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« Reply #9510 on: April 09, 2012, 01:53:12 PM » |
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I believe I have figured out why SuperMario64DS on the MKWii forum could not load BRRES files created with CTools in BrawlBox. Textures that do not have dimensions that are powers of 2 look glitchy in MKWii, and any BRRES with such textures (which CTools can create) seems to crash BrawlBox. Is this a known requirement in the Brawl community?
Well it's required for Brawl as well but it shouldn't crash Brawlbox because Brawlbox can create a texture with any dimensions too. Anyway I fixed the SHP0 bug (had to change an "H" to "h"  ) but I need to program a few small things in before release.
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« Reply #9511 on: April 09, 2012, 02:05:40 PM » |
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glad to hear you've made progress BJ 
I'm almost finished with my COMMON module as well  (I flipped the table on the error system) ^gonna have to deal with crashing until I figure out how to implement it >_<
anyways, here's what I get with StructArr():
0-struct: [[255, 600], [128, 400], [180, 255], [0, 16]]
count: [[255], [128], [180], [16]]
stop-struct:
Traceback (most recent call last): File "C:\Documents and Settings\Tcll\Desktop\Struct test.py", line 18, in <module> print StructArr(['bu32','bu8','bu8'],['*',255,'*']) File "C:\Documents and Settings\Tcll\Desktop\COMMON.py", line 287, in StructArr WS(Template,S) #write structs File "C:\Documents and Settings\Tcll\Desktop\COMMON.py", line 264, in WS else: __Term(Tm,v) IndexError: list index out of range
I think I just have to do the same thing I did to the 0-struct code XD I'll let you know of any progress 
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« Reply #9512 on: April 09, 2012, 02:07:46 PM » |
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Also, would a texture with a dimension bigger than 1024 crash BrawlBox? I know they crash MKWii and I accidentally let one slip in the BRRES that crashed it, lol.
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« Reply #9513 on: April 09, 2012, 02:17:15 PM » |
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New problem: I can't save after replacing any animations.  Also, would a texture with a dimension bigger than 1024 crash BrawlBox? I know they crash MKWii and I accidentally let one slip in the BRRES that crashed it, lol.
Yeah.
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« Reply #9514 on: April 09, 2012, 02:19:32 PM » |
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New problem: I can't save after replacing any animations.  That's just 
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« Reply #9515 on: April 09, 2012, 02:59:55 PM » |
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That's just  It appears to have fixed itself. 
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« Reply #9516 on: April 09, 2012, 03:04:06 PM » |
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It appears to have fixed itself.  O RLY? 
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« Reply #9517 on: April 09, 2012, 03:05:45 PM » |
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I hate it when that happens, hope it doesn't return like I'm sure it would to me!
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« Reply #9518 on: April 09, 2012, 03:28:03 PM » |
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It appears to have fixed itself.  So weird how an error fixes itself 
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« Reply #9519 on: April 09, 2012, 04:04:26 PM » |
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So it just wasn't saving files that had PAT0s in them. I was like ¿que es esto? And I figured out that the PAT0 nodes weren't initialized, meaning the strings had a reference count of 0, meaning they weren't built into the string table, meaning it wouldn't save right. But I fixed it.
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« Reply #9520 on: April 09, 2012, 04:05:23 PM » |
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[censored] yeah
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« Reply #9521 on: April 09, 2012, 04:09:45 PM » |
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¿que es esto?
I laughed after reading that and almost choked on my dinner.
Thanks a lot. 
Glad you got it saving though. Here have a reward
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« Reply #9522 on: April 09, 2012, 04:13:59 PM » |
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Yay burritos are amazing I can also confirm that the unknown value in SRT0 is Scale X and the current scale value is Scale Y. Don't know why they're separated in the flags but they are so w/e.
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« Reply #9523 on: April 09, 2012, 04:19:58 PM » |
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when do you think the new brawlbox comes out? next weekend? 2 weeks? I´m totally hyped 
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« Reply #9524 on: April 09, 2012, 04:29:40 PM » |
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when do you think the new brawlbox comes out? next weekend? 2 weeks? I´m totally hyped  In approximately 9,060 seconds or something like that
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