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Thanks!!!!oh you're using dev4.5 (the sucky-cruddy version... lol)
Ctrl+I (as stated in the README)
I've stopped distributing that version though since it doesn't do anything properly... lol
(I do mean that, after designing 3.0 and rebuilding 3.0a, there's quite alot I was doing wrong in dev4.5)
^ dev5 isn't all that glorious either, it still can't quite do animation just yet, and the format is still a mess.
I don't quite have a release for dev5 yet, there's still quite alot of work that needs to be done on it...
however, you can download my actively updated repo here:
https://copy.com/DB24NZi4ejlxFo4I
(on windows: run the bat unless you actually see the exe)
just stay away from SIDE for now... lol
I'm trying to work on some intellisense/code-insight for the code editor...
I still have to figure out how to get the FS to cooperate through the fake 3.0 backend
as of this post though, don't download just yet, I'm reworking the transformer to get rid of the common Singular Matrix error I keep getting.
I'll edit this post when I finish to let you know it's safe to download.
EDIT:
well, everything's working properly now, and I've fixed half of the singular matrix issues... but the other half is in the verification...
gonna do a few edits to the GUI real quick...
- A-Z directory sorting for the file browser
- removing the model-export path's '...' from the top-left corner of the screen
I actually think its because I made all of the color nodes white. But if its not then its a small detail that I probably cant fix. Right now I gotta figure out why images for the next part of the mesh Im trying to import are on the wrong face.
Just put the files for both 20XX and SDR in the same rootHow would I go about porting SD Remix' characters into 20XX? It's probably a question with an obvious answer, I really am sorry, but I just want to make a ROM with all of SDR's character in 20XX so I can use their features in the Smash club I'm starting locally.
Its not that easy. SDR uses the fsm engine which has been ported over to 1.02 by achilles but its probably buried in post. Not sure if Achilles made that version compatible with SDR but otherwise it cant be done without knowing wheres a safe spot to inject the fsm engine.Just put the files for both 20XX and SDR in the same root
Crazy Hand can do FSM on a 20XX image.Its not that easy. SDR uses the fsm engine which has been ported over to 1.02 by achilles but its probably buried in post. Not sure if Achilles made that version compatible with SDR but otherwise it cant be done without knowing wheres a safe spot to inject the fsm engine.
As I mentioned before, that method for calculating data length doesn't always work. At least, not if you're using the actual display dimensions of the texture. I'm pretty sure it's because there are some pixels that fall outside of the visible range. Thus they add to data size, but aren't accounted for in any recorded dimensions such as in dat file data headers or tpl files. This is just theory atm, based on the Mario Kart wiki page on image formats. But if you want, I can post again when I get around to writing the correct calculation.lol I've seen both terms, I picked up Pallet first before finding out years later it was really Palette
so I have implementations for both.
hey Kaz yelled at me for this as well... haha
and for reading (not yet writing) GX texture data, I've written my own lib "RVL_IMG" for handling that stuff.
however, for handling PNG (among nearly 50 other formats), I'm using Pillow, although palette support is borked because pillow devs don't understand how to document the supported formatting... heh
and yea, data length is determined by (width*height)*data_size
unless it's RGBA8 which is 32bytes RG and 32bytes BA tor each texel
and also unless it's a special format like CMPR which is 8 bytes for a 4x4 texel
Check my thread for methods on finding textures. Here's some that I've found:Does anybody know what the offset is for [31 BGBu -> txt_0088_14.tga] in Steelia's MnSlMap.usd texture pack? The placements file only includes 1-29, so i'm not sure how to find the other ones =\
Hmm, I thought it was based on block size more so than pixel size. Like you would round the block up and use that as your size.As I mentioned before, that method for calculating data length doesn't always work. At least, not if you're using the actual display dimensions of the texture. I'm pretty sure it's because there are some pixels that fall outside of the visible range. Thus they add to data size, but aren't accounted for in any recorded dimensions such as in dat file data headers or tpl files. This is just theory atm, based on the Mario Kart wiki page on image formats. But if you want, I can post again when I get around to writing the correct calculation.
Check my thread for methods on finding textures. Here's some that I've found:
30 - 0x2cd40
31 - 0x880
32 - 0x800
33 - 0x2880
34 - 0x38840
35 - 0x6a740
36 - 0x36340
37 - 0x2dd40
38 - 0x2d540
39 - 0x2d940
40 - 0xdcc0
if the format is CMPR:As I mentioned before, that method for calculating data length doesn't always work. At least, not if you're using the actual display dimensions of the texture.
Really sick of these new reply layouts on mobile. Literally unusable and can't copy-paste.also, texel (block) size is just a division of the W or H by 4 or 8 depending on the format.
if that's in response to me, it's not very helpfulReally sick of these new reply layouts on mobile. Literally unusable and can't copy-paste.
http://hitmen.c02.at/files/yagcd/yagcd/chap15.html#sec15.35
return [p[(di>>30)&3],p[(di>>28)&3],p[(di>>26)&3],p[(di>>24)&3],
p[(di>>22)&3],p[(di>>20)&3],p[(di>>18)&3],p[(di>>16)&3],
p[(di>>14)&3],p[(di>>12)&3],p[(di>>10)&3],p[(di>>8)&3],
p[(di>>6)&3] ,p[(di>>4)&3] ,p[(di>>2)&3] ,p[(di>>0)&3]]
Debug menu -> Turn DBLevel to DEVELOP -> Go in a match and Y+D-pad Down to show Action State NamesWhat is a character's get up forward/back roll called in CrazyHand? Is there a way to find that?
Oh duh. I've done this a billion times before with aerials. I just thought this wouldn't apply to every animation. Good to know, thanks!Debug menu -> Turn DBLevel to DEVELOP -> Go in a match and Y+D-pad Down to show Action State Names
http://hitmen.c02.at/files/yagcd/yagcd/chap17.html#sec17.12.1if that's in response to me, it's not very helpful
although it does cover formats I may have missed, so thanks
but it doesn't state that RGB565 is 16bit format following: R 5bits, G 6bits, B 5bits, with any technical info on managing those ranges.
same for RGB5A3 and such which is really 2 formats: RGB555 or RGB4A3 depending on the top bit.
huh... don't remember seeing that section before...
[import math]
def getImageDataLength( width, height, imageType ): # Arguments should each be ints.
byteMultiplyer = { # Defines the bytes required per pixel for each image type.
0: .5, 1: 1, 2: 1, 3: 2, 4: 2, 5: 2, 6: 4, 8: .5, 9: 1, 10: 2, 14: .5 }
blockDimensions = { # Defines the block width and height for each image type.
0: (8,8), 1: (8,4), 2: (8,4), 3: (4,4), 4: (4,4), 5: (4,4), 6: (4,4), 8: (8,8), 9: (8,4), 10: (4,4), 14: (8,8) }
blockWidth = blockDimensions[imageType][0]
trueWidth = math.ceil( float(width) / blockWidth ) * blockWidth
blockHeight = blockDimensions[imageType][1]
trueHeight = math.ceil( float(height) / blockHeight ) * blockHeight
return int( trueWidth * trueHeight * byteMultiplyer[imageType] )
I'm not really sure what this is for. Read/write what kind of binary files?wrote something that might help you guys with hacking
https://copy.com/670IF7htQIKplXTJ
^rw.py read/write binary files using a UMC 3.0a dev5-ish data system
lol yep.Hmm, I thought it was based on block size more so than pixel size. Like you would round the block up and use that as your size.
any kind, it just reads/writes binary data through a provided UMC-ish data system.I'm not really sure what this is for. Read/write what kind of binary files?
Can't you just manually edit the .ini file and set it up to your keyboard?I'm still waiting for an FPC...
I can't run Dolphin (can't configure my controllers) and my wii can't read disks, so I'm stuck with CFG which can load GCT files.
I'm not sure how this works with DM, but it works
Well if you're just being lazy then don't say you can't run Dolphin on your computer.why would I wanna do that when I have a GCN controller...
and I'm not smart enough and am too lazy to figure out the buttons... lol
and joytokey doesn't work very well with the joystick range
EDIT:
but even still, I don't trust Dolphin to be stable enough on Xubuntu 14.04
EDIT2:
updated rw.py a tad btw, the example is a little easier to understand
https://copy.com/670IF7htQIKplXTJ
not only that, but I removed the functions and made them global objects so it works more like UMC.
buuut this still doesn't work properly:
>>> print bu32 == bu(4)
False
TIME TO TEST SOME FLAGS! (after class)Z zankyou , do you ever use RAM “file patching” to do your testing on stage files? This is certainly the most efficient way to test small changes to structures or unknown values or whatever. It involves changing the loaded .dat file contents in the RAM after is has been loaded, but before it has been read and modified.
Set a breakpoint at 80018130 and load a stage. Game will pause at breakpoint. (You’ll most likely want to do a Dolphin save-state right here).
Take pointer in r30 and add 0x10 to it. Go to that address in the RAM and take the pointer at that address and add 0x4. Go to that address in the RAM and it holds the pointer to the start of the stage .dat file.
So if you want to change a value at 0x10000 in the .dat, just add 0x10000 to the .dat start pointer, change the value, then resume game.
I saw that your issue is reported as #8462.I'm saying I can't run dolphin because it freezes when I try to configure it.
why should I have to go through extra work just to configure dolphin.
I don't know anything about the ini files and don't really have the time to learn...
why can't the UIs just work like they're supposed to.
EDIT:
I do plan on going to the devs in time and helping them figure out the issue so it doesn't happen to anyone else.
but that's when I get some time away from programming.
I only say I'm lazy because I'm overworked (and it's my fault for being in that position)
Yes, just use a 20XX SSBM ISO. I use CFG Loader for when I want to test new Gecko codes on console.Achilles1515 is it possible to load Melee 20XX through CFG USB Loader??
I can't get dolphin to work for crap... think I might have to format, reinstall, and upgrade linux again.
this goes to anyone:
start a private convo with me about which linux you think I should try (I'm considering Arch or Mint)
(I will NOT do anything KDE, it's the linux version of Windows 8 (in terms of RAM/CPU))
erm... guess I should've stated myself a bit better... hehYes, just use a 20XX SSBM ISO. I use CFG Loader for when I want to test new Gecko codes on console.
$ gdb
(gdb) run ./path/to/dolphin
----Open up Dolphin for the crash
(gdb) bt
*Note: Dolphin is multi-threaded so instead of bt, you may need to run "thread apply all backtrace"
If you're talking about having the Root folder on your SD card, then idk. I just use ISOs.erm... guess I should've stated myself a bit better... heh
I wanted to know if it would still load of the SD, or if I had to continually patch the ISO
(FAT32 is not very good on linux and usually corrupts almost every time I write to it)
speaking of, know how to format a FAT32 drive to a 32 or 64 byte cluster size on linux??
I'm sick of DM taking forever to load... lol
SinsOfApathy :
alright, I've never used GDB though
what do I have to do??
tcll@tcll-AY589AAR-ABA-a4317c:~$ gdb
GNU gdb (Ubuntu 7.7.1-0ubuntu5~14.04.2) 7.7.1
Copyright (C) 2014 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law. Type "show copying"
and "show warranty" for details.
This GDB was configured as "x86_64-linux-gnu".
Type "show configuration" for configuration details.
For bug reporting instructions, please see:
<http://www.gnu.org/software/gdb/bugs/>.
Find the GDB manual and other documentation resources online at:
<http://www.gnu.org/software/gdb/documentation/>.
For help, type "help".
Type "apropos word" to search for commands related to "word".
(gdb) exec-file /usr/games/dolphin-emu
(gdb) run /usr/games/dolphin-emu
Starting program: /usr/games/dolphin-emu /usr/games/dolphin-emu
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
[New Thread 0x7fffde305700 (LWP 32039)]
[New Thread 0x7fffddb04700 (LWP 32040)]
Program received signal SIGILL, Illegal instruction.
0x00000000009d7188 in ?? ()
(gdb) thread apply all backtrace
Thread 3 (Thread 0x7fffddb04700 (LWP 32040)):
#0 0x00007ffff4f2b12d in poll () at ../sysdeps/unix/syscall-template.S:81
#1 0x00007ffff25a8db4 in ?? () from /lib/x86_64-linux-gnu/libglib-2.0.so.0
#2 0x00007ffff25a90da in g_main_loop_run () from /lib/x86_64-linux-gnu/libglib-2.0.so.0
#3 0x00007ffff0ae4e96 in ?? () from /usr/lib/x86_64-linux-gnu/libgio-2.0.so.0
#4 0x00007ffff25cdd55 in ?? () from /lib/x86_64-linux-gnu/libglib-2.0.so.0
#5 0x00007ffff2ca2182 in start_thread (arg=0x7fffddb04700) at pthread_create.c:312
#6 0x00007ffff4f3847d in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:111
Thread 2 (Thread 0x7fffde305700 (LWP 32039)):
#0 0x00007ffff4f2b12d in poll () at ../sysdeps/unix/syscall-template.S:81
#1 0x00007ffff25a8db4 in ?? () from /lib/x86_64-linux-gnu/libglib-2.0.so.0
#2 0x00007ffff25a8ebc in g_main_context_iteration () from /lib/x86_64-linux-gnu/libglib-2.0.so.0
#3 0x00007fffde30d1ad in ?? () from /usr/lib/x86_64-linux-gnu/gio/modules/libdconfsettings.so
#4 0x00007ffff25cdd55 in ?? () from /lib/x86_64-linux-gnu/libglib-2.0.so.0
#5 0x00007ffff2ca2182 in start_thread (arg=0x7fffde305700) at pthread_create.c:312
#6 0x00007ffff4f3847d in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:111
Thread 1 (Thread 0x7ffff7f96b00 (LWP 32035)):
#0 0x00000000009d7188 in ?? ()
#1 0x0000000001973fa0 in ?? ()
#2 0x00007fffffffcb30 in ?? ()
#3 0x000000000208caf0 in ?? ()
#4 0x0000000000000020 in ?? ()
#5 0x000000000208cb80 in ?? ()
#6 0x00000000009d7ab0 in ?? ()
#7 0x00007fffffffcb30 in ?? ()
#8 0x000000000208caf0 in ?? ()
#9 0x00007fffffffcb30 in ?? ()
#10 0x00007fffffffcac0 in ?? ()
#11 0xffffffffffffffff in ?? ()
#12 0x00007fffffffcb30 in ?? ()
#13 0x0000000001973fa0 in ?? ()
#14 0xffffffffffffffff in ?? ()
#15 0x0000000001973fa0 in ?? ()
#16 0x00000000009f04c1 in ?? ()
#17 0x00007fffffffcb30 in ?? ()
#18 0x0000000000000000 in ?? ()
(gdb)