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Author Topic: Brawlbox Resources & History  (Read 4510859 times)
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DSX8
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    « Reply #2550 on: August 09, 2011, 04:15:56 PM »


    Have you even looked at the recent posts >_>
    All bJ has to do is to figure out a way for bb to work WITH Smash Attacks at the same time. Only difficult thing would be getting Brawlbox and Smash Attacks to go to the right subaction when you click a certain animation.

    Brawlbox would open the animations and costume files, and Smash Attacks would open the .pac files. Either that or he'd combine SA with BB completely O_o
    yes, i've seen all the other posts clearly! all i kno is that the coding is far more different in smash box/attack compared to BB.
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    « Reply #2551 on: August 09, 2011, 04:17:30 PM »


    I'm still trying to rap my mind around all of this O.o

    I cannot wait to try this out as it will give me some motivation to try stage hacking again...
    This is amazing progress and I applaud you for what you have done so far.
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    « Reply #2552 on: August 09, 2011, 04:19:26 PM »


    glad to hear progress is going well Cheesy

    I've made a bit of progress myself.
    I'm only running into small errors in melee model conversion now...
    one of which came through with a breakthrough (:<

    there's a big change that's gonna be made to the MDL0 resource thread when I get net back. Evil

    the CP format list actually has 27 indecies... not 20.

    Melee's Giga Bowser uses CP[ 25 ] which is basically another form of normals:
    Normals, Bi-normals, Tangent (NBT)

    and he also uses 2 of the 8 UV channels, which make Giga Bowser's facepoints for those objects look like:

    v/n_trns vert UV0 UV1 NBT
    '00 0000 0000 0000 0000'

    I feel bad for you BJ if brbx doesn't support this... eh-heh

    the indecies after the UV7 index include:

    [ 21 ] - vert mtx array
    [ 22 ] - normal mtx array
    [ 23 ] - UV mtx array
    [ 24 ] - light mtx array
    [ 25 ] - NBT
    [ 26 ] - Max number of attributes
    [ 27 ] - end marker (0xff)

    EDIT:
    btw, I found another structure...
    it's in the shader this time:

    BP_Mask '00FFE3'
    CMODE0
    CMODE1
    unk (optional
    « Last Edit: August 09, 2011, 04:32:14 PM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

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    « Reply #2553 on: August 09, 2011, 09:16:16 PM »


    can't type another character in my last post...

    that last value is optionl (obviously),
    and is currently unk due to there being nothing that seems to use it...
    Kryal calls it a pad, but I know it's something more >_>

    and yes, it's not in the TEV as it's for defining the shader
    (the shader is part of the material (not linked to it))

    common sense told me the brbx shaders are something else... heh
    (I hate having to state myself to where I don't confuse anyone on the terms)

    ----------------------------------------------------------------

    hey BJ Cheesy
    I'm rooting for you on the logic and script editors Wink

    I hope to see that revolution take it's place Smiley

    EDIT:
    thank you... whoever edited my post
    « Last Edit: August 10, 2011, 05:29:39 AM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

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    « Reply #2554 on: August 10, 2011, 11:58:01 AM »


    can't type another character in my last post...

    that last value is optionl (obviously),
    and is currently unk due to there being nothing that seems to use it...
    Kryal calls it a pad, but I know it's something more >_>

    and yes, it's not in the TEV as it's for defining the shader
    (the shader is part of the material (not linked to it))

    common sense told me the brbx shaders are something else... heh
    (I hate having to state myself to where I don't confuse anyone on the terms)

    ----------------------------------------------------------------

    hey BJ Cheesy
    I'm rooting for you on the logic and script editors Wink

    I hope to see that revolution take it's place Smiley

    EDIT:
    thank you... whoever edited my post

    Thanks man, although I'm not editing .rels, I'm gonna be editing the fighter definition (PSA). >:3
    On the other hand,
    I HAVE GOOD NEWS.


    I finally figured out why the textures were overwriting the defs! I was literally at world's end trying to figure it out, so I decided to actually look straight through every part of the model building code to figure out how everything would be calculated size-wise, and then it hit me:

    Shaders are referenced more than once in the relocation offsets!

    Multiple group offsets can point to the same shader, but I was only calculating the size of the entries for each shader itself! I changed the code to calculate the size by the material count, and it worked. Im srs here

    I'm gonna test the hell out of this just to make sure, because everytime I say things like this something goes wrong, but I'm so flipping happy! I've been working on this one problem for who freaking knows how long!!!

    Damn I feel stupid and confused and happy and insane all at the same time, I need to go outside for a second and take a breath of fresh air lol.

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    « Reply #2555 on: August 10, 2011, 12:00:49 PM »




    Nice Job BJ!
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    « Reply #2556 on: August 10, 2011, 12:01:02 PM »


    <a href="http://www.youtube.com/watch?v=P3ALwKeSEYs" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=P3ALwKeSEYs</a>
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    « Reply #2557 on: August 10, 2011, 12:03:21 PM »


    IK the logic editor is your main project...
    but I'm rooting for both Smiley

    but what do you have to say about my find??
    CP[21:27]
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    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

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    « Reply #2558 on: August 10, 2011, 12:05:01 PM »


    I finally figured out why the textures were overwriting the defs! I was literally at world's end trying to figure it out, so I decided to actually look straight through every part of the model building code to figure out how everything would be calculated size-wise, and then it hit me:

    Shaders are referenced more than once in the relocation offsets!

    Multiple group offsets can point to the same shader, but I was only calculating the size of the entries for each shader itself! I changed the code to calculate the size by the material count, and it worked. Im srs here

    I'm gonna test the hell out of this just to make sure, because everytime I say things like this something goes wrong, but I'm so flipping happy! I've been working on this one problem for who freaking knows how long!!!

    Damn I feel stupid and confused and happy and insane all at the same time, I need to go outside for a second and take a breath of fresh air lol.

    <a href="http://www.youtube.com/watch?v=VoW9czgQBqE" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=VoW9czgQBqE</a>
    « Last Edit: August 10, 2011, 01:34:20 PM by Segtendo » Logged

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    « Reply #2559 on: August 10, 2011, 12:06:25 PM »


    <a href="http://www.youtube.com/watch?v=BSl_aDe4XvQ" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=BSl_aDe4XvQ</a>
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    « Reply #2560 on: August 10, 2011, 12:06:58 PM »


    IK the logic editor is your main project...
    but I'm rooting for both Smiley

    but what do you have to say about my find??
    CP[21:27]

    Oh yeah I got caught up in my own post, sorry... XD
    Nice job man.
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    « Reply #2561 on: August 10, 2011, 12:11:17 PM »


    Oh yeah I got caught up in my own post, sorry... XD Nice job man.
    lol
    thanx Smiley

    I hope brbx supports those...
    otherwise you won't be able to view melee's 'PlGkNr.dat'
    as GKoopa uses index 25 >_>

    if that's so, then make your release, then add the code Wink
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    Naruto200Man
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    « Reply #2562 on: August 10, 2011, 12:31:46 PM »


    Nintendo's Reaction:
    <a href="http://www.youtube.com/watch?v=520mME1J30w" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=520mME1J30w</a>


    BJ's Reaction:
    <a href="http://www.youtube.com/watch?v=TDFqAZKsAfY" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=TDFqAZKsAfY</a>
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    DSX8
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    « Reply #2563 on: August 10, 2011, 01:25:00 PM »


    Thanks man, although I'm not editing .rels, I'm gonna be editing the fighter definition (PSA). >:3
    On the other hand,
    I HAVE GOOD NEWS.


    I finally figured out why the textures were overwriting the defs! I was literally at world's end trying to figure it out, so I decided to actually look straight through every part of the model building code to figure out how everything would be calculated size-wise, and then it hit me:

    Shaders are referenced more than once in the relocation offsets!

    Multiple group offsets can point to the same shader, but I was only calculating the size of the entries for each shader itself! I changed the code to calculate the size by the material count, and it worked. Im srs here

    I'm gonna test the hell out of this just to make sure, because everytime I say things like this something goes wrong, but I'm so flipping happy! I've been working on this one problem for who freaking knows how long!!!

    Damn I feel stupid and confused and happy and insane all at the same time, I need to go outside for a second and take a breath of fresh air lol.


    if it works.... then show pics of it working! Grin
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    « Reply #2564 on: August 10, 2011, 01:31:52 PM »


    Thanks man, although I'm not editing .rels, I'm gonna be editing the fighter definition (PSA). >:3
    On the other hand,
    I HAVE GOOD NEWS.


    I finally figured out why the textures were overwriting the defs! I was literally at world's end trying to figure it out, so I decided to actually look straight through every part of the model building code to figure out how everything would be calculated size-wise, and then it hit me:

    Shaders are referenced more than once in the relocation offsets!

    Multiple group offsets can point to the same shader, but I was only calculating the size of the entries for each shader itself! I changed the code to calculate the size by the material count, and it worked. Im srs here

    I'm gonna test the hell out of this just to make sure, because everytime I say things like this something goes wrong, but I'm so flipping happy! I've been working on this one problem for who freaking knows how long!!!

    Damn I feel stupid and confused and happy and insane all at the same time, I need to go outside for a second and take a breath of fresh air lol.




    <a href="http://www.youtube.com/watch?v=9QS0q3mGPGg" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=9QS0q3mGPGg</a>
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