Let's look into Module Fíles (.rel) - Defensive Collision is now!

Started by pikazz, May 04, 2012, 12:58:26 PM

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Quote from: ds22 on September 20, 2012, 09:31:36 AM
It's because those modules have to be loaded into memory all the time, as they contain the general information to get the game actually running.
that makes me wonder what happen if we change Sora_Melee.rel but we leave Miscdata[11] untouched and vise verca. I wonder which file is the "priority"
Stupid Tinypic :C

The common2, 3 and 5 files always take priority, as for the common and common4 files, they are probably used for character transformation sequences, as the motion files located in them are of characters who transform by unloading and loading different motion files (except Kirby, of which I don't why he has a duplicate of his motion file in the common files).

Also, common files differ somewhat between NTSC and PAL, but that's a different subject altogether...

PW. i was able to parse the stuff successfully.
Seems like that number you called scope can be used to link up the interface list to the methods....but sometimes there are missing values....
Does that make sense to you?

*reviving this thread*

I found out something awesome and should be pretty easy to do
http://forums.kc-mm.com/index.php?topic=53327.0

those hitboxes seems not be stored on a special way instead for the otherones in other stages.
I get a feeling it's around 10 lines to code that hitbox. either in Sora_Melee or in the stage module itself

EDIT: been fooling around in REL and made 2 things! one by my thoughs and one by mistake!

first one! I made that final destination loads 5 modeldatas instead for the original 4! meaning that you can put something in the modeldata instead for make it share in on the other Modeldata!
Pics~
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next thing I doing which is stage is to make the spring act like a spring!
but I know I can't do that for the moment, I need to know first how add functions and add methods to the REL file!

PW, if you watching this I would like need your help D:

The second one! I tried to make the jigglypuff rel load a collusion data! (that gives him walls of shield and a floor which opponent can stand on)
but I got this:

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he is acting like a ghost, you can't push him by simply walk into him! you walk right through him!
but he still can be attacked and attack!
Stupid Tinypic :C

Quote from: pikazz on November 12, 2012, 11:21:51 PM
EDIT: been fooling around in REL and made 2 things! one by my thoughs and one by mistake!

first one! I made that final destination loads 5 modeldatas instead for the original 4! meaning that you can put something in the modeldata instead for make it share in on the other Modeldata!
Pics~
Sorry but you are not allowed to view spoiler contents.

Finally more ModelDatas in FD :happy:
3DS FC: 5370-0958-4818
Wii U NNID: Doraleus

find something instresting and yet unbelievable at first.
in ALL rels, in the object section after the names, it's something that "starts" at 00 20 AF 30 and to the end of the section is the EXACTLY the same in ALL Rels!
exactly the same hex, exactly same ledght and it's always 18C0 long!
ALWAYS.

found this wierd, looked at 9 RELS (including Sora_Melee, Stages and Character) and they all had it.

believe it's important "Filler" or something like that the polygon in MLD0 must be on a 0x20 0x40, 0x60 ect
Quote from: Sky Grounder on November 13, 2012, 07:54:47 AM
Finally more ModelDatas in FD :happy:
it is! x3
Stupid Tinypic :C

If that section is the same on ALL modules, shouldn't we overlook it and look into what is different?

Also, if you could tell a bit about what you know about the modules, I could maybe start helping figuring stuffz out.
That is, if I can get back into brawl hacking :srs:
3DS FC: 5370-0958-4818
Wii U NNID: Doraleus

okay, this is sad!
I know how to edit hitboxes on stationary stages completely!
and I know how they are stored (not sure but possible) and how to add it to another stage!
but, now I am stuck! all I get is the object is outside the index, there is something I miss to edit but where :c

Quote from: Sky Grounder on November 13, 2012, 04:43:57 PM
If that section is the same on ALL modules, shouldn't we overlook it and look into what is different?

Also, if you could tell a bit about what you know about the modules, I could maybe start helping figuring stuffz out.
That is, if I can get back into brawl hacking :srs:
it's very hard to describe D: and my lack of english grammar makes it worse!
Stupid Tinypic :C

Quote from: pikazz on November 14, 2012, 09:16:43 PM
okay, this is sad!
I know how to edit hitboxes on stationary stages completely!
and I know how they are stored (not sure but possible) and how to add it to another stage!
but, now I am stuck! all I get is the object is outside the index, there is something I miss to edit but where :c
it's very hard to describe D: and my lack of english grammar makes it worse!
pikazz you need to figure this out so all stages can get an update with hitboxs xD imagine a safron city with pokemons that attack you  , so many memories :P
Sorry but you are not allowed to view spoiler contents.

scratch that about I said I was sure, but I am almost there! I can almost sniff it!
I have found like 5-6 functions about hitboxes in Stage Builder Rel, one of them stood out so I will try that one!

also, I found out where to change "how many targets you need to brake in Break the Targets to complete"
Quote from: Carnage on November 14, 2012, 09:24:38 PM
pikazz you need to figure this out so all stages can get an update with hitboxs xD imagine a safron city with pokemons that attack you  , so many memories :P
that would be awesome but alot of work.
but the only thing I know right now is stationary hitbox like spikes! that means it's ALWAYS there, doesn't disappear or only for seconds. always there.
and you can only have one effect at time for now, meaning pokemon attacks with diffirent elements would be impossible for now D:
Stupid Tinypic :C

Quote from: pikazz on November 14, 2012, 09:29:56 PM
scratch that about I said I was sure, but I am almost there! I can almost sniff it!
I have found like 5-6 functions about hitboxes in Stage Builder Rel, one of them stood out so I will try that one!

also, I found out where to change "how many targets you need to brake in Break the Targets to complete"that would be awesome but alot of work.
but the only thing I know right now is stationary hitbox like spikes! that means it's ALWAYS there, doesn't disappear or only for seconds. always there.
and you can only have one effect at time for now, meaning pokemon attacks with diffirent elements would be impossible for now D:
couldnt you comect the hitboxes to a bone? or an independant object?
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Quote from: Carnage on November 14, 2012, 11:23:00 PM
couldnt you comect the hitboxes to a bone? or an independant object?
nah, the hitboxes attachs to collusion, meaning it can't be on a bone.
but you can animate the collusion with be bones xD
Stupid Tinypic :C

Quote from: pikazz on November 15, 2012, 09:48:04 AM
nah, the hitboxes attachs to collusion, meaning it can't be on a bone.
but you can animate the collusion with be bones xD
then you can make the hitbox go away by making the object with the collision banish? like for example we make a platform disapear?
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pretty much, if u make the bone scale to 0,0,0   there will be no hitbox/collision till its back to 1.  if this can be done to FD.. then i can finally remake some stages of mine to have hit box's :P
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Quote from: DSX8 on November 15, 2012, 11:24:21 AM
pretty much, if u make the bone scale to 0,0,0   there will be no hitbox/collision till its back to 1.  if this can be done to FD.. then i can finally remake some stages of mine to have hit box's :P
peach castle bullet bill is my first tough xD  and my second and favorite stage ever safron city with damaging pokemons where you cant touch them unless its chancey :P
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