Brawlbox Resources & History

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

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BJ quick question

Can I use this bb to rip audio from brres from other games?
I'd rather be hated for what I am, than loved for who I am not.

Quote from: Flutterbombsexmachine on July 10, 2012, 07:35:38 PM
Quick question: For hitboxes is the size of the circle the size of the hitbox r is it the arrow/star that is the hitbox?

Thanks.

the circle

Quote from: gurdoman on July 10, 2012, 07:39:43 PM
BJ quick question

Can I use this bb to rip audio from brres from other games?

you mean the brsar?
maybe, as long as the brsar is the right version.

Quote from: Flutterbombsexmachine on July 10, 2012, 07:35:38 PM
Quick question: For hitboxes is the size of the circle the size of the hitbox r is it the arrow/star that is the hitbox?

Thanks.
The Arrow and Star are things that indicate the type of Flags used in the Hit.
Chec Flags in offensive Collision

Prolly already reported, (I've been reading everything so far since release on 7/7).  But want to post it either way.


See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
  at System.Windows.Forms.TreeNode.get_PrevNode()
  at BrawlBox.GenericWrapper.MoveUp(Boolean select)
  at BrawlBox.BaseWrapper.OnMovedUp(ResourceNode node, Boolean select)[quote author=Leeon09 link=topic=17547.msg969222#msg969222 date=1341959633]
The Arrow and Star are things that indicate the type of Flags used in the Hit.
Chec Flags in offensive Collision
[/quote]
  at BrawlLib.SSBB.ResourceNodes.MoveEventHandler.Invoke(ResourceNode node, Boolean select)
  at BrawlLib.SSBB.ResourceNodes.ResourceNode.doMoveUp(Boolean select)
  at System.Windows.Forms.ScriptEditor.btnUp_Click(Object sender, EventArgs e)
  at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
  at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
  at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
  at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
  at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
  at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
  at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
  at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
  at System.Windows.Forms.Control.WndProc(Message& m)
  at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
  at System.Windows.Forms.ToolStrip.WndProc(Message& m)
  at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
  at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
  at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
   Assembly Version: 4.0.0.0
   Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
   CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
BrawlBox
   Assembly Version: 0.67.4573.29083
   Win32 Version: 0.67.0.0
   CodeBase: file:///C:/Users/Chico/Downloads/brawlbox/Brawlbox%20v0.67/BrawlBox.exe
----------------------------------------
BrawlLib
   Assembly Version: 0.13.4573.29073
   Win32 Version: 0.13.1.0
   CodeBase: file:///C:/Users/Chico/Downloads/brawlbox/Brawlbox%20v0.67/BrawlLib.DLL
----------------------------------------
System.Windows.Forms
   Assembly Version: 4.0.0.0
   Win32 Version: 4.0.30319.1 built by: RTMRel
   CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
   Assembly Version: 4.0.0.0
   Win32 Version: 4.0.30319.1 built by: RTMRel
   CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
   Assembly Version: 4.0.0.0
   Win32 Version: 4.0.30319.1 built by: RTMRel
   CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Data
   Assembly Version: 4.0.0.0
   Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
   CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
System.Core
   Assembly Version: 4.0.0.0
   Win32 Version: 4.0.30319.1 built by: RTMRel
   CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
   Assembly Version: 4.0.0.0
   Win32 Version: 4.0.30319.1 built by: RTMRel
   CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Design
   Assembly Version: 4.0.0.0
   Win32 Version: 4.0.30319.1 built by: RTMRel
   CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Design/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Design.dll
----------------------------------------
System.Numerics
   Assembly Version: 4.0.0.0
   Win32 Version: 4.0.30319.1 built by: RTMRel
   CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
   <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


I get this error when ever I try to move PSA stuff (tried this outside of previewer). Always getting when moving bottom stuff upwards.
Quote from: Leeon09 on July 10, 2012, 10:33:53 PM
The Arrow and Star are things that indicate the type of Flags used in the Hit.
Chec Flags in offensive Collision
The arrow and star indicates the Trajectory of the hit when opponent is suffering from knockback. The outer line of the circle and the inner color is the stuff in the flag.

Quote from: Carnage on July 10, 2012, 06:20:58 PM
i tryed it again and i found a way around that altough  i must save with another name lol dont know why bb 67 update 1 doesnt let me save directly and says that unable to write acess lol
I also get the unable to open write acces. How do you save under another name?

Quote from: Iwvi on July 10, 2012, 10:56:27 PM
I also get the unable to open write acces. How do you save under another name?
to save under another name... File > Save As

that easy lol
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For the person who was asking about this several pages back, I'm not sure if this helps, but the name of the perfect shield SFX is "JustShield."

The naming in smashbros_sound is so half-assed.

Hey BJ not a big deal really, but i crash alot when viewing Spiderman 1.5 moveset
Only the specials.
This is only while viewing with the model and motion files. Not urgent just something to look into after your break is over.

Post Merge: July 10, 2012, 11:43:14 PM

Quote from: SomeKindOfMetroid on July 10, 2012, 11:36:42 PM
For the person who was asking about this several pages back, I'm not sure if this helps, but the name of the perfect shield SFX is "JustShield."

The naming in smashbros_sound is so half-assed.


O.o i know right lol Thanks
Im not seeing it in the flags(offensive Collision) i may be over looking it lol

Quote from: Im not seeing it in the flags(offensive Collision) i may be over looking it lolIm not seeing it in the flags(offensive Collision) i may be over looking it lol

Well, I don't know anything about that, but are there any SFX IDs or something you can look for in the flags? Or is it just the names? If there's extra information like IDs, look that up for JustShield in smashbros_sound and maybe it'll show up in the flags.

Again, never done what you're talking about, so these are just generalized suggestions.

Quote from: SomeKindOfMetroid on July 11, 2012, 01:05:59 AM
Well, I don't know anything about that, but are there any SFX IDs or something you can look for in the flags? Or is it just the names? If there's extra information like IDs, look that up for JustShield in smashbros_sound and maybe it'll show up in the flags.

Again, never done what you're talking about, so these are just generalized suggestions.


lol i think its Just Impact though lol i see guess ill figure that out. somehow thanks alot.

Quote from: Carnage on July 10, 2012, 11:11:12 AM
bj after you open a fitxx.pac file directly lets say to replace an ext gfx and we try to save it says unable to open file for write acess well now sanji gets saved when editing the moveset but i cant replace gfx or actions  hardcoding since i cant save if i open a moveset file directly this happens before and after you save it on the model previewer

Found out something
if you use a random psa on the vault you open with lets say 65 and save its all good then you open the moveset on 67 and if you try to save it says unable to open file for write acess and if you try using the 65 again it will say the same thing if you try to save so bb 67 corrups something and doesnt let psa get saved if opened directly?
Save it twice, that happens alot to me, but it doesn't happened a second time after I click save again.
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Quote from: BlackJax96 on May 17, 2012, 11:05:22 PM
I live life on the EDDDGGGGEEEEE

Okay, so you can add subroutines through the right click menu.

But you can't SAVE them.

Quote from: Supreme Dirt on July 11, 2012, 03:32:15 AM
Okay, so you can add subroutines through the right click menu.

But you can't SAVE them.

You have to use an offset or subroutine event to link to it...

*technical stuff ahead*

Technically, they are written, but as long as there's no offset to them, Brawlbox can't get to them. It loads all the subroutines by looking through every single action in the moveset and remapping the offseted actions to one list called the subroutines. That way you don't need to input an offset to actually go them anymore.

Someone might wanna make a tutorial video of this.
The thing that pisses me off about Project: M the most is that Sheik's chain doesn't tether ledges anymore. WHY THE NERF? :/

Quote from: Haseyo on March 25, 2012, 06:34:20 PM
If only hacking Brawl paid bills.

Quote from: Kagemaru on July 11, 2012, 05:15:10 AM
Someone might wanna make a tutorial video of this.
Yes, this would be helpful for a PSA tutorial in BrawlBox video.