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Recent content by adjective

  1. adjective

    Melee Animation / Model Workshop

    ah, thanks for the catch. I'm writing it in C++. The code is a little spaghetti (especially for the animation stuff, because I misunderstood the structure when I was first writing it), but it's up on github.
  2. adjective

    Melee Animation / Model Workshop

    @revl8n Thank you for the detailed description! It really helped clarify some things. I've got my thing printing out all the keyframes of every track for an animation right now, and it seems to be going all right. I think all that's really needed to start experimenting with an exporter now...
  3. adjective

    Melee Animation / Model Workshop

    So to clarify, Is this how you're saying the data is laid out? struct command { uint_4bit command; uint_8bit[] keyframe_count; <keyframe data> } where <keyframe data> is of length keyframe_count * 8 bits in the case of just keyframe values keyframe_count * 16 bits in the case of...
  4. adjective

    Melee Animation / Model Workshop

    Update on animations: I looked at the stuff @zankyou posted and I made upated animation dumps for each character available here Each folder has a series of text files, which are dumps of the animation with the corresponding offset in the Pl**AJ.dat file. The text dumps are a series of tables...
  5. adjective

    Melee Animation / Model Workshop

    haha dang looks like all the work I've been doing is redundant, but it feels good to have my hunches confirmed by other people.
  6. adjective

    Melee Animation / Model Workshop

    I dumped the output of my inspector on the Pl**AJ files for each subaction offset, which you can find here. The dumps of anonymous data are the result of following the probablyAnOffset value in the figatree_headers with relation to the internal HAL file in the Pl**AJ file, continued until it...
  7. adjective

    Important Melee, Hacks, and You -- New Hackers Start Here, in the OP!

    Sounds like a good idea, breaking off into this thread
  8. adjective

    Melee Animation / Model Workshop

    @D3WD suggested breaking work on the animation/model data out of the main melee modding thread. This is for work on trying to figure out the internal animation and model formats in the melee datfiles, (Pl**Nr/Re/Bu/Gr/Yl.dat and Pl**AJ.dat files) for convenience: revl8n's post on joint and...
  9. adjective

    Important Melee, Hacks, and You -- New Hackers Start Here, in the OP!

    update on my previous post in this thread: fixed the arms of the characters by taking another look at the flags. Feels good :dkmelee:. Everything seems mostly sane (weird bones for pichu's ears, jigg's tuft, donkey kong's tie, etc are all in the expected places) Legs and feet are still pretty...
  10. adjective

    Important Melee, Hacks, and You -- New Hackers Start Here, in the OP!

    No idea what the current understanding of melee's skeleton format is. Most of the posts I cant find are a few years old. I spent some time trying to write a bvh exporter and I've been fiddling with different interpretations of the export flags, giving me this: These models are Roy, Shiek...
  11. adjective

    Important Melee, Hacks, and You -- New Hackers Start Here, in the OP!

    \ Thanks! This simplifies things a lot. I think I fixed it. I was having trouble understanding the post you linked: you're just supposed to ignore the 2 least significant bits of the first byte, right? Because that's what I ended up doing.
  12. adjective

    Important Melee, Hacks, and You -- New Hackers Start Here, in the OP!

    Hey, not 100% sure where to put this, but I've been doing some legwork on trying to decompile melee's subaction scripting language into a slightly more readable / understandable format. Code's up on github, and you can see the dumps here. I think I mostly have a good idea of the lengths of each...
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