Home Gallery Resources The Team Rules chat Login Register
Pages:  1 ... 666 667 668 [669] 670 671 672 ... 1046
Author Topic: Brawlbox Resources & History  (Read 3860567 times)
0 Members and 2 Guests are viewing this topic.
BlackJax96
Brawl Mod God
Moderator
****
Offline Offline

Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #10020 on: May 03, 2012, 05:03:44 PM »


    So apparently there's a misc misc section. Im srs here
    Even more unknown sections to parse now >.>

    I only see images of the moveset editting outside the previewer, will it be able to edit the moveset in the previewer?

    Thats the whole reason I am supporting this, if it cannot be used in the previewer I would stick to psa idk :/


    lol
    If you thought about it first, you'd realize that I'm parsing the file first so that I have all the information to actually display it in the viewer. I also didn't code that currently nonworking moveset panel in the model previewer for nothing. Im srs here

    is there a shader 101 anywhere?


    There's this but it's not finished

    If this has better rebuilding and has less file size problems, then I might use it, I know how to deal with filesizes in psa 0.2.1b and 1.3&mod but I'll give this a shot


    PSA doesn't even have rebuilding, which is why there are file size problems.
    But PSA is horribly broken and doesn't rewrite the file correctly, causing huge bloating in file size.


    Question, did you ever make any progress with SCN0 files?

    Forget SCN0 I'm more excited about BRSAR and REFT


    me?
    REL, woot!

    I'm making progress on literally everything
    Logged

    AnImAiNe
    Holy Kitten
    *
    Offline Offline

    Posts: 1807


  • Awards Famous Hacker Starstormer Super Saiyan Topic Heart Container

  • View Profile Awards
    « Reply #10021 on: May 03, 2012, 05:06:07 PM »


    BJ you are superman  Cool
    Logged

    [PICTURE REMOVED. Reason: All signature pics must fit a 695x200 frame.]

    KnightMario
    Holy Kitten
    *
    Offline Offline

    Posts: 1745


    Nobody Important

  • Awards Super Saiyan Topic Good Citizen Pin Collector Warm Welcomer

  • View Profile Awards
    « Reply #10022 on: May 03, 2012, 05:07:19 PM »


    translation:
    you pown x infinity.
    Logged

    I know for a fact that the vast majority of the public here cares more about free products than actual quality.
    I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling. Tongue

    Carnage
    God Kitten
    *******
    Offline Offline

    Posts: 7551


    (retired)

  • Awards Constructive Super Saiyan Topic Heart Container Starstormer

  • View Profile Awards
    « Reply #10023 on: May 03, 2012, 05:07:54 PM »


    bj  i hope that moveset editor can rebuild already made psas that way we can see how much a normal psa lowers when rebuilt xD
    Logged


    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #10024 on: May 03, 2012, 05:09:39 PM »


    I missed two posts :O
    Nice progress on moveset editing!

    I was wondering, once it's all done and set up would it be possible to code a function that automatically ports movesets from NTSC to PAL? The only difference (afaik) are the SFX IDs. Compiling a list of the corresponding SFX IDs could be a community effort I guess. You don't really need extensive hacking knowledge for that xD

    Oh yeah changing all the SFX would be easy, as long as I have a list of corresponding ids.

    oh I love it Cheesy

    so you know, when you need help so scout!
    also, I know the unknown in animationflag in PSA but I dont know if it are any thread about it or someone cared to look after it

    Can you tell me what it is? :O

    bj  i hope that moveset editor can rebuild already made psas that way we can see how much a normal psa lowers when rebuilt xD

    Yeah it can open PSA movesets fine but all the node offsets are really huge, which is weird
    Logged

    KnightMario
    Holy Kitten
    *
    Offline Offline

    Posts: 1745


    Nobody Important

  • Awards Super Saiyan Topic Good Citizen Pin Collector Warm Welcomer

  • View Profile Awards
    « Reply #10025 on: May 03, 2012, 05:10:47 PM »


    i'll help with the pal and ntsc ids.
    I'll start a thread.
    Logged

    I know for a fact that the vast majority of the public here cares more about free products than actual quality.
    I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling. Tongue

    Carnage
    God Kitten
    *******
    Offline Offline

    Posts: 7551


    (retired)

  • Awards Constructive Super Saiyan Topic Heart Container Starstormer

  • View Profile Awards
    « Reply #10026 on: May 03, 2012, 05:14:19 PM »


    I missed two posts :O
    Oh yeah changing all the SFX would be easy, as long as I have a list of corresponding ids.

    Can you tell me what it is? :O

    Yeah it can open PSA movesets fine but all the node offsets are really huge, which is weird
    having sound on pal would be a dream since my psas are all silent :S and in the psas when we delete code the hex gets replaced for FFFFFF where that code was or atleast thats what i understood when i opened a pac file in hex
    Logged


    Gamma Ridley
    ~Mercenary~
    Boss Kitten
    ****
    Offline Offline

    Posts: 4606


  • Awards Featured Super Saiyan Topic Heart Container Famous Hacker

  • View Profile WWW Awards
    « Reply #10027 on: May 03, 2012, 05:17:59 PM »


    I'm making progress on literally everything

    Yaaaaaaay. Just wondering.
    Logged


    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #10028 on: May 03, 2012, 05:43:34 PM »


    i'll help with the pal and ntsc ids.
    I'll start a thread.

    No need, someone just pm'd me all of them XD
    Logged

    KnightMario
    Holy Kitten
    *
    Offline Offline

    Posts: 1745


    Nobody Important

  • Awards Super Saiyan Topic Good Citizen Pin Collector Warm Welcomer

  • View Profile Awards
    « Reply #10029 on: May 03, 2012, 05:59:54 PM »


    whoa!
    who?
    Logged

    I know for a fact that the vast majority of the public here cares more about free products than actual quality.
    I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling. Tongue

    Tabuu Forte Akugun
    Boss Kitten
    ****
    Offline Offline

    Posts: 4400


    Smash 4 Main: Bowser

  • Awards Heart Container Famous Hacker Starstormer Super Saiyan Topic

  • View Profile Awards
    « Reply #10030 on: May 03, 2012, 08:54:49 PM »


    You're adding support for BRSAR? Will it enable SFX replacing? (Noob question, Sawndz can be a little weird to use).

    And looking forward to REFT as well.
    Logged

    namq
    Extreme Kitten
    *******
    Offline Offline

    Posts: 379


  • Awards Active Contributor

  • View Profile Awards
    « Reply #10031 on: May 03, 2012, 09:33:09 PM »



    lol
    If you thought about it first, you'd realize that I'm parsing the file first so that I have all the information to actually display it in the viewer. I also didn't code that currently nonworking moveset panel in the model previewer for nothing. Im srs here

    PSA doesn't even have rebuilding, which is why there are file size problems.

    I'm making progress on literally everything

    - Cool, once u parse the stuff would posting a preview picture of how it looks in the moveset editting come around if possible?

    - hmmm file size not holding me back would actually make all mechanics I'm working be better.  Will remove the barrier and knowing brawlbox, we should be able *out of the previewer* to export / replace stuff like we usually do with models/textures/etc and save a mechanic subaction (via export) and implement such mechanic to other characters.

    @progress on everything: ufff and moveset, articles being able to edit like attributes, reff and the other thing having such great progress, brawl modding is becoming more powerful.  Thanks BJ ^^
    Logged


    pikazz
    Heroic Kitten
    **
    Offline Offline

    Posts: 2286


    Machinimator!

  • Awards Renowned Hacker Pin Collector Good Citizen Helping Hand

  • View Profile Awards
    « Reply #10032 on: May 04, 2012, 01:00:05 AM »


    Can you tell me what it is? :O

    sure.

    the first one is "fixed translator", meaning it will not use the Trans in the animation but using the Trans in the T-Pose, used in all Thrown animation

    the second one (I believe in therody) is "fixed Rotation", doesn't using the rotation in animation but using it's T-Pose Rotation instead, this unknown has never been used

    the third one is "Fixed Scale", same as both above.
    OR it might be something related to thrown animation cause PSA reads the thrown animation from the enemy who throws you, meaning it will read when you get eaten by kirby or yoshi or Ganons Side B.
    this is always used in thrown animation same as the first one.

    I will test those more further.


    btw I have started to read module files more carefully :3
    sadly, I wanna ask phantomwings about some more assistens about that but I can't reach him ;_;

    offtopic

    I changed in final destinations module to load a diffirent brres file instead for pokemon trainers brres which is modelData[101]
    made it to load modelData[102] instead which contains jigglypuff and it's texture :3

    but the wii freeze itself eachtime I end the match :c
    want to look the same thing but in characters instead, meaning we can add collusion data instead for shaders (that's my idea!)

    maybe I should start a thread about modules parshing
    « Last Edit: May 04, 2012, 03:51:13 AM by pikazz » Logged

    Stupid Tinypic :C

    K-Canon
    Expert Kitten
    ****
    Offline Offline

    Posts: 88


    Lookin for a PSA pro so that we can work together

  • Awards Featured

  • View Profile WWW Awards
    « Reply #10033 on: May 04, 2012, 07:22:29 AM »


    No need, someone just pm'd me all of them XD

    finally
    Logged



    http://sonicbattlex.topgoo.net/forum
    Join if youre a sonic fan!

    Carnage
    God Kitten
    *******
    Offline Offline

    Posts: 7551


    (retired)

  • Awards Constructive Super Saiyan Topic Heart Container Starstormer

  • View Profile Awards
    « Reply #10034 on: May 04, 2012, 09:24:20 AM »


    sure.

    the first one is "fixed translator", meaning it will not use the Trans in the animation but using the Trans in the T-Pose, used in all Thrown animation

    the second one (I believe in therody) is "fixed Rotation", doesn't using the rotation in animation but using it's T-Pose Rotation instead, this unknown has never been used

    the third one is "Fixed Scale", same as both above.
    OR it might be something related to thrown animation cause PSA reads the thrown animation from the enemy who throws you, meaning it will read when you get eaten by kirby or yoshi or Ganons Side B.
    this is always used in thrown animation same as the first one.

    I will test those more further.


    btw I have started to read module files more carefully :3
    sadly, I wanna ask phantomwings about some more assistens about that but I can't reach him ;_;

    offtopic
    I changed in final destinations module to load a diffirent brres file instead for pokemon trainers brres which is modelData[101]
    made it to load modelData[102] instead which contains jigglypuff and it's texture :3
    but the wii freeze itself eachtime I end the match :c
    want to look the same thing but in characters instead, meaning we can add collusion data instead for shaders (that's my idea!)

    maybe I should start a thread about modules parshing

    if you find out how to add collisions that do dmg to stages you will make stages taking a step foward i mean thats what all stage makers want since the begining Tongue
    Logged


    Pages:  1 ... 666 667 668 [669] 670 671 672 ... 1046
    Print
    Jump to: