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Author Topic: Brawlbox Resources & History  (Read 4519399 times)
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BlackJax96
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    « Reply #10680 on: June 09, 2012, 02:01:08 PM »


    I'd help fill the txts if you want.
    so brawlbox will no longer be standalone?
    Wait didn't someone already make a program to edit these floating points?
    EDIT: Yes there is! Happy Face Hey BlackJax96 will BrawlBox v0.67 edit more floating points than Article Floating Point Editor on the vault?
    There is? Would you kindly PM me the link to it?

    lmfao you guys are hilarious XD Indirectly hilarious.
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    « Reply #10681 on: June 09, 2012, 02:05:37 PM »


    Hm.... this?
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    « Reply #10682 on: June 09, 2012, 02:09:33 PM »


    Oh, I didn't know it was on the Vault, thank you Slayer.
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    « Reply #10683 on: June 09, 2012, 02:11:48 PM »


    Oh, I didn't know it was on the Vault, thank you Slayer.
    Yep and not to be rude or anything, but I did say this:
    Article Floating Point Editor on the vault
    xD
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    « Reply #10684 on: June 09, 2012, 02:14:02 PM »


    Yep and not to be rude or anything, but I did say this:xD
    I saw "Article Floating Point Editor" and got excited, but I didn't read anything else... :facepalm:
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    « Reply #10685 on: June 09, 2012, 02:53:19 PM »


    I hope that BrawlBox v0.67 will be easier to edit the article floating points, I made it so Fludd stays out always, the interger in the editor is 100000000, which is the max, but now Fludd's nozzle won't move when pressing down or up while firing, which it usually does that. Tongue I'm not sure why it messed with that, I didn't edit anything else after how long it stays out. I wonder if I should wait for v0.67 before getting into the SMS PSA, Specials will be the four Nozzles from SMS, Rocket will be the Up B, basically the recovery move, Turbo will be another recovery move, but on the Side B, Squirt will be the Neutral B, I'm still thinking about how the Hover Nozzle would be an effective Down B...if possible, they'll all use the Fludd charging for a stronger special move.
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    « Reply #10686 on: June 09, 2012, 07:49:26 PM »


    hey BJ =D

    I found that lost REFF info of a structure I've found way back when Tongue

    I'll post it once I'm off my Wii... XP

    but from what I rmbr, the code was something like this:

    #header:
    Block_Length = bu32()
    unk = bu32() (4)
    unk = bu32() (4)
    unk = bu32() (4)
    unk = bu32() (0)
    EntryCount = bu16()
    pad = bu16() #best guess...

    #array data:
    ID  = bu16() #best guess...
    pad = bu16() #best guess...
    unk = bu32()
    unk = bu32()
    unk = bf32()
    unk = bf32()
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    « Reply #10687 on: June 09, 2012, 11:01:43 PM »


    Hi , hope not disturb, but in this thread always helpme a lot Cheesy

    i get the outline works on a custom model, but cause i need to clone the polygons, the model have more vertex! and that cause little lag, i was thinking to add prooptimizer to the new polygons, in brawl box looks good:




    but in game looks like that:





    Pd. thiss happens when i add prooptimizer to the new polygons, if not the model works good in brawl, maybe i need to add other thing after prooptimizer, this is that ive do:

    editmesh
    prooptimizer
    edit normals (unify)
    normals (flip)
    skin

    thks Cheesy
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    BlackJax96
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    « Reply #10688 on: June 09, 2012, 11:50:00 PM »


    take it to the help thread mah man

    RE3D is fully supported now btw.
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    « Reply #10689 on: June 09, 2012, 11:59:53 PM »


    What game is that from anyway?
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    « Reply #10690 on: June 10, 2012, 12:59:55 AM »


    What game is that from anyway?
    u mean that model above... or the RE3D?

    RE3D is a structure inside the EFLS file, and it links them to the bones.

    like for example.. FD, the base of that stage has 2 bones, and thats cause 1 of those bones r for the EFLS file, in this case, it would be it glow.
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    « Reply #10691 on: June 10, 2012, 01:06:57 AM »


    I meant the model, sorry...
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    « Reply #10692 on: June 10, 2012, 07:57:57 AM »


    let me get this straight:
    when .67b comes out with reff, i'll be able to edit stuff like pit's feathers and wing glow?
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    I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling. Tongue

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    « Reply #10693 on: June 10, 2012, 08:56:46 AM »


    let me get this straight:
    when .67b comes out with reff, i'll be able to edit stuff like pit's feathers and wing glow?

    or for me, the models in Pikachu's Final >:3

    EDIT:
    finally got a compy!

    here's my REFF info:
    I found this a LONG time ago and lost it in my D drive Tongue (232GB 3/4 full)

    anyways...
    this is a structure I've found w/in a random REFF
    (I don't believe it was Pikachu's but it could be) >_>
    ^ I'll be looking for it again (get the offset info and outside data)

    00 00 01 6C 00 00 00 04 00 00 00 04 00 00 00 04
    00 00 00 00 00 12 00 00

    00 00 00 00 00 00 00 00 00 00 00 00 3F 80 00 00 3F 80 00 00
    00 01 00 00 00 00 00 00 00 00 00 00 3F 80 00 00 3F 80 00 00
    00 02 00 00 00 00 00 00 00 00 00 00 3F 66 66 66 3F 66 66 66
    00 03 00 00 00 00 00 00 00 00 00 00 3F 66 66 66 3F 66 66 66
    00 04 00 00 00 00 00 00 00 00 00 00 3F 80 00 00 3F 80 00 00
    00 05 00 00 00 00 00 00 00 00 00 00 3F 80 00 00 3F 80 00 00
    00 06 00 00 00 00 00 00 00 00 00 00 3F 80 00 00 3F 80 00 00
    00 07 00 00 00 00 00 00 00 00 00 00 3F 66 66 66 3F 66 66 66
    00 08 00 00 00 00 00 00 00 00 00 00 3F 66 66 66 3F 66 66 66
    00 09 00 00 00 00 00 00 00 00 00 00 3F 80 00 00 3F 80 00 00
    00 0A 00 00 00 00 00 00 00 00 00 00 3F 66 66 66 3F 66 66 66
    00 0B 00 00 00 00 00 00 00 00 00 00 3F 66 66 66 3F 66 66 66
    00 0C 00 00 00 00 00 00 00 00 00 00 3F 80 00 00 3F 80 00 00
    00 0D 00 00 00 00 00 00 00 00 00 00 3F 66 66 66 3F 66 66 66
    00 0E 00 00 00 00 00 00 00 00 00 00 3F 33 33 33 3F 33 33 33
    00 0F 00 00 00 00 00 00 00 00 00 00 3F 00 00 00 3F 00 00 00
    00 10 00 00 00 00 00 00 00 00 00 00 3F 80 00 00 3F 80 00 00
    00 13 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

    00 00 00 00 00 00 00 00 00 00 00 00


    #header:

    BlockSize  = bu32()
    unk = bu32()
    unk = bu32()
    unk = bu32()
    unk = bu32()
    EntryCount = bu16()
    pad = bu16() #best guess...

    #array data: (could be similar to N64 block-array structures) >_>

    ID  = bu16() #best guess...
    pad = bu16() #best guess...
    unk = bu32() #??
    unk = bu32() #??
    unk = bf32()
    unk = bf32()

    I'm not sure yet as to why the last ID is '0013' instead of '0011'


    I'll look into it even more when I finish re-ripping my games.
    (my game-rips HDD fried ;_; (34 ripped games))
    ^luckilly 8 of them are backed on another HDD

    anyways...
    I'll post when I have more info Wink
    « Last Edit: June 10, 2012, 09:03:55 AM by Tcll » Logged


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    « Reply #10694 on: June 10, 2012, 09:45:09 AM »



    or for me, the models in Pikachu's Final >:3
    is that a yes or is that a replacment?
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    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

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