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Author Topic: BrawlBox v0.78  (Read 635958 times)
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uyjulian
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« Reply #375 on: December 23, 2014, 05:29:13 PM »


I guess it's time that the newer BrawlBox programs should be released this week.
https://github.com/libertyernie/brawltools

stop complaining, last update was 2 days ago (as of this post)
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Brandondorf9999
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    « Reply #376 on: December 23, 2014, 05:32:58 PM »


    https://github.com/libertyernie/brawltools

    stop complaining, last update was 2 days ago (as of this post)

    It's not a complaint, it's a mind thing I thought about when it should be here. I will have to try to compile it myself since I have Visual Basic on my computer. If it compiles the correct way, I will post it here.
    « Last Edit: December 23, 2014, 05:34:42 PM by Brandondorf9999 » Logged

    BlackJax96
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    « Reply #377 on: December 23, 2014, 06:04:39 PM »


    If it compiles the correct way, I will post it here.

    And if you do, I will warn you. This is literally a warning warning.

    We choose to release when we do because we feel that the program is in a stable enough state for everyone to use, and it's none of your business posting an incomplete build here like some kind of hero. It's our work, not yours, and we will release it when it is ready.
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    uyjulian
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    « Reply #378 on: December 23, 2014, 06:17:16 PM »


    Well, I found some problems when I was compiling with Mono, but I fixed them.
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    Brandondorf9999
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    « Reply #379 on: December 23, 2014, 06:19:50 PM »


    Well, I found some problems when I was compiling with Mono, but I fixed them.

    Visual Studio is the easy way to compile it without these errors. Although it can detect errors when compiling if any code like that exists.
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    BlackJax96
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    « Reply #380 on: December 23, 2014, 06:22:13 PM »


    Well, I found some problems when I was compiling with Mono, but I fixed them.

    Merge your changes yo!

    I just pushed some stuff like literally a minute ago, maybe I fixed something you came across.

    Just be careful changing pointer operations, one of the previous fixes for mono broke some code that wrote CHR0 and SRT0 animations.

    Visual Studio is the easy way to compile it without these errors. Although it can detect errors when compiling if any code like that exists.

    Mono can compile for platforms other than just Windows, so it's a little bit different.
    « Last Edit: December 23, 2014, 06:23:55 PM by BlackJax96 » Logged

    uyjulian
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    « Reply #381 on: December 23, 2014, 06:25:50 PM »


    Merge your changes yo!

    I just pushed some stuff like literally a minute ago, maybe I fixed something you came across.

    Just be careful changing pointer operations, one of the previous fixes for mono broke some code that wrote CHR0 and SRT0 animations.

    Mono can compile for platforms other than just Windows, so it's a little bit different.
    What should I convert to, System.VoidPtr or byte*?
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    Sammi Husky
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    « Reply #382 on: December 23, 2014, 06:31:39 PM »


    Visual Studio is the easy way to compile it without these errors. Although it can detect errors when compiling if any code like that exists.

    Please, i request that you do not post development builds in this thread.

    We're nearing release now anyways, so please let others wait the short amount of time left. If people get the dev build now, it will be unfinished, and many will likely not come get the completed version afterwards. I would like for people to get the most complete, most functional build of our work rather than an early development build that will likely be broken, all over a matter of time as short as this.

    That being said, you can compile the code yourself if you'd like. Just please, don't post it here. If anybody wants the dev build, compile it yourself or PM Brandon here. The less confusion around this release the better.

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    BlackJax96
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    « Reply #383 on: December 23, 2014, 06:37:02 PM »


    What should I convert to, System.VoidPtr or byte*?

    VoidPtr works the same as byte*, so either or.

    Here's some examples of what does and doesn't work.

    Good:
    int offset = 0x10;
    VoidPtr address2 = (VoidPtr)address + offset;

    Good:
    int offset = 0x10;
    byte* address2 = (byte*)address + offset;

    Bad:
    int offset = 0x10;
    buint* address2 = (buint*)address + offset; //increments by 0x40 instead

    Good:
    int offset = 0x4;
    buint* address2 = (buint*)address + offset; //buint increments by four bytes, and 0x10 / 0x4 is 0x4

    Good:
    VoidPtr address;
    buint* otherAddress;
    int offset = (int)address - (int)otherAddress; //By casting to int, you get the raw address value so the pointer type doesn't matter
    « Last Edit: December 23, 2014, 06:38:14 PM by BlackJax96 » Logged

    uyjulian
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    « Reply #384 on: December 23, 2014, 06:42:11 PM »


    VoidPtr works the same as byte*, so either or.

    Here's some examples of what does and doesn't work.

    Good:
    int offset = 0x10;
    VoidPtr address2 = (VoidPtr)address + offset;

    Good:
    int offset = 0x10;
    byte* address2 = (byte*)address + offset;

    Bad:
    int offset = 0x10;
    buint* address2 = (buint*)address + offset; //increments by 0x40 instead

    Good:
    int offset = 0x4;
    buint* address2 = (buint*)address + offset; //buint increments by four bytes, and 0x10 / 0x4 is 0x4

    Good:
    VoidPtr address;
    buint* otherAddress;
    int offset = (int)address - (int)otherAddress; //By casting to int, you get the raw address value so the pointer type doesn't matter

    Thanks, I'll keep that in mind.
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    Brandondorf9999
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    « Reply #385 on: December 23, 2014, 06:47:36 PM »


    Please, i request that you do not post development builds in this thread.

    We're nearing release now anyways, so please let others wait the short amount of time left. If people get the dev build now, it will be unfinished, and many will likely not come get the completed version afterwards. I would like for people to get the most complete, most functional build of our work rather than an early development build that will likely be broken, all over a matter of time as short as this.

    That being said, you can compile the code yourself if you'd like. Just please, don't post it here. If anybody wants the dev build, compile it yourself or PM Brandon here. The less confusion around this release the better.




    Hm, is it possible for people to be seeing an update message saying that the previous version is up to date like this?:

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    uyjulian
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    « Reply #386 on: December 23, 2014, 06:49:22 PM »


    Hm, is it possible for people to be seeing an update message saying that the previous version is up to date like this?:



    yes
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    Brandondorf9999
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    « Reply #387 on: December 23, 2014, 06:51:11 PM »


    yes

    Do they want most people seeing this like any other program or not?
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    BlackJax96
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    « Reply #388 on: December 23, 2014, 06:53:36 PM »


    Do they want most people seeing this like any other program or not?

    Isn't this feature self-explanatory?

    The only reason it shows the past version is because there's no release on the repo that has a version greater or equal.
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    Sammi Husky
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    « Reply #389 on: December 23, 2014, 06:56:24 PM »


    Your seeing that, because the latest release's version number is different from the one in the development build. That's a given, since we haven't released the new version yet. This won't happen to people who get the released version, since they're version number won't be ahead of the latest release

    Isn't this feature self-explanatory?

    The only reason it shows the past version is because there's no release on the repo that has a version greater or equal.

    damn! Ninja'd! Tongue
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