- — File Parsing Boot Camp — - (Some file structures added)

Started by Xiggah, January 24, 2012, 06:26:26 AM

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ok...
so I've put a message in my template:
"if_you_are_seeing_this_contact_me(Tcll5850)_immediatly"

I couldn't use proper punctuation as I put it over a var :P

but you will see it if you have data for the unknown list offsets. ;)
(I'll post an img of what you'll see once I release)

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

Your template, eh? I do a fine job of finding the Brawl files I'm looking for, so I'd be great at helping. I eagerly await your template.

Quote from: Xiggah on January 28, 2012, 07:30:06 PM
Your template, eh? I do a fine job of finding the Brawl files I'm looking for, so I'd be great at helping. I eagerly await your template.
yeh...
I'm only 3 TODO's away from an excelent release though ;)
(right now it's only decent)

1 - implement a better method for reading from the resource groups
2 - update the vertex colors to the current method (should look like the vector groups)
3 - implement a mature method for reading from the TEV structures
(currently just reading a specified count for the registers)

but that's all :D

I hated restructuring the MDL0 map the most D:

but yeh...
I can pretty much call this thing done for a decent release :)
now if I can get to a compy with net XD
(wish the wii could UL) >_<

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

I can't wait, especially if it helps Brawl's mdl0 format a bit. One hunch I have is to search that Trace trophy, that misrendered trophy is just asking for an examination.

Quote from: Xiggah on January 28, 2012, 08:05:47 PM
I can&#039;t wait, especially if it helps Brawl&#039;s mdl0 format a bit. One hunch I have is to search that Trace trophy, that misrendered trophy is just asking for an examination.
IKR XD
it's bugging me too :D

I've never seen an MDL0 with that many primitives before >_>

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

just found a small (nothing to worry about) problem with my template...

while reading the registers,
instead of the register being called "BP_MASK", the register will take on the name of the child register...

so you'll end up having:
BP "KSEL[7]"
  BP "KSEL[7]"

the first register is really the mask >_>

again... nothing big...

I have work to do on the section anyways so... blah...

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

well I'm at least doing something IK I can do before releasing my template...

I'm UD-ing the color values to read based on the format...

UUGH!!!
I have to decode RGB565/RGB5A3 data again DDX
I HAAATE that format...
but at least that's the one I got working in my REFT viewer >_>
(it's CMPR that never got finished) DX

anyways...
you should be able to see the actual color values in the structure before the values...

eg:
----Color R,G,B,A = ( 255 , 255 , 255 , 255 )

and also...
unlike the vectors that only parse the first vector,
I'm parsing all the colors as the most I've seen was near 50...
(shouldn't affect the template load time by much at all)

EDIT:
wait...
I got that mixed up...
5+6+5 = 16

I was thinking of RGB5/RGB4A3
(the 16th bit declares the format)

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

I'm currently running tests on different MDL0's and adding extra display data...
(just so you don't have to open the header to see the data)

so far I've had no errors :happy:

and I've changed the "Is_XYZ" data in the vectors back to "has_bounds"

so now that's displayed for Verts, Normals, and UV's.
(all 3 use the same structure)

I've added alot of (but not all) support for float values...
(can't use Design mode to edit my template (have to copy/paste the text))

all that's left on my TODO list is a better method for the Resource Groups, and reading the register data correctly...
(also have to look into the unknown data)

all in all...
this release is about 94% ready =D

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

Tcll, for a second there I was trippin' ballz n thought this was one of your threads. :srs:
Maybe you should let someone else post. :P

Quote from: BlackJax96 on January 29, 2012, 01:52:24 AM
Tcll, for a second there I was trippin&#039; ballz n thought this was one of your threads. :srs:
Maybe you should let someone else post. :P
lol...
it's been "my" thread for nearly all day :srs:
(nobody's posted)

yeh...
sry for multi-posting though... heh [/bamf]

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

all night and no reply :srs:

anyways...
in the material header...
has anything been figured out about the P4 and P6 offsets??

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

Quote from: Tcll on January 29, 2012, 12:40:22 PM
all night and no reply :srs:
Well you're mostly talking about MDL0, and MDL0 is so freaking advanced/complicated, so most people don't know much about. That's why they don't reply much.
Thus you always talk about your template :srs:
3DS FC: 5370-0958-4818
Wii U NNID: Doraleus

Quote from: Skyward Grounder on January 29, 2012, 01:46:53 PM
Well you're mostly talking about MDL0, and MDL0 is so freaking advanced/complicated, so most people don't know much about. That's why they don't reply much.
Thus you always talk about your template :srs:
alright... I'll give ya that then... heh...

and yea...
I'm talking about my template because it's now 96% ready for release :D
(just have a few more things to declare and redefine)

I'll talk more about other stuff when I finish my template ;)

actually... I'll be talking more about UMC development ideas,
but I'll try to keep that more directed to my thread...
(nobody seems to have any ideas to offer though) >_>
^just want to know what to implement to make a decent release is all...

EDIT:
98% ready ;D

just have a little on materials, textures, and pallets to finish

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

hey Xiggah...
I think I've just looked upon something that's delayed my template...

in the shader (material data) you have the texture clamps and texture matrices...

first off...
I think I have the texture clamps correct in their read order as the data seems to fit...
here's the structure I'm going by:
Angle = f32()
MaxX = f32()
MaxY = f32()
MinX = f32()
MinY = f32()

Min# and Angle are always 0 in the MDL0's I've tested...

anyways...
the texture matrices don't seem to fit the layout >_>

here's what I have:
unk1,unk2,unk3,unk4 = f32(),f32(),f32(),f32()
matrix = mtx_3x4()

I'm getting NAN values that look like they should be:
v1 = s16()
v2 = u16()

note: those values appear randomly throughout the layout...


you can read the brbx src better than me...
so I ask:
what is the proper data layout for both of them??

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

Quote from: Skyward Grounder on January 29, 2012, 01:46:53 PM
Well you're mostly talking about MDL0, and MDL0 is so freaking advanced/complicated, so most people don't know much about. That's why they don't reply much.
Thus you always talk about your template :srs:

I know, we could always talk about your event match files. That sounds interesting to look into.