edit: June 08, 2012, 10:28:03 PM by namq » Logged


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    « Reply #10667 on: June 08, 2012, 11:03:04 PM »


    I'm just curious here, but does fighter.pac control anything?
    I don't mean Xcharacter.pac I mean the one named "fighter"

    I bet if you look into that file you'd find some of those missing variables, maybe even be able to change some good stuffs.
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    BlackJax96
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    « Reply #10668 on: June 08, 2012, 11:06:34 PM »


    I'm just curious here, but does fighter.pac control anything?
    I don't mean Xcharacter.pac I mean the one named "fighter"

    I bet if you look into that file you'd find some of those missing variables, maybe even be able to change some good stuffs.

    lol you have no idea.
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    « Reply #10669 on: June 09, 2012, 06:02:47 AM »


    What BJ said

    Fighter.pac is the main file, it has wverything that controls the characters.  Atm is not possible to edit it just like "hey lets edit it"

    The only way to edit it is to inject the commands using codes named ASM fighter.pac injection codes.
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    « Reply #10670 on: June 09, 2012, 07:21:44 AM »


    The Fighter.pac contains metal texture, invisibility texture animation, a common AI file and a file I'm a bit unsure about (something about items).
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    « Reply #10671 on: June 09, 2012, 11:18:01 AM »


    What BJ said Fighter.pac is the main file, it has wverything that controls the characters.  Atm is not possible to edit it just like "hey lets edit it" The only way to edit it is to inject the commands using codes named ASM fighter.pac injection codes.
    Will that be editable in the next Brawlbox BlackJax96? This my not be the best thread to ask, but what exactly do the article floating points do? I haven't looked into that much because it requires hexing, which it can be very easy to accidently press "Delete" and screw up the entire file. XP So I try to avoid having to do hex. I've heard that you can make them last longer, go higher or lower, but theres more that they do isn't there?
    Is how long Fludd appears one of the things those floating points control, because that could help for my Super Mario Sunshine PSA that I'm thinking about doing, and making the Wing Cap timed would be awesome! Cheesy
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    « Reply #10672 on: June 09, 2012, 11:20:35 AM »


    ^ floating points control things like velocity, recharge times, angles, etc. I recomend you look at dantarion's page for this.

    EDIT: there is a floating point for how long flood stays out.
    « Last Edit: June 09, 2012, 11:22:01 AM by Mr. Anonymous » Logged


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    « Reply #10673 on: June 09, 2012, 12:17:35 PM »


    What BJ said

    Fighter.pac is the main file, it has wverything that controls the characters.  Atm is not possible to edit it just like "hey lets edit it"

    The only way to edit it is to inject the commands using codes named ASM fighter.pac injection codes.

    They were saying that about Character.pac before PSA came out too :/
    Just saying, if it is impossible to(fully) crack .rel files than the main fighter.pac might be a key to shedding some light on it. Since it effects all characters and not just one.
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    BlackJax96
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    « Reply #10674 on: June 09, 2012, 12:19:57 PM »


    Fighter.pac is viewable and editable with v0.67...
    Just not savable.
    Yet.

    No REL required
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    « Reply #10675 on: June 09, 2012, 12:26:51 PM »


    Fighter.pac is viewable and editable with v0.67...
    Just not savable.
    Yet.

    No REL required
    o.o

    Oh...another question...is the data of the glides given to Pit, Meta Knight, and Charizard in their .pac files or their .rel files? I know projectiles use .rel and .pac, but what about glides?
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    BlackJax96
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    « Reply #10676 on: June 09, 2012, 12:46:08 PM »


    o.o

    Oh...another question...is the data of the glides given to Pit, Meta Knight, and Charizard in their .pac files or their .rel files? I know projectiles use .rel and .pac, but what about glides?


    There's some glide parameters but I don't know if you can add it by just adding the node or not.


    Currently I'm implementing a new syntax command:
    \enum(value, paramID)

    There'll be a large txt file for custom enums for events.
    It works like the airground and collision text files.

    I also started to support all the extra parameter attributes:

    First string is the original name of the param node.
    Second string is the new name.
    Then it's just like the attributes text file for that param until the double enter which starts the next param node.
    I'm gonna need someone/some people to help me fill it out with all the known params at some point. Im srs here
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    « Reply #10677 on: June 09, 2012, 01:06:37 PM »


    There's some glide parameters but I don't know if you can add it by just adding the node or not.


    Currently I'm implementing a new syntax command:
    \enum(value, paramID)

    There'll be a large txt file for custom enums for events.
    It works like the airground and collision text files.

    I also started to support all the extra parameter attributes:

    First string is the original name of the param node.
    Second string is the new name.
    Then it's just like the attributes text file for that param until the double enter which starts the next param node.
    I'm gonna need someone/some people to help me fill it out with all the known params at some point. Im srs here

    I'd help fill the txts if you want.
    so brawlbox will no longer be standalone?
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    « Reply #10678 on: June 09, 2012, 01:10:07 PM »


    ^ floating points control things like velocity, recharge times, angles, etc. I recomend you look at dantarion's page for this. EDIT: there is a floating point for how long flood stays out.
    Wait didn't someone already make a program to edit these floating points?
    EDIT: Yes there is! Happy Face Hey BlackJax96 will BrawlBox v0.67 edit more floating points than Article Floating Point Editor on the vault?
    « Last Edit: June 09, 2012, 01:13:05 PM by StupidMarioFan1 » Logged

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    « Reply #10679 on: June 09, 2012, 01:48:40 PM »


    Wait didn't someone already make a program to edit these floating points?
    EDIT: Yes there is! Happy Face Hey BlackJax96 will BrawlBox v0.67 edit more floating points than Article Floating Point Editor on the vault?
    There is? Would you kindly PM me the link to it?
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