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Tabuu Alpha 3! 100% Less Crashes+Fighter.pac support

Bero

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I have thought user would use command like "Execution.STimer(10);", and "using" keyword allow to omit module name.
But Python doesn't have "using" keyword,right?:ohwell:
I think I have to study Python first.
 

Wind Owl

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It has "import."

I'm not sure I agree with Dantarion's suggestion to integrate it into IronPython. It is more work but in the end cleaner (in my opinion) to write your own scripting system for PSA.
 

Dantarion

Smash Champion
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Heres how it would work in my opition.
-------------------------------------------------
We set up a namespace with al of the PSA commands, etc.
When running the scripts, heres what the commands would actualy do.

1) Add up the Parameters into a list
2) Add up the Commands into a list
3) Compute the offsets for the Parameters
4)...isnt that about it?

-----------------------------------

For example, when the script executes "SynchTimer(2)"
it would just be adding the actual command and parameters into a list, to be placed in the file later.
 

Bero

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OK, I've understood.
EDIT
deleted some parts

By the way, I took a look at Python. It is beautiful !
 

Bero

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I learned (Iron)Python a bit.
May I make prototype? I'd like to see what IronPython can/can't do.
 

Dantarion

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Sure.
The only part I don't have an ideaof how to implement are the control structures and variables.
The best idea I can come up with is like..

Set(RA-Basic[20],10)

and for the IFs
If().Compare(RA-Basic[20],EQUALS,10)

Every thing else seems pretty simple
 

shanus

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I think one of the things PSA really lacked was an easy to use interface. I'm a little worried about the complexity of this program and how "user-friendly" it will be with editing.
 

Dantarion

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Right now it looks hard to use because I haven't made actual editing GUI elements yet.

Right now the focus of the project is getting the files read and understood, and finding tweakable things for Project M that can be used TODAY. The long term goal is a user friendly character editor.

This IS my last thing after all, gotta do it big.
 

shanus

Smash Hero
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Of course, just voicing that obvious concern and interested in seeing what the end deliverable vision was.
 

Sails

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:o

Really? I figured this was just gonna be a PMBR thing for a little while. :p
(4:30:00 PM) Sails: tabuu alpha out
(4:30:00 PM) Shadic Phone: Your IM has been sent to my mobile device. When I receive it, I will be able to reply. Thanks for your IM! Want your IMs forwarded to your phone? Click here
(4:30:27 PM) Shadic Phone: I posted already. XD
(4:30:53 PM) Sails: Amazing timing

On topic: Sweet stuff, but what exactly couldn't be edited before?
 

Shadic

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Hurtboxes, I believe. And I wanna check the GUI, but this should be better than PSA's. Maybe hitbox visualization if he's done that yet.
 

Dantarion

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It doesn't open PSA edited .pac's for now, sorry.

This is whats happening...
http://i37.tinypic.com/2vtr02f.png

Edit:
But has been fixed, will be released immdiately as Alpha 2.
http://i33.tinypic.com/1zz3p1g.pngou
Thats all Project M opened at once. Anywys, heres the deal.

When Tabuu hits a parse bug, its gonna tell you with a pop-up window with (Abort, Retry, Ignore).
Just click ignore until the character is loaded. Some characters take way longer than others to load COUGH KIRBY.
 

Mr.Chuy

Chuy
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Somehow i keep getting crashes whenever i open a file with this
Then again i don't entirely know what files it's supposed to open XD
EDIT:Nvm i get why it's crashing now
 

Eldiran

Smash Lord
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Jan 8, 2008
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It's Christmas in July! *tears opens gift box*

NINTENDO SIXTY FOUUURRR

It's beautiful ... ! Does this hurtbox editing actually work ... ?!?
 

Dantarion

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I am pretty sure it does.
On the next release I am going to mark everything with a color to show how much is known about the section.

That way if I mislabel something, you wont KILL ME
 

Dantarion

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You can't ADD anything, but you can save.
e
BUG: If you select a command under actions with the model viewer open, the program tries to load a animation for the action and crashes. Its not big enough of a deal for me to push out another update ATM
 

pokelover980

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I love you Dant. Now I have even more of a reason to check out the source code, I'm interested in seeing how all of this works :3
 

Eternal Yoshi

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What the hell? Already an alpha?

Tabuu doesn't get along with modded .pacs.
Not a big deal since I can rebiuld Gray Fox afterwards.
I wonder if one of these bone references controls the shielding indexes.

Yes, I'm willing to test when I'm online.
 

Bero

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@Dantarion
My plan is
1 Python interface class has static command list and paramtype-value dictionary. This has many functions that are named like PSA commands. Each function adds command to list and paramtype-value pair to dictionary.
2 Script runner makes list and dictionary instance, and gives reference of them to the class.
3 Script runner automatically writes code which imports the class in Python .

I'm doing 1.
Sorry for my bad English...
 

Eternal Yoshi

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!!!The first Boneref in Misc in MK's and Falcons .pac point to their respective ThrowN bones. Gathering more info now.

And D3's.... and Diddy's.... and Falco's.....and Fox's....
 

[TSON]

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asdf dant you silly sphincter you didnt turn on specials or articles like you said you would do yesterday :/
 

Dantarion

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!!!The first Boneref in Misc in MK's and Falcons .pac point to their respective ThrowN bones. Gathering more info now.

And D3's.... and Diddy's.... and Falco's.....
If I remember correctly, the area of the file you are talking about is really important to model swapping.
If we are talking about the same place, those bone references contain values that control where items are anchored on characters, etc.

I will post an example of how to write a script to analyze stuff using the scripting system.
i.e. dump info for all characters from one spot in their .pac
 

Eternal Yoshi

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I believe you.
Looking at MK,
The second one points to HipN,
the third one points to XRotN,
The fourth one points to YRotN
The fifth one points to TransN,
The sixth one seems to point the HaveN That MK uses to grab items,
The seventh one points to his Left shoulder,
The eight one points to his right shoulder,
As does the ninth one,
Tenth one references BodyM,



etc.



This pic sums it up.
 

Bero

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It worked. THIS IS PROTOTYPE. More polished editor will be added to OSA3.
 

Eternal Yoshi

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Excellent! Gray Fox's shield has been sucessfully fixed.

For anyone using this, I strongly recommend you change 1 thing, save, reopen, and repeat.
 

JediKnightTemplar

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I have one suggestion. I don't know if this is already being implemented, but I'd like to see the ability to edit the movesets of bosses (I believe the file type is efls but I'm not sure).
 

Eternal Yoshi

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Why does the 2 values of the Unknown in UnknownO point to MK's LHaveN and LHandN bone indexes respectively???
And why does it point to Falcon's RhaveN and RHandN?
And D3's LhaneN and LhaveN?

Could this control where the held item is attached??

Time to find out.

Nope.
 
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