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Author Topic: Brawlbox Resources & History  (Read 3858174 times)
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BlackJax96
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    « Reply #7815 on: January 02, 2012, 12:02:54 PM »


    I've figured out how to navigate around the format mostly.
    There are 3 groups of offsets:

            public OffsetSection ClassNames;
            public OffsetSection Data;
            public OffsetSection Types;

    Each OffsetSection has a main offset to the data and then 6 additional offsets that reference to index groups. The index groups count is ((next data offset) - (current data offset)) / 2. Each index groups has two offsets, 1 Idk much about yet (probably the actual data offset, but still not sure how it works) and the other offsets to the string for that index group from the start of the data offset.

    I've already started parsing the data.
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    « Reply #7816 on: January 02, 2012, 12:12:49 PM »


    Awesome Cheesy i can't wait for brawlbox v0.66 Cheesy
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    « Reply #7817 on: January 02, 2012, 01:12:14 PM »


    I've figured out how to navigate around the format mostly.
    There are 3 groups of offsets:

            public OffsetSection ClassNames;
            public OffsetSection Data;
            public OffsetSection Types;

    Each OffsetSection has a main offset to the data and then 6 additional offsets that reference to index groups. The index groups count is ((next data offset) - (current data offset)) / 2. Each index groups has two offsets, 1 Idk much about yet (probably the actual data offset, but still not sure how it works) and the other offsets to the string for that index group from the start of the data offset.

    I've already started parsing the data.

    paper mario approves


    seriously, nice work! Cheesy
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    « Reply #7818 on: January 02, 2012, 02:06:52 PM »


    So that's why he has 2 different bonetrees!

    Interesting... I never actually looked at Wario's separate costumes to notice he has two separate skeletons. Details like these make all the difference.

    Go BJ Go!
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    « Reply #7819 on: January 02, 2012, 02:19:48 PM »


    Interesting... I never actually looked at Wario's separate costumes to notice he has two separate skeletons. Details like these make all the difference.

    Go BJ Go!
    Kinda makes sense, since iirc, you can't simply give Plumber Wario Warioware Wario's mdl0, because of the strap bones presumably. Interesting find, BJ!
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    « Reply #7820 on: January 02, 2012, 02:40:13 PM »


    Kinda makes sense, since iirc, you can't simply give Plumber Wario Warioware Wario's mdl0, because of the strap bones presumably. Interesting find, BJ!
    It wouldn't be like Nintendo to leave unused bones in one of the models anyways. But if this is one of the first times a Brawl hacker is messing with the physics engine... won't this be a whole new field of research, not a lot of relevant brawl hacks to relate to?
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    « Reply #7821 on: January 02, 2012, 03:06:18 PM »


    Im gone for a 2 weeks

    And theres already perfect metal and Cape/Dress flap editing.

    What would happen if i left for a month
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    « Reply #7822 on: January 02, 2012, 04:08:06 PM »


    It wouldn't be like Nintendo to leave unused bones in one of the models anyways. But if this is one of the first times a Brawl hacker is messing with the physics engine... won't this be a whole new field of research, not a lot of relevant brawl hacks to relate to?
    There are characters with unused bones though (like Squirtle and Kirby).

    Disregarding that, being able to edit physics would be a great addition to the world of Brawl hacking.
    « Last Edit: January 02, 2012, 04:09:51 PM by ds22 » Logged

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    « Reply #7823 on: January 02, 2012, 04:32:48 PM »


    There are characters with unused bones though (like Squirtle and Kirby).

    Disregarding that, being able to edit physics would be a great addition to the world of Brawl hacking.

    Yes it would. Although something tells me that it'll be a lot of new research for BlackJax... I don't know how open-source the havok engine is, but reverse-engineering sounds different from the rest of the brawl files. From my uneducated point of view, anyways.
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    BlackJax96
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    « Reply #7824 on: January 02, 2012, 04:53:05 PM »


    Yes it would. Although something tells me that it'll be a lot of new research for BlackJax... I don't know how open-source the havok engine is, but reverse-engineering sounds different from the rest of the brawl files. From my uneducated point of view, anyways.


    Yeah, it's pretty rough trying to figure this out. >_> Apparently the string offset doesn't always point to a string.

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    « Reply #7825 on: January 02, 2012, 04:56:44 PM »


    !
    Havok?
    Sonic Generations uses that O_o
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    « Reply #7826 on: January 02, 2012, 05:11:21 PM »


    !
    Havok?
    Sonic Generations uses that O_o


    Indeed it does.
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    « Reply #7827 on: January 02, 2012, 05:23:34 PM »


    Looks like it was made it Maya 7.0.1 as a .ma file.
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    « Reply #7828 on: January 02, 2012, 05:24:22 PM »


    Bj Do you know what that files contains?
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    « Reply #7829 on: January 02, 2012, 05:31:25 PM »


    hey guys just thought id drop on in and ask you guys 2 check out my topic cause it is urgent so anyways here is the link http://forums.kc-mm.com/index.php?topic=39269.0
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