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Author Topic: Article Floating Point Editor "Update"  (Read 15055 times)
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PPXEXE
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    « Reply #15 on: January 03, 2012, 10:24:11 AM »


    Pretty much, this program simplifies Article editing. Before you would have had to use some type of hex editing program to do something simple like increase the size of Samus Charge Beam, or Slow down Falco's lasers. Which would had before taken a lot of digging to get your desired results, and now it can be done in a snap.
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    DoctorFlux(Mariodk)
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    « Reply #16 on: January 03, 2012, 10:39:01 AM »


    you can also know get a article like mario´s Fludd to be on HeadN bone instead of HipN bone now alot easyer?
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    PPXEXE
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    « Reply #17 on: January 03, 2012, 11:02:40 AM »


    Can You now get Mario's Fludd Article on the HeadN Bone now, instead of the HipN a lot easier now?

    No, This doesn't move the article from bone to bone, only edits the current article. But that's a great idea, i'll see if Shyguy will add the feature.

    Any other ideas to help improve the FPE will be welcomed.
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    DoctorFlux(Mariodk)
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    « Reply #18 on: January 03, 2012, 11:15:24 AM »


    make the GUI alot easy and maybe like as PSA so it feel like you PSAing a char. but here you PSAing a article  
    so it can be PSA just for floating points/articles
    « Last Edit: January 03, 2012, 11:21:33 AM by MarioDK » Logged

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    TheShyGuy
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    « Reply #19 on: January 03, 2012, 02:22:37 PM »


    that gui is pretty easy to use, not sure how its not. But how is it not? You simply open a file, and edit the values. Anyways, yeah you can change marios fludd attachment bone. Its part of the articles floating point - which bone it attaches to. You can do it with any character when an article is anchored to a specific bone. Itd be pointless to make it look like psa because its meant to be a simple program, making it like psa would destroy the point.
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    KingJigglypuff
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    « Reply #20 on: January 03, 2012, 07:07:48 PM »


    >.>
    <.<
    This may be out of the question...but...
    Maybe try to merge PSA and the Article Floating Point Editor?
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    PPXEXE
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    « Reply #21 on: January 03, 2012, 07:09:08 PM »


    that's not happening.....lol, i've talked about the idea before
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    Spex130
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    « Reply #22 on: January 03, 2012, 07:20:54 PM »


    I don't know if this has been asked, but how exactly would you change the an Article's bone anchor using the AFPE?
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    PPXEXE
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    « Reply #23 on: January 03, 2012, 07:41:16 PM »


    I don't know if this has been asked, but how exactly would you change the an Article's bone anchor using the AFPE?

    You currently can't do that with this program, maybe a future version will though.
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    « Reply #24 on: January 03, 2012, 08:55:28 PM »


    yeh, you can. I just said you did. As long as the article is anchored to a bone -actually i cant remember if you can change it if its not anchored. -- Its been a long time since i did a psa, so i cant remember if  all articles  anchor to a bone or if it matters if it did in the first place. But if you wnna change the bone, just change it like any other floating point(dont forget to change the edit value to integer--thats important).  If  you wanna add your own offsets, go inside the customfloatingpoint.txt file and add it.

    Ex.

    -you  figured out links bow anchors to his left hand bone.
    -its offset is 1234C(not really), default value is 67(not hex)

    open up the customfloatingpoints.txt

    and do this:
    ------------------
    Code:
    [char]
    Link
    [table]
    Bow
    [Data]
    1234C |  67 | links bow bone
    --------------------
    Notes*
    -data splitter is a new line per data row
    -row data splitter is a '|' char
    -layout of data is : 
    Code:
    offset(hex) | default value | description

    -layout of character is:

    Code:
    [char] (this is a tag, you have to include this on one line)
    ###char Name###
    [table](table tag)
    ###table Name this data belongs in###(can be anything you wnna define the table data as
    [data](table data tag)
    #offset#(in hex) | #default value# | #description#

    In order to change the articles bone anchor, simply go to its offset inside the AFPE, change the edit value to integer, and then change the numeric up/down control  value to your bones index(not in hex). 

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    PPXEXE
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    « Reply #25 on: January 03, 2012, 08:58:11 PM »


    @ Shyguy- I'm so sorry master, please stop. (Whack) Ouch, please it hurts....

    On-Topic:

    Please add the Found article bones here on the thread please, I can add them to the FPE later.
    « Last Edit: January 03, 2012, 09:01:02 PM by PPXEXE » Logged

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    TheShyGuy
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    « Reply #26 on: January 03, 2012, 09:02:10 PM »


    Please add the Found article bones here on the thread please, I can add them to the FPE later.
    lol

    ...i is bored...working on a simple scrolling shooter for the competition.  I got the whole thing outlined already.

    --(response to below)--might get on in a few mins, not on my laptop atm

    yeh, just post them here and we'll(ppxexe) will update the txt files for you guys. This way, if people are trying to  figure out some  values, and do, others wont have to also figure out what they are.


     
    « Last Edit: January 03, 2012, 09:05:36 PM by TheShyGuy » Logged

    PPXEXE
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    « Reply #27 on: January 03, 2012, 09:04:08 PM »


    Y u No C0m3 2 Ch4T
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    Spex130
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    « Reply #28 on: January 03, 2012, 09:10:36 PM »


    I'm so sorry master, please stop. (Whack) Ouch, please it hurts....

    lol.


    So, Shyguy.

    Say I found Link's left hand is bone index 25. In hex that would be 19, correct?

    It would be:

    [char]
    ###link###
    [-Table-]
    ###bow###
    [Data]
    19 |  25 | Link's Bow Bone

    Then I would go to the offset (19), change to integer (25), and then change at will, right?

    Would I need to do anything after that? Like, change back to hex or anything?
    « Last Edit: January 03, 2012, 09:13:33 PM by Spex130 » Logged


    TheShyGuy
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    « Reply #29 on: January 03, 2012, 09:26:16 PM »


    yes 25(not hex) is 19 in hex.

    But the outline would be:

    [char]
    Link(no need for ####)
    [table##](strict tag, dont add a '-' or '#',these tags are strict..... ohh i see.)
    Bow
    [Data]
    offset | 25 | Links Bow bone

    you dont know what the offset to that bone in the data is. Offset is where in the file, is the value 25(19 hex), that represents links bow hand.



    this is his actual bone offset value in hex is 2671C so heres how its would look in the text

    [char]
    Link
    [table-]
    Bow
    [data]
    2671C | 67  | bone that  the bows attached to

    If you wanna move that now, change the value to any other bone index(with the edit value radio button on integer). Your changes immediately change the edited file and your shown the new value from the file. Once you change it, simply use the new and edited link.pac and put it in brawl. Youll see that his bow is anchored to different bone.


    edit: the only times your going to need a hex calculator or know hex  is for the data offset for the text files, if your going to add or edit any. If not, then dont worry about it.
    « Last Edit: January 03, 2012, 09:29:11 PM by TheShyGuy » Logged

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