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Author Topic: Brawlbox Resources & History  (Read 4508134 times)
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StupidMarioFan1
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    « Reply #11625 on: July 11, 2012, 10:30:38 AM »


    i kinda understand where SMarioFan comes from, since BJ was all like this will be the cleanest version! no bugs at all when release!
    and then we find a whole page of bug/error reports...
    im not ungratefull, and not justifying anything, just understanding...
    Thanks jokekid, that is what I was trying to say, I never meant to be rude. Well since importing doesn't have any errors, I'll start using v0.67, I'm taking that PSAing is where the problems are at correct?
    Logged

    I make YouTube videos, SM64 hacks, Brawl Hacks (obviously), NSMBW hacks, and GoldenEye 007 Mods. I also have a short attention span and tend to switch around a lot and put things on hold. But when I do finish things, 95% of the time I gave 120% effort, the other 5% of the time I give 100% effort.

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    « Reply #11626 on: July 11, 2012, 10:33:18 AM »


    Does anyone know if you can rename the PSA attacks? I've changed some of Marth's attacks from SpecialS2Hi and stuff to different names in the animations so I know what they are... but I seem to be unable to change the names in the PSA part on .67  and whats more, I can't open the fitmarth.pac in PSA to do it that way so.... yeah...

    Is there a way to fix it or am I going to have to chaange the animation names back?

    Not a huge issue, just a small annoying one.

    Edit: Also my FitMarth.pac doesn't seem to be registering in Brawl... >_>;
    « Last Edit: July 11, 2012, 10:37:14 AM by Kagemaru » Logged

    The thing that pisses me off about Project: M the most is that Sheik's chain doesn't tether ledges anymore. WHY THE NERF? :/

    If only hacking Brawl paid bills.

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    « Reply #11627 on: July 11, 2012, 11:08:42 AM »


    Does anyone know if you can rename the PSA attacks? I've changed some of Marth's attacks from SpecialS2Hi and stuff to different names in the animations so I know what they are... but I seem to be unable to change the names in the PSA part on .67  and whats more, I can't open the fitmarth.pac in PSA to do it that way so.... yeah...

    Is there a way to fix it or am I going to have to chaange the animation names back?

    Not a huge issue, just a small annoying one.

    Edit: Also my FitMarth.pac doesn't seem to be registering in Brawl... >_>;
    havent tryed that but in the subaction the animation name must be the one you want on the motionetc that always worked so far
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    Kagemaru
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    « Reply #11628 on: July 11, 2012, 11:13:31 AM »


    I knew that much, but in the old PSA you could change the subaction name in PSA.

    The reason why that was important to me was because I changed some of the animation names in Marth's regular motion pac so that I could identify them without having to see what they were. But its no issue now... I'll just have to bite the bullet and do it the hard way.

    Anywhoo...

    When someone figures out how to make a FitCharacter.pac that was edited in this version BB work on brawl.... lemme know.  Because anything I do with this BB  besides change some animations doesn't register in Brawl.
    Logged

    The thing that pisses me off about Project: M the most is that Sheik's chain doesn't tether ledges anymore. WHY THE NERF? :/

    If only hacking Brawl paid bills.

    Leeon09
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    « Reply #11629 on: July 11, 2012, 11:22:35 AM »


    I knew that much, but in the old PSA you could change the subaction name in PSA.

    The reason why that was important to me was because I changed some of the animation names in Marth's regular motion pac so that I could identify them without having to see what they were. But its no issue now... I'll just have to bite the bullet and do it the hard way.

    Anywhoo...

    When someone figures out how to make a FitCharacter.pac that was edited in this version BB work on brawl.... lemme know.  Because anything I do with this BB  besides change some animations doesn't register in Brawl.

    You have to open the FitCharacter.Pac file in BB. Not the Model or motion.pac

    basically when you open BB open up the moveset file and you can rename them like if you were adding or renaming animations.
    Logged

    BlackJax96
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    « Reply #11630 on: July 11, 2012, 11:27:49 AM »


    I did make Brawlbox as glitch free as possible, but I wasn't talking about the moveset editor and rebuilder. It is a bit rude to think that I didn't at least try. It's a completely new thing, did you actually expect it to be perfectly glitch free? Im srs here

    If you find an error:
    1. Tell me exactly what you were doing.
    2. Give me the file you were working with to make it easier to fix the bug.
    3. Post the error code.

    Do that on a daily basis and Brawlbox will soon become glitch free.


    You guys gotta help a bro out! I can't fix anything when you tell me it won't save. You gotta be absolutely specific.

    Notice that people reported bugs in the past few pages with at least one of the 3 things above and their bug reports were fixed in the update.

    If you guys can do that, I'll think about making another bugfix update. But I want all the bugs reported properly!

    I knew that much, but in the old PSA you could change the subaction name in PSA.

    The reason why that was important to me was because I changed some of the animation names in Marth's regular motion pac so that I could identify them without having to see what they were. But its no issue now... I'll just have to bite the bullet and do it the hard way.

    Anywhoo...

    When someone figures out how to make a FitCharacter.pac that was edited in this version BB work on brawl.... lemme know.  Because anything I do with this BB  besides change some animations doesn't register in Brawl.

    What do you mean "doesn't register"? Freeze? Nothing happens?
    Logged

    Albafika
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    « Reply #11631 on: July 11, 2012, 11:31:30 AM »


    Uh, do you want me to re-test everything again? I thought I was pretty detailed on my glitch report. I want it fixed so I can finish Tifa, but I also want Ikaros' progress. Bargh! @_@

    What do you mean "doesn't register"? Freeze? Nothing happens?
    He means that the game loads Marth's PSA, and doesn't reads the edited one he added to his SD.
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    « Reply #11632 on: July 11, 2012, 11:33:04 AM »


    Uh, do you want me to re-test everything again? I thought I was pretty detailed on my glitch report. I want it fixed so I can finish Tifa, but I also want Ikaros' progress. Bargh! @_@

    XD
    Just pm me the file(s) you were using, that's the last thing I need.
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    Kagemaru
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    « Reply #11633 on: July 11, 2012, 11:53:38 AM »


    Yeah what Alba said.

    The game reads as Marth's Default moveset. The animations are fine. But apparently its not loading the PSa. It doesn't freeze or anything but its like its not there. Do you want me to send you the FitMarth.pac?
    Logged

    The thing that pisses me off about Project: M the most is that Sheik's chain doesn't tether ledges anymore. WHY THE NERF? :/

    If only hacking Brawl paid bills.

    namq
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    « Reply #11634 on: July 11, 2012, 11:53:57 AM »


    I did make Brawlbox as glitch free as possible, but I wasn't talking about the moveset editor and rebuilder. It is a bit rude to think that I didn't at least try. It's a completely new thing, did you actually expect it to be perfectly glitch free? Im srs here

    If you find an error:
    1. Tell me exactly what you were doing.
    2. Give me the file you were working with to make it easier to fix the bug.
    3. Post the error code.

    Do that on a daily basis and Brawlbox will soon become glitch free.


    You guys gotta help a bro out! I can't fix anything when you tell me it won't save. You gotta be absolutely specific.

    Notice that people reported bugs in the past few pages with at least one of the 3 things above and their bug reports were fixed in the update.

    If you guys can do that, I'll think about making another bugfix update. But I want all the bugs reported properly!

    What do you mean "doesn't register"? Freeze? Nothing happens?


    Just as the master order!

    Code:

    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)
       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
    ----------------------------------------

    ************** 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.


    Everyone should get their error reports like this heh, it's more profitable for BJ96 Cheesy

    *Fresh FitKoopa.pac*  -camtasia studio-

    Yeah what Alba said.

    The game reads as Marth's Default moveset. The animations are fine. But apparently its not loading the PSa. It doesn't freeze or anything but its like its not there. Do you want me to send you the FitMarth.pac?


    My Brawlbox moveset editing are not having any problems when loaded in brawl, I don't know what many people here are talking about O.o
    « Last Edit: July 11, 2012, 11:55:11 AM by namq » Logged


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    « Reply #11635 on: July 11, 2012, 11:56:14 AM »


    Found a VERY serious bug.

    I cannot use external commands in subroutines. It just sets the value of the subroutine to "null". I have to open the pac in PSAmod and set the offset of the subroutine.
    Logged

    BlackJax96
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    « Reply #11636 on: July 11, 2012, 12:02:04 PM »


    Just as the master order!

    Code:

    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)
       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
    ----------------------------------------

    ************** 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.


    Everyone should get their error reports like this heh, it's more profitable for BJ96 Cheesy

    *Fresh FitKoopa.pac*  -camtasia studio-

    My Brawlbox moveset editing are not having any problems when loaded in brawl, I don't know what many people here are talking about O.o


    lol ok I did bump into that error myself. I will fix it.
    and LOL nice gif there.

    Found a VERY serious bug.

    I cannot use external commands in subroutines. It just sets the value of the subroutine to "null". I have to open the pac in PSAmod and set the offset of the subroutine.


    I don't see how that's completely serious as you can get the external code by opening Fighter.pac and copying that code and pasting it into your code, but I'll fix it.

    Yeah what Alba said.

    The game reads as Marth&#039;s Default moveset. The animations are fine. But apparently its not loading the PSa. It doesn&#039;t freeze or anything but its like its not there. Do you want me to send you the FitMarth.pac?


    I am 99.99% sure that's not Brawlbox's fault.
    If the file was at least read, then the game would freeze if anything was wrong.
    Logged

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    « Reply #11637 on: July 11, 2012, 12:11:57 PM »


    Its not reading the file though. o.o

    Edit: dunno what it was... but it works now. *shrugs*
    « Last Edit: July 11, 2012, 12:19:54 PM by Kagemaru » Logged

    The thing that pisses me off about Project: M the most is that Sheik's chain doesn't tether ledges anymore. WHY THE NERF? :/

    If only hacking Brawl paid bills.

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    « Reply #11638 on: July 11, 2012, 01:02:36 PM »


    Hey, Namq. How'd you make that GIF?

    EDIT: This is the lucky page of the thread.
    « Last Edit: July 11, 2012, 01:03:49 PM by SmashClash » Logged

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    « Reply #11639 on: July 11, 2012, 01:03:38 PM »


    Its not reading the file though. o.o

    Edit: dunno what it was... but it works now. *shrugs*

    thats something with gecko(if you're using it) or the sdcard itself. I have that issue every now and then. It only partially read the codes so i had textures with no movesets. just gotta leave game and take sd card out and redo it i believe.
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