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« Reply #7995 on: January 07, 2012, 11:14:35 AM » |
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All right, I've officially got all the other program-related things out of my life, now just Brawlbox. But should I program the undo in 0.65 or in the beta release? EDIT: Here's how I think I'll go about Undo/Redo: each undo-able change in the scene would create an undo command. Off of the top of my head, I think the necessary undos wanted right now are manual keyframe changes, rotation changes made with the gizmo tool, (spinny thingy) and keyframe movement/deletion. Examples: - Action: Translation X from -3.14 to 8. Undo: Save Translation: Set Translation:X:-3.14
- Action: Delete Frame 4. Undo: Create Frame:Move to Frame 4:Insert Keyframe Values into Frame
- Action: Paste Frame. Undo: Save Previous Keyframe: Restore Previous Keyframe
Somewhat related, the scene data (keyframes values, visible polygons/textures/bones, camera position, IDK exactly what things should be undoable) could be converted to a simple compressed string to allow room for a complete undo/redo of any complex change, or if a saved-config feature is desired. Examples: - Polygon 1 visible, Polygon 2 - 15 invisible, Polygon 16 - 20 visible --> 1000000000000001111
- Current Model:LucarioID2,Camera(0,0,0)(0,0,0)(0,0,0),BGColor215-16-78 --> ..,a...?%n|AI3U
- Rot:X:8.271464;Y:-5.176613;Z:-0.08587035;Pos:X:";Y:-3.143758;Z:0.329522 --> ...01,a.... ...$...(?%n|AI3U>" '-A.WeAY|D$_UE.... (This is a straight-copy from a raw bone animation file)
But rather than the save-entire-scene-as-a-string for a user-config feature, each undo/redo should be a single command each. That's just the thing, the entire scene isn't saved, only the change that's made is. There's a bool for everything that could be changed in SaveState.cs, although I think an array of bools and a comment saying what index refers to what would be better. I like the idea about a compressed string though. That way you could just have an array of bools and a string value for each save and the save id. I was going to start explaining some stuff, but now that I look at it, I'm probably a lot more experienced now than I was then. XD I'll just let you do your own thing. You can just code it in v0.65; I can transfer over your code pretty easily.
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« Reply #7996 on: January 07, 2012, 11:23:07 AM » |
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Hey BJ, is the hitbox viewer functional in this beta release? I know graphics and other stuff probably aren't, but hitboxes?
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« Reply #7997 on: January 07, 2012, 11:29:28 AM » |
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Hey BJ, is the hitbox viewer functional in this beta release? I know graphics and other stuff probably aren't, but hitboxes?
Only hurtboxes
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« Reply #7998 on: January 07, 2012, 11:39:34 AM » |
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Only hurtboxes
*sips mah frappe* any luck on finding or parsing those offsets on the SRT0 data?
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« Reply #7999 on: January 07, 2012, 11:42:26 AM » |
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*sips mah frappe* any luck on finding or parsing those offsets on the SRT0 data?
I want a frappe. Not yet, I'm combining some models for a friend right now. 
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« Reply #8000 on: January 07, 2012, 11:46:57 AM » |
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I want a frappe. Not yet, I'm combining some models for a friend right now.  here's ur frappe... if only u could get it!! >=D *ahem* ok bak on track from a small frappe de-railment xD ... ah aight xD take ur time 
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« Reply #8001 on: January 07, 2012, 12:58:37 PM » |
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Eventually, but I need to figure out how to retrieve and then render them first.
Edit: SRT0 parsing is about done now, just need to figure out how to get the offset count for each texture.
can't wait until the SRT0 <3 can help you to get the offset count x3
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Stupid Tinypic :C
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« Reply #8002 on: January 07, 2012, 12:59:02 PM » |
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hey... anyone know why, well...
ok so I had my patch working just by patching the load data... (this froze brawl with a black screen)
but when I tried to add the first actual files (melee's GM data), the option stopped displaying >_>
anyone know why?? or what to do to fix this??
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« Reply #8003 on: January 07, 2012, 01:23:30 PM » |
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hey... anyone know why, well...
ok so I had my patch working just by patching the load data... (this froze brawl with a black screen)
but when I tried to add the first actual files (melee's GM data), the option stopped displaying >_>
anyone know why?? or what to do to fix this??
arnt melee and brawl different wit the boot.### stuff?
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« Reply #8004 on: January 07, 2012, 01:39:45 PM » |
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hey... anyone know why, well...
ok so I had my patch working just by patching the load data... (this froze brawl with a black screen)
but when I tried to add the first actual files (melee's GM data), the option stopped displaying >_>
anyone know why?? or what to do to fix this??
Not sure, but it might be differences between how files are read on the IOS and MIOS
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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« Reply #8005 on: January 07, 2012, 03:00:09 PM » |
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Not sure, but it might be differences between how files are read on the IOS and MIOS
I don't think that has anything to do with riivo >_> I just have to delete the files to be able to select MeleeBrawl again >_>
honestly though, I'd think replacing the game loaders (main.dol, fst.bin, appldr.bin, and header.bin) would work...
main.dol is the program fst.bin contains the directory names and offsets appldr.bin is basically main.dol's extension (I think) header.bin is the game id (GALE01) and contains info about the game.
if I'm wrong on that, please let me know 
arnt melee and brawl different wit the boot.### stuff?
well brawl's boot.bin and melee's header.bin are the same in hex same with brawl's apploader.img and melee's appldr.bin
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« Reply #8006 on: January 07, 2012, 03:06:56 PM » |
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I think Unk8 and Unk9 in the material ref are the Min/Mag Filters for mipmaps. I've implemented mipmapping based on it and it seems to work fine. Also, I got WrapMode's Mirror to actually mirror the texture instead of repeat.
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« Reply #8007 on: January 07, 2012, 03:17:45 PM » |
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I think Unk8 and Unk9 in the material ref are the Min/Mag Filters for mipmaps. I've implemented mipmapping based on it and it seems to work fine. Also, I got WrapMode's Mirror to actually mirror the texture instead of repeat.
awesome 
you'll have to teach me the trick to do that ^_^ (IDK how it works in the data) >_>
EDIT: btw have you tried my new template yet??
if not, then don't bother yet until my next release... (current release doesn't support all the registers)
WARNING: don't switch the template into design mode, or else wait about an hour for your file to load. >_<
it sux since I can't use HexEdit's template editor >_< (wait 1 hour for every small change)
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« Last Edit: January 07, 2012, 03:21:36 PM by Tcll »
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« Reply #8008 on: January 07, 2012, 04:54:08 PM » |
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BJ.... i just got an error while i tried to export a V11 mdl0 as a Version9... i was able to do that to another model just fine, but this 1 wont  also some of the models once re-imported as a V9 gets all messed up for some reason O.o See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index at System.ThrowHelper.ThrowArgumentOutOfRangeExcepti on() at BrawlLib.Wii.Models.ModelEncoder.WriteAssets(Collada form, ModelLinker linker, Byte*& pData) at BrawlLib.Wii.Models.ModelEncoder.Build(Collada form, ModelLinker linker, MDL0Header* header, Int32 length, Boolean force) at BrawlLib.SSBB.ResourceNodes.MDL0Node.OnRebuild(VoidPtr address, Int32 length, Boolean force) at BrawlLib.SSBB.ResourceNodes.ResourceNode.Rebuild(VoidPtr address, Int32 length, Boolean force) at BrawlLib.SSBB.ResourceNodes.ResourceNode.Rebuild(Boolean force) at BrawlLib.SSBB.ResourceNodes.ResourceNode.Rebuild() at BrawlLib.SSBB.ResourceNodes.BRESEntryNode.Export(String outPath) at BrawlLib.SSBB.ResourceNodes.MDL0Node.Export(String outPath) at BrawlBox.GenericWrapper.OnExport(String outPath, Int32 filterIndex) at BrawlBox.GenericWrapper.Export() at BrawlBox.GenericWrapper.ExportAction(Object sender, EventArgs e) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.FireEventInter active(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStripMenuItem.ProcessCmd Key(Message& m, Keys keyData) at System.Windows.Forms.ToolStripManager.ProcessShor tcut(Message& m, Keys shortcut) at System.Windows.Forms.ToolStripManager.ProcessCmdK ey(Message& m, Keys keyData) at System.Windows.Forms.Form.ProcessCmdKey(Message& msg, Keys keyData) at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData) at System.Windows.Forms.ContainerControl.ProcessCmdK ey(Message& msg, Keys keyData) at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData) at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData) at System.Windows.Forms.Control.PreProcessMessage(Message& msg) at System.Windows.Forms.Control.PreProcessControlMes sageInternal(Control target, Message& msg) at System.Windows.Forms.Application.ThreadContext.Pr eTranslateMessage(MSG& msg)
************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.239 (RTMGDR.030319-2300) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- BrawlBox Assembly Version: 0.65.4332.20026 Win32 Version: 0.65.0.0 CodeBase: file:///C:/Users/DSX8/Desktop/Brawl%20Hacks/Brawlbox%20v0.65%20Updated%20V4/BrawlBox.exe ---------------------------------------- BrawlLib Assembly Version: 0.12.4332.19303 Win32 Version: 0.12.0.0 CodeBase: file:///C:/Users/DSX8/Desktop/Brawl%20Hacks/Brawlbox%20v0.65%20Updated%20V4/BrawlLib.DLL ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.235 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.236 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- Accessibility Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.233 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ----------------------------------------
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
For example:
<configuration> <system.windows.forms jitDebugging="true" /> </configuration>
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
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« Last Edit: January 07, 2012, 05:06:19 PM by Nymph »
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« Reply #8009 on: January 07, 2012, 05:20:26 PM » |
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BJ.... i just got an error while i tried to export a V11 mdl0 as a Version9... i was able to do that to another model just fine, but this 1 wont  also some of the models once re-imported as a V9 gets all messed up for some reason O.o yea... there's alot that gets messed up...
I didn't even bother trying to fix Pachirisu D: I only added 1 bone and saved, and the whole mdl0 was garbage... DX (mine actually exported as v11)
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