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Author Topic: Brawlbox Resources & History  (Read 3860852 times)
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Gamma Ridley
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    « Reply #11205 on: July 05, 2012, 12:32:02 PM »


    I was too busy trolling to remember to ask: how is SCN0 going? Did you ever get that... working or whatever it was that was wrong? I don't remember. :|

    Also, will CLR0 get it's own editor in the next release, o que?
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    « Reply #11206 on: July 05, 2012, 12:35:12 PM »


    I was too busy trolling to remember to ask: how is SCN0 going? Did you ever get that... working or whatever it was that was wrong? I don't remember. :|

    Also, will CLR0 get it's own editor in the next release, o que?

    SCN0 is done except for one value in Lights, unk5 I think?
    It offsets to some random group of FF values in only one known SCN0.

    And CLR0 has gone nowhere either, I've been putting all my coding time into the moveset rebuilder.
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    Gamma Ridley
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    « Reply #11207 on: July 05, 2012, 12:37:10 PM »


    SCN0 is done except for one value in Lights, unk5 I think?
    It offsets to some random group of FF values in only one known SCN0.

    Yay, that's good to hear.

    And CLR0 has gone nowhere either, I've been putting all my coding time into the moveset rebuilder.

    Meh, that's not so important anywho. Just curious.
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    StupidMarioFan1
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    « Reply #11208 on: July 05, 2012, 12:55:30 PM »


    What did you do? In PSA rename something not being used as "WaitDamage" Then in BrawlBox, go edit an animation and call it "WaitDamage" Back in PSA for waits 1,2,and 3 have a line of code like you would for an alternate moveset like "set LAbit 100 or something" if damage > 100 go to  then throw in the number for WaitDamage... If its that confusing, then maybe check out the Pokemon's subactions. They all have different waits when they get over 100 damage. But maybethats hard coding.
    Not confusing at all, that's pretty much what I did, except that when I put the change subaction, in game the game crashed when Mario would go to the Wait1 animation in Vs Mode, and in Training you could see him play the animation before the game crashed. After a little bit more editing, I got it so he wouldn't crash instantly, but he would only change the animation when he took 150% damage, or was at like 999% total, and that's not all. Once he switched aniamtions, after playing it, instead of looping he crashed. Also when doing somehting that changes back to Action 0 (Wait1) the game crashed, like say he does the RecoveryJump (From the dive attack from Cape and SMBZ Mario) he'd crash. I'll look into the Pokemon to see if I can get it to work, but so far since v3.0 which was released months ago, the only time he didn't crash was when I don't have the PSA change the Wait aniamtion or had WaitDamage replace either Wait2 or Wait3. Only problem is that they'd change whenever they normally would and not from too much damage. I didn't lose you in that did I?
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    « Reply #11209 on: July 05, 2012, 01:01:30 PM »


    There are now 9 unique character specific nodes left to code. There used to be like, around 22 yesterday morning.
    Then I just need to support rebuilding multiple subaction groups in articles and then perform checks on nodes to see if they're external so BB doesn't build them twice.

    Oh and I have to make menus for different nodes...

    Then I think it'll be done. Im srs here
    'Tis awesome.
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    « Reply #11210 on: July 05, 2012, 01:12:17 PM »


    It is nearing ^,^

    my moveset is already +10 kb bigger since I wanted to start to do it without bb0.67, after I'm going to check all I didin brawlbox :-).

    Bj96 thanks once again for your hard working effort.
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    « Reply #11211 on: July 05, 2012, 01:38:23 PM »


    What is CRL0? I haven't heard of that before... Then again, I'm new to this still...
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    « Reply #11212 on: July 05, 2012, 01:52:14 PM »


    What is CRL0? I haven't heard of that before... Then again, I'm new to this still...
    ._.
    . . .
    .chr0 is the main Brawl animation file...
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    « Reply #11213 on: July 05, 2012, 01:54:17 PM »


    ._.
    . . .
    .chr0 is the main Brawl animation file...

    He asked for CLR0. XD

    It animates the color of a model.
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    « Reply #11214 on: July 05, 2012, 01:58:05 PM »


    He asked for CLR0. XD

    It animates the color of a model.

    look like 2 peeps learned something
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    « Reply #11215 on: July 05, 2012, 02:03:28 PM »


    Hopefully I'll be able to make a move I wanted to make with the upcoming release.
    He asked for CLR0. XD

    It animates the color of a model.
    . . .
    Wow I feel so stupid right now. XD
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    « Reply #11216 on: July 05, 2012, 02:40:34 PM »


    Happens to all of us from time 2 time.
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    « Reply #11217 on: July 05, 2012, 02:57:00 PM »


    Animates colors 0,0?  I nee to try this out so I don't need to use "Flash Effect" event in PSA maybe everytime ^,^
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    « Reply #11218 on: July 05, 2012, 03:01:33 PM »


    Animates colors 0,0?  I nee to try this out so I don't need to use "Flash Effect" event in PSA maybe everytime ^,^

    But with Flash Effect, you can control the flashing whenever you want instead of only when the subaction is called. Awesome Face CLR0 is for stuff like the final smash aura colors.
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    « Reply #11219 on: July 05, 2012, 03:22:02 PM »


    He asked for CLR0. XD

    It animates the color of a model.
    Oh, OK, I've never heard of it. Hmm. -The more you know-
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