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Author Topic: Brawlbox Resources & History  (Read 4522509 times)
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Xiggah
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    « Reply #8160 on: January 15, 2012, 03:39:44 PM »


    LOL how'd you know I was just about to ask you? XD

    Because I put it off for too long >.> I'll be ripping all of the character motionetcs again
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    BlackJax96
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    « Reply #8161 on: January 15, 2012, 05:05:27 PM »


    I'm surprised I've never seen this page.
    The only thing new on it is the actual data header for REFF entries, but whatever. Everything helps.

    *rubs hands together* Let's see how much I can code before I have to go to sleep.
    Another step closer to knowing every file format used in Brawl. C:<
    « Last Edit: January 15, 2012, 05:07:18 PM by BlackJax96 » Logged

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    « Reply #8162 on: January 15, 2012, 05:11:51 PM »


    You're so pro, the best I can do is write a rock paper scizzors game program and I'm actually going to college to learn dis stuff =/ Looking forward to being able to edit all of PSA in brawlbox though. It'll be nice to see where all the collisions are instead of playing the "guessing game"
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    « Reply #8163 on: January 15, 2012, 05:53:40 PM »


    interesting find BJ Cheesy
    I'll have to wait to Tuesday to look at it -.-* *works tomorrow*

    I'm currently back into Melee for the moment >_>
    (trying to fix up my template and hopefully learn more about the format...)
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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.

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    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.

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    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 #8164 on: January 15, 2012, 06:00:46 PM »


    Yeah turns out they have just as much information on REFF and REFT as I do, if not less. All I need to know is how to read the actual data that the offsets point to in the REFF, which they don't have documented at all. Im srs here
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    « Reply #8165 on: January 15, 2012, 06:03:24 PM »


    Yeah turns out they have just as much information on REFF and REFT as I do, if not less. All I need to know is how to read the actual data that the offsets point to in the REFF, which they don't have documented at all. Im srs here
    same for me Im srs here
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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 #8166 on: January 15, 2012, 07:57:07 PM »


    Possibility of looking into rel's? Would give stagers an upper, and much needed, hand for use of the "psa" like element.
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    « Reply #8167 on: January 15, 2012, 08:56:30 PM »


    Possibility of looking into rel's? Would give stagers an upper, and much needed, hand for use of the "psa" like element.

    Just stages, not fighter rel's?
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    « Reply #8168 on: January 15, 2012, 08:58:06 PM »


    Just stages, not fighter rel's?
    yeah thats wat she's asking for... me and her talked bout it few days ago... since stages has hitboxes and stuff in their .rel files
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    « Reply #8169 on: January 15, 2012, 09:28:30 PM »


    yeah thats wat she's asking for... me and her talked bout it few days ago... since stages has hitboxes and stuff in their .rel files
    Yeah. Honestly I was suprized you didn't bring it in here when we was talking about  =p
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    « Reply #8170 on: January 15, 2012, 09:44:34 PM »


    yeah thats wat she's asking for... me and her talked bout it few days ago... since stages has hitboxes and stuff in their .rel files
    You know it would be cool, if their was a way to edit hitboxes in Brawlbox, so most stagers can edit stages to cause damage to players with objects.
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    « Reply #8171 on: January 16, 2012, 01:47:31 AM »


    You know it would be cool, if their was a way to edit hitboxes in Brawlbox, so most stagers can edit stages to cause damage to players with objects.
    that would be epic xD just imagine for instantce it would be possible to make safron city from SSB my fav stage ever with pokemons doing damage Tongue
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    « Reply #8172 on: January 16, 2012, 03:00:51 AM »


    You know it would be cool, if their was a way to edit hitboxes in Brawlbox, so most stagers can edit stages to cause damage to players with objects.
    I have an idea for FD where it explodes when you break the center diamond.
    (you must break the glass first)

    and I'm asking for all REL files.
    decompile them back into their C++ code >:3

    more customized movesets with more options will be avaliable then Grin
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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 #8173 on: January 16, 2012, 03:02:30 AM »


    I have an idea for FD where it explodes when you break the center diamond.
    (you must break the glass first)

    and I'm asking for all REL files.
    decompile them back into their C++ code >:3

    more customized movesets with more options will be avaliable then Grin
    if we're able to do that then i can soooo do that to my uncharted region of china stage
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    « Reply #8174 on: January 16, 2012, 03:18:48 AM »


    I know the topic at hand is stage hitbox collision, but I thought I'd stop by and say I found a breakthrough in SRT0 data. The previously daunting Unknown value in SRT0 files were too far and few to find, in Spycloak invisibility files, until it hit me that SRT0 is texture movement, and the best example of moving textures in Brawl is Tabuu. He's given enough information to have the last value of Unknown cracked, and I'll post my notes as soon as I can tidy them up and finish the basic research.
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