Another question with the actions again, if it's possible or if you already managed to do it (I think this has been asked before. <_>), but will it be possible to add new Actions?
Answer that question yourself
BJ, the section that's labeled BoneRef2 in your image controls which bones are used for Item holding. HOWEVER, there's more indexes in the section that Tabuu doesn't show in the same relative area, including indexes used for Heavy Items (They use ThrowN) and ALL cllobbering items. Look in a hex editor in that area to see what I mean.
Lemme bring up an example pic....
Taken from Snoopy's guide.
Way ahead of you. The bone references in that image are actually in two different sections:
just wondering what do the bone floats 1 and 2 references do? are they the boneref for items that are attached to the body like bunny hood and etc? thats the only refs we dont know yet,thats the only glitches port haves right now
I'm not sure what they do.
Take a look for yourself:
Real-time PSA editing + animations + SFX? This is insane! (In a good way.)
All that's left would be viewing GFX and PSA editing would be complete I guess...
And even then I can probably display anything that doesn't use the generic GFX that use IDs. Meaning I can get and render external models/articles in the correct place like ZSS' gun. I'm also pretty sure I know how the model visibility event works.
I just have to code Brawlbox to do something specific for each event.
What is Havok-4.0.0-r1 files for?
i opened it on hex editor and i found this:

each character or item have one of this. maybe its a silly question but i just wanted to know.
its for physics but how its used?
It's the physics file.
It stores float values and matrices for physical collisions and default trans/rot/scale of bones that use physics.
seriously O___O
I thought I couldn't be more hype but I was wrong.
thats awesome :DDDDDDDx1000
Well get more hype:
The timing of the script is a bit off from the animation but I'm working on it.