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Author Topic: Brawlbox Resources & History  (Read 3861066 times)
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namq
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    « Reply #11715 on: July 12, 2012, 03:44:21 PM »


    look again, he has his stuff lower down, around 285-287 to 291 if I remember correctly and thats no bug

    then I'm going to try to get an un-edited bowser.pac and save it in brawlbox (no changes, no edits) and load it ingame.  If it works then I'm not touching the timers in the specials.  Cause I'm almost done with my bowser so far.  (more than 5 hours editing him and still not done T_T).

    EDIT:

    Knew it O.o...  Rebuilding messed up bowser's side B, up B and down B.  Just tried it with an un-edited/fresh.pac and it still happened.

    EDIT 2:

    I believe it is a bug >.>
    « Last Edit: July 12, 2012, 04:09:43 PM by namq » Logged


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    « Reply #11716 on: July 12, 2012, 04:19:40 PM »


    then I'm going to try to get an un-edited bowser.pac and save it in brawlbox (no changes, no edits) and load it ingame.  If it works then I'm not touching the timers in the specials.  Cause I'm almost done with my bowser so far.  (more than 5 hours editing him and still not done T_T).

    EDIT:

    Knew it O.o...  Rebuilding messed up bowser's side B, up B and down B.  Just tried it with an un-edited/fresh.pac and it still happened.

    EDIT 2:

    I believe it is a bug >.>
    try to test it out ingame? <w<
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    namq
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    « Reply #11717 on: July 12, 2012, 04:22:53 PM »


    try to test it out ingame? <w<

    Ummm.... thats why I said it's a bug cause I did tried it ingame >.>

    EDIT:

    The report about me using a 5 hour heavy edited bowser and me saying the specials have a bug isn't a brawlbox error/bug (brawlbox crashing etc) it's a gameplay thing that brawlbox messed up.

    and same happened with the un-edited.pac rebuilded in brawlbox.
    « Last Edit: July 12, 2012, 04:24:20 PM by namq » Logged


    BlackJax96
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    « Reply #11718 on: July 12, 2012, 05:04:08 PM »


    Well despite the numerous bug reports...

    BJ, I enjoy this Brawl Box immensely. The PSA editor makes things SOOOOO easy. Flags used to be my biggest issue besides GFX but now Flags are uber easy. And whats more, I don't have to open 3 versions of BrawlBox and then Smash Attacks to make a moveset... I can do it all at the same time.

    Dude... I'm lovin this.  Thor was released early because of BrawlBox epicness Happy Face


    Thanks man, glad you like it.

    Another bug to report. A vBrawl Falco with any change at all made with no MotionEtc TStances at the victory screen and creates what I can only describe as a black void.

    He doesn't actually enter any of the victory subactions.

    His still works however, having no bugs.


    I might know what the problem is.



    and namq, for now, try adding a Nop event into 275, 276 and 278 entry. It'll probably fix it.
    It's probably even the same thing that's causing the problem above ^
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    « Reply #11719 on: July 12, 2012, 08:17:46 PM »


    i want to know how to make new moveset can anyone help plz
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    « Reply #11720 on: July 12, 2012, 08:18:54 PM »


    i want to know how to make new moveset can anyone help plz



    Here ya go
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    « Reply #11721 on: July 12, 2012, 08:19:09 PM »


    i want to know how to make new moveset can anyone help plz



    Go make a help thread Im srs here
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    namq
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    « Reply #11722 on: July 12, 2012, 08:27:04 PM »


    Deleted again previous post but a spoiler:
    Quote
    I will with the un-edited one, if it works then I'll do with my 5 hour heavy edited .pac :-)

    Edit:

    BlackJax96: Pardon me but :-(.  It did not worked.  I just opened again an "un-edited" bowser file, went to action scrips > and added "nop" to the actions and he is still having the bug.

    Edit 2:

    The even Prioritize change action ID I typed 5000 and it shows "1388" and in the "Enable status ID" event it shows "5000" as I intended.  Can be very confusing idk.  Also in the bit variable set event when I put 10 it shows "A" which is also confusing as you changed many hex to decimals.  Not a biggy but yeah.  Some values show that, and idk if using scalar messes things up as in scalar 10 = 10, in value sometimes 10 = A and in one even I got "10 = 16" in the end.

    Edit 3:

    Hmmm I cannot name a "null" sub action with an animation already used [That name is already in use".  In PSA that was not an issue hmmm.  But this isn't a bug is a brawlbox thing since the begging, a patch can fix this easy :-).

    BJ96:  The bone collision events in the previewer doesn't make the hurtboxes change colors to show what type they are (invincibility, intangible) and not even the Body collision event is changing all the hurtboxes.  Probably by august box of cupcakes (moveset editor) might be what you intend it to be :-).  Summer end is nearing, hopefully this fall brings new ideas and less heat :-).
    « Last Edit: July 12, 2012, 08:28:00 PM by namq » Logged


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    « Reply #11723 on: July 12, 2012, 08:39:26 PM »


    Edit the syntax, namq! Just throw an \unhex() in there! Don't report things that aren't bugs please.

    This thread has gotten pretty annoying lately and I don't want to think about Brawlbox right now.
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    « Reply #11724 on: July 12, 2012, 08:41:48 PM »


    Edit the syntax, namq! Just throw an \unhex() in there! Don't report things that aren't bugs please.

    This thread has gotten pretty annoying lately and I don't want to think about Brawlbox right now.
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    Can't let you do that BlowJay. I see what you did there ... Or can I?

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    « Last Edit: July 12, 2012, 08:50:23 PM by Alfadibika » Logged


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    « Reply #11725 on: July 16, 2012, 12:14:06 AM »


    Well, I managed to edit Sephy pretty deeply (with my limited but decent skills) but eventually got this when I tried to save.

    System.Collection.Generic.KeyNotFoundExcemtion: The given key was not present in the dictionary.
    at System.Collection.Generic.Sorted'2.get_Item(TKey Key)
    at BrawlLib.SSBB.ResourceNodes.MoveDefNode.OnRebuild(VoidPtr address, Int32length, Boolean force)
    at BrawlLib.SSBB.ResourceNodes.Rebuild(VoidPtr address, Int32length, Boolean force)
    at BrawlLib.SSBB.ResourceNodes.ARCNode.OnRebuild(VoidPtr address, Int32length, Boolean force)
    at BrawlLib.SSBB.ResourceNodes.ResourceNode.Rebuild(VoidPtr address, Int32length, Boolean force)
    at Brawl.SSBB.ResourceNodes.ResourceNode.Rebuild(Boolean force)
    at Brawl.SSBB.ResourceNodes.ResourceNode.Merge(Boolean forceBuild)
    at System.Windows.Forms.ModelMovesetPanel.SaveMovese t()
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    « Reply #11726 on: July 16, 2012, 12:51:48 AM »


    There's a problem with Wav.FromFile()
    It just casts the RIFFHeader on top of the filemap, assuming the datachunk is the second chunk. When this isn't the case it gets the wrong data chunk size and the wrong samples and then everyone dies.
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    « Reply #11727 on: July 16, 2012, 10:22:41 AM »


    Stage Module Converter
    I wrote a version of the stage module converter that can integrate with BrawlBox. Do you want to put it in?
    I think it would be convenient for a lot of people, since they could take .rel files that many stage makers include with their stages and change those (already-edited) .rels to go over another stage.
    When you use it as part of BrawlBox, clicking "Okay" loads it into a temporary file and loads that into BrawlBox as a .rel file.
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    « Reply #11728 on: July 16, 2012, 11:29:27 AM »


    You should be able to change what animation plays in a Sub Action. I'm making a PSA right now and I'm trying to do that so when he taunts, he can look at the screen regardless of which direction he's facing. Opening the file in PSA does not work anymore....
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    « Reply #11729 on: July 16, 2012, 11:43:34 AM »


    Didn't notice the thread reopened o.o
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