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Author Topic: Brawlbox Resources & History  (Read 4589126 times)
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Segtendo
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    « Reply #11805 on: July 22, 2012, 09:30:36 AM »


    Planning to release tomorrow. >.>
    Dude. You work FAST. Is that your middle name?
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    « Reply #11806 on: July 22, 2012, 11:10:33 AM »


    Hey BJ, does CLR0 work in model previewer and have you figured out its flags? (Well you said nothing is unknown anymore, so I guess yes.)

    Also, when you decide to add STDT support, I will never need to use the Modset version again! Cheesy
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    BlackJax96
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    « Reply #11807 on: July 22, 2012, 11:15:42 AM »


    Hey BJ, does CLR0 work in model previewer and have you figured out its flags? (Well you said nothing is unknown anymore, so I guess yes.)

    Also, when you decide to add STDT support, I will never need to use the Modset version again! Cheesy

    CLR0 doesn't work in the preview cuz of lack of shader support, which it passes through.
    And yeah I know all the CLR0 flags.

    also nice 666th post

    Dude. You work FAST. Is that your middle name?

    Maybe
    « Last Edit: July 22, 2012, 11:20:13 AM by BlackJax96 » Logged

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    « Reply #11808 on: July 22, 2012, 11:34:12 AM »


    What each STDT value does can only be determined by testing, correct?
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    « Reply #11809 on: July 22, 2012, 11:49:59 AM »


    CLR0 doesn't work in the preview cuz of lack of shader support, which it passes through.
    So when do you think you'll crack the shaders for the model viewer? Hopefully by then there'll be less trial and error when making imports. Smiley
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    « Reply #11810 on: July 22, 2012, 11:57:29 AM »


    So when do you think you'll crack the shaders for the model viewer? Hopefully by then there'll be less trial and error when making imports. Smiley

    I don't need to "crack" it, I just need to rewrite pretty much everything that uses OpenGL.
    That will be very time consuming Im srs here
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    « Reply #11811 on: July 22, 2012, 12:06:43 PM »


    how many flags are they in pad1/2?

    any flags like "always on the ground" (strects down to the ground even if you have jumped) or "always centered in the stage?" <w<

    cause I have some thoughs and ideas
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    « Reply #11812 on: July 22, 2012, 12:17:09 PM »


    how many flags are they in pad1/2?

    any flags like "always on the ground" (strects down to the ground even if you have jumped) or "always centered in the stage?" <w<

    cause I have some thoughs and ideas

    Nope, I posted all the flags already.
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    « Reply #11813 on: July 22, 2012, 12:37:38 PM »


    So when you're posting the new version of BB, it won't be in the middle of the night for Europeans hopefully?

    Also, I've started to map out the non-float values in STPM for the different stages.

    EDIT: Ok, I survived my postcount xD
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    « Reply #11814 on: July 22, 2012, 12:48:09 PM »


    So when you're posting the new version of BB, it won't be in the middle of the night for Europeans hopefully?

    Who knows Awesome Face

    Atm I'm practically re-writing CLR0 (it was all wrong) and am finishing up SCN0 camera entries.

    Also, there are some minor flags in CHR0 and SRT0 that weren't correct... I've fixed the SRT0 ones but I'm hesitant to edit CHR0 because it seems to work right. I'll release v0.67b and then test CHR0 a bit after.
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    « Reply #11815 on: July 22, 2012, 01:11:17 PM »


    So when you're posting the new version of BB, it won't be in the middle of the night for Europeans hopefully?
    One problem with that, it'll still be the middle of the night for some people since there are brawl hackers around the world. -_-
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    « Reply #11816 on: July 22, 2012, 01:20:17 PM »


    One problem with that, it'll still be the middle of the night for some people since there are brawl hackers around the world. -_-

    Well yeah, there's Hawaii, Asia and Australia. I guess that was a bit ego of me to say Tongue
    What each STDT value does can only be determined by testing, correct?
    Unless we crack the module files (Which by the way is the host of the STDT values), yes, we have to test to figure out. That's why we have your STDT collab thread, right?
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    « Reply #11817 on: July 22, 2012, 02:38:49 PM »


    One question, what does the REFF seem to do/do?
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    « Reply #11818 on: July 22, 2012, 02:49:05 PM »


    One question, what does the REFF seem to do/do?
    almost anything, like a PSA to the external effects like movement, color ect
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    « Reply #11819 on: July 22, 2012, 02:53:53 PM »


    almost anything, like a PSA to the external effects like movement, color ect
    Oh, ok! That sorta explains it. But I get the jist.
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