Brawlbox Resources & History

Started by BlackJax96, December 14, 2010, 03:39:11 AM

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I think you guys will like this new feature.

There's now a button called Copy Text:
Bit Variable Clear: RA-Bit[16] = false
Bit Variable Clear: RA-Bit[17] = false
Bit Variable Clear: RA-Bit[18] = false
Bit Variable Clear: RA-Bit[19] = false
Basic Variable Set: RA-Basic[1] = IC-Basic[192]
Float Variable Set: RA-Float[4] = 1
Change Action action=283, requirement=Animation End
If On Ground:
Basic Variable Set: RA-Basic[0] = 0
Change Subaction: sub action=SpecialLw
If Compare: IC-Basic[8] >= 0
Change Action action=284, requirement=Touching a Floor, Wall, or Ceiling: 4
Additional Change Action Requirement Value Bit is Set: RA-Bit[18]
Else
Change Action action=284, requirement=Touching a Floor, Wall, or Ceiling: 2
Additional Change Action Requirement Value Bit is Set: RA-Bit[18]
End If
Set Loop Infinite
If On Ground:
Set Air/Ground: Undefined(15)
Subroutine SubRoutine2 in the SubRoutines list
Additional Subaction Change Requirement: In Air
Else
Set Air/Ground: Undefined(17)
Subroutine SubRoutine5 in the SubRoutines list
Additional Subaction Change Requirement: On Ground
End If
Loop Rest
Execute Loop
Else
Basic Variable Set: RA-Basic[0] = 2
Change Subaction: sub action=SpecialAirLw
Set Air/Ground: Undefined(17)
Subroutine SubRoutine5 in the SubRoutines list
Change Action action=283, requirement=Touching a Floor, Wall, or Ceiling: 8
End If


Here's what that looks like on the clipboard if you click only Copy:

120B0100|5\570425360|/120B0100|5\570425361|/120B0100|5\570425362|/120B0100|5\570425363|/12000200|5\24000|5\536870913|/12060200|1\60000|5\553648132|/02010200|0\283|6\1|/000A0100|6\3|/12000200|0\0|5\536870912|/04000100|0\474|/000A0400|6\7|5\8|0\4|1\0|/02010300|0\284|6\12|0\4|/02040200|6\8|5\570425362|/000E0000|/02010300|0\284|6\12|0\2|/02040200|6\8|5\570425362|/000F0000|/00040100|0\-1|/000A0100|6\3|/0E000100|0\15|/00070100|2\110544|/04020100|6\4|/000E0000|/0E000100|0\17|/00070100|2\110800|/04020100|6\3|/000F0000|/01010000|/00050000|/000E0000|/12000200|0\2|5\536870912|/04000100|0\476|/0E000100|0\17|/00070100|2\110800|/02010300|0\283|6\12|0\8|/000F0000|/

XD so yeah, so copying/pasting between different instances of BB will be possible.
Paste will only work with Copy though, not with Copy Text. :P

Model importing alone was awesome, now this. You sir are one of my heroes. :srs:

Will this version of brawlbox be able to read and modify files into the fighter.pac, for example ?
This is very important for me because in PSA i'm always blocked by external subroutines like gameAnimCmd_CaptureCutCommon, such files are located into the fighter.pac file.
It would be awesome if i can eventually modify it.

No more into brawl hacking as long as Fighter.pac remains not editable, also i don't have time for that anymore for the moment.
PSA/Moveset HERE : http://forums.kc-mm.com/index.php?topic=41974.0
STAGES HERE : http://forums.kc-mm.com/index.php?topic=60399.0

Quote from: BlackJax96 on July 07, 2012, 04:41:00 AM
I think you guys will like this new feature.

There's now a button called Copy Text:
Bit Variable Clear: RA-Bit[16] = false
Bit Variable Clear: RA-Bit[17] = false
Bit Variable Clear: RA-Bit[18] = false
Bit Variable Clear: RA-Bit[19] = false
Basic Variable Set: RA-Basic[1] = IC-Basic[192]
Float Variable Set: RA-Float[4] = 1
Change Action action=283, requirement=Animation End
If On Ground:
Basic Variable Set: RA-Basic[0] = 0
Change Subaction: sub action=SpecialLw
If Compare: IC-Basic[8] >= 0
Change Action action=284, requirement=Touching a Floor, Wall, or Ceiling: 4
Additional Change Action Requirement Value Bit is Set: RA-Bit[18]
Else
Change Action action=284, requirement=Touching a Floor, Wall, or Ceiling: 2
Additional Change Action Requirement Value Bit is Set: RA-Bit[18]
End If
Set Loop Infinite
If On Ground:
Set Air/Ground: Undefined(15)
Subroutine SubRoutine2 in the SubRoutines list
Additional Subaction Change Requirement: In Air
Else
Set Air/Ground: Undefined(17)
Subroutine SubRoutine5 in the SubRoutines list
Additional Subaction Change Requirement: On Ground
End If
Loop Rest
Execute Loop
Else
Basic Variable Set: RA-Basic[0] = 2
Change Subaction: sub action=SpecialAirLw
Set Air/Ground: Undefined(17)
Subroutine SubRoutine5 in the SubRoutines list
Change Action action=283, requirement=Touching a Floor, Wall, or Ceiling: 8
End If


Here's what that looks like on the clipboard if you click only Copy:

120B0100|5\570425360|/120B0100|5\570425361|/120B0100|5\570425362|/120B0100|5\570425363|/12000200|5\24000|5\536870913|/12060200|1\60000|5\553648132|/02010200|0\283|6\1|/000A0100|6\3|/12000200|0\0|5\536870912|/04000100|0\474|/000A0400|6\7|5\8|0\4|1\0|/02010300|0\284|6\12|0\4|/02040200|6\8|5\570425362|/000E0000|/02010300|0\284|6\12|0\2|/02040200|6\8|5\570425362|/000F0000|/00040100|0\-1|/000A0100|6\3|/0E000100|0\15|/00070100|2\110544|/04020100|6\4|/000E0000|/0E000100|0\17|/00070100|2\110800|/04020100|6\3|/000F0000|/01010000|/00050000|/000E0000|/12000200|0\2|5\536870912|/04000100|0\476|/0E000100|0\17|/00070100|2\110800|/02010300|0\283|6\12|0\8|/000F0000|/

XD so yeah, so copying/pasting between different instances of BB will be possible.
Paste will only work with Copy though, not with Copy Text. :P
seriously, thats awesome :D
Stupid Tinypic :C


Yet again, this has made my day!

epic, will there be a paste option using the text?

Quote from: jokekid on July 07, 2012, 12:22:25 PM
epic, will there be a paste option using the text?
Quote from: BlackJax96 on July 07, 2012, 04:41:00 AM
Paste will only work with Copy though, not with Copy Text. :P
Probably not.
3DS FC: 5370-0958-4818
Wii U NNID: Doraleus

oh lol, didnt read all of it :srs:

I have a small request that doesn't necessarily need to be done but it would be very nice if it was.  Would it be possible to tweak the clean feature so that it doesn't add a set of keyframes to a bone if they're exactly the same as the t-pose keyframes.

Let me give you an example.  For Brawl's animations, unless they alter at some point during the animation, bones like the TopN, TransN, XRotN and YRotN have no keyframes on frame 1 because they don't change at all during the animation and as a result don't need any keyframes.  Furthermore, unless an animation has bones with changing scale keyframes, they also have no scale keyframes on frame 1 either.  It would really help with keeping MotionEtc.pac file sizes down if you're changing a lot of the animations in a file.

Quote from: SDo0m InFiNiTy on July 07, 2012, 05:51:14 PM
I have a small request that doesn't necessarily need to be done but it would be very nice if it was.  Would it be possible to tweak the clean feature so that it doesn't add a set of keyframes to a bone if they're exactly the same as the t-pose keyframes.

Let me give you an example.  For Brawl's animations, unless they alter at some point during the animation, bones like the TopN, TransN, XRotN and YRotN have no keyframes on frame 1 because they don't change at all during the animation and as a result don't need any keyframes.  Furthermore, unless an animation has bones with changing scale keyframes, they also have no scale keyframes on frame 1 either.  It would really help with keeping MotionEtc.pac file sizes down if you're changing a lot of the animations in a file.

v0.66 and higher don't modify the keyframes, just removes bone entries that aren't used.

Do you want me to evaluate the keyframes in such a way that keyframes can be removed without modifying the animation? I could do that, but in a later release.

Quote from: BlackJax96 on July 07, 2012, 06:28:55 PMv0.66 and higher don't modify the keyframes, just removes bone entries that aren't used. Do you want me to evaluate the keyframes in such a way that keyframes can be removed without modifying the animation? I could do that, but in a later release.

How could you do that??
Now available in blue.

Quote from: Azure_Shadow on July 07, 2012, 06:41:23 PM
How could you do that??

It would determine if there were repetitive keyframes or unnecessary ones like SDoom was talking about and remove them.

Quote from: BlackJax96 on July 07, 2012, 06:48:31 PM
It would determine if there were repetitive keyframes or unnecessary ones like SDoom was talking about and remove them.
I think adding that as an option would be good.
Like if you were to click delete a little pull-up tab would come above it and say
|Modify in animation | Don't modify in animation|

Quote from: BlackJax96 on July 07, 2012, 06:28:55 PM
v0.66 and higher don't modify the keyframes, just removes bone entries that aren't used.

Do you want me to evaluate the keyframes in such a way that keyframes can be removed without modifying the animation? I could do that, but in a later release.

That would be wonderful ;D