Giter Site home page Giter Site logo

brawltools's Introduction

BrawlLib / BrawlBox

BrawlLib and BrawlBox are designed to edit various types of data files found in Super Smash Bros. Brawl. They were developed initially by Kryal (http://code.google.com/p/brawltools/source/list), then by BlackJax96 (http://code.google.com/p/brawltools2) until the end of 2013.

Any current development will probably be happening over at: https://github.com/soopercool101/BrawlCrate

Any code added to this repository by me (libertyernie) is made available under either the MIT No Attribution License, or the GNU Lesser General Public License version 3 or later.

brawltools's People

Contributors

blackjaxdev avatar ebola16 avatar kenrick95 avatar libertyernie avatar mariodox avatar michaelhinrichs avatar peterhatch avatar sammi-husky avatar soopercool101 avatar suludas avatar thealexbarney avatar uyjulian avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

brawltools's Issues

Importing a model into BrawlBox with excluded verticies causes a crash

I'm using BB 0.75b, and now when I import an .dae model from 3DS Max into a ModelData spot I get thrown this exception. This only happened after I started using this feature in 3DS Max in order to make a bone not influence certain parts of the model, so I assume that's what's causing the issue. I don't know if this is a bug in BrawlBox or something I'm doing wrong, but I felt I might as well report it just in case.

Deleting objects caused Brawl to crash with Brawlbox v0.77 but not 0.68b

Game Name?

Super Smash Bros. Brawl

Game ID? (right click the game in the game list, properties, info tab)

RSBE01

MD5 Hash? (right click the game in the game list, properties, info tab, MD5 Hash: Compute)

30f136abd086f734bc2a795e8b10065e (edited ISO, works fine on both Dolphin and real Wii)

What's the problem? Describe what went wrong.

Deleting both "Object004" and "Object008" in the attached "FitRyuORIGINAL.pac" caused this character to crash Dolphin 5.0-103 when using Brawlbox v0.77. Oddly, deleting only one of the mentioned objects does not result in a crash. I tried both deleting the vertex, normal, and uv nodes and only the vertex node. Doing the same actions in Brawlbox v0.68B did not cause this crash and the outcome was as expected.

Note: I use this character with this modified Ryu PSA: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=210783

What are your PC specifications? (CPU, GPU, Operating System, more)

Win 10 Pro x64
Intel Core i7-4702MQ CPU @2.20GHz
GeForce GT 750M
2x 8GB Hynix 1600MHz
GeForce Game Ready Driver 368.69

Is there any other relevant information? (e.g. logs, screenshots,
configuration files)

Zeus Issue.zip

Reordered bones are not saved

When moving bones around in a model - for example, in sc_selcharacter.pac, making MenSelchrPos's bones go in order, with pos2 after pos1 instead of pos19 - it knows changes have been made after doing the edits, and allows saving, but after doing so if you close and reload the file you can see the reordering was not saved; they are still in their original order.

Can Not Extract Certen Sounds

I would like to extract Dry Bones' sounds from Mario Kart Wii, but it will not allow me to export them. They appear to be the type "seq". /VO/BK correct?

Add the ability to export/replace material reference properties in Brawlbox

Brawlbox can be used to export a material reference and replace another material reference with the exported one. If this is done, the replaced reference becomes "null" and appears to take on default properties. It would be nice if the properties of the material reference could also be exported and replaced successfully.

Note: This problem only occurs when replacing the material reference entry, not the material entry itself.

Ikarus broken?

I tried building it from source just now, and it crashes on LogDialog.cs, line 10. Commenting that out and trying to run it lets it launch, but it doesn't appear to be able to open any movesets at all. Has Ikarus ever been in a usable state at all?

Brawlbox, a reall Wii, and Dolphin all display this model differently

Game Name?

Super Smash Bros. Brawl

Game ID? (right click the game in the game list, properties, info tab)

RSBE01

MD5 Hash? (right click the game in the game list, properties, info tab, MD5 Hash: Compute)

30f136abd086f734bc2a795e8b10065e (edited ISO, works fine on both Dolphin and real Wii)

What's the problem? Describe what went wrong.

The attached FitPit00.pcs will appear differently in Brawlbox (hourglass glass is not transparent), a real Wii (messed up glass material), and Dolphin 5.0-94 (Ideal behavior for transparent hourglass glass). Can someone tell me if I'm doing something improper with the shader or material settings?

What are your PC specifications? (CPU, GPU, Operating System, more)

Win 10 Pro x64
Intel Core i7-4702MQ CPU @2.20GHz
GeForce GT 750M
2x 8GB Hynix 1600MHz
GeForce Game Ready Driver 368.39

Is there any other relevant information? (e.g. logs, screenshots,
configuration files)

Attached archive contains:
FitPit00.pcs - Problematic file
Images for all 3 preview scenarios
3ds Max 2014 scene archive of the model used in FitPit00.pcs
PhantomHourglass.zip

SHP0 interpolation returns over-interpolated values

It worked when there was an option to set animations to be linear, but that was removed as the game doesn't use anything like that. Now, however, interpolation returns values greater than 1 and less than 0 for factory default animations. This is wrong. Setting the tangent to be always 0 seems to fix it, but then the tangent value goes unused. Clamping the value from 0 to 1 does as well, but that means that interpolation is irrelevant.

Automatically assign palettes when importing a model into Brawlbox

When importing a model into Brawlbox, it would be convenient if palettes are automatically assigned to material references with the same name.

Adding a new material reference automatically assigns a palette if one with the same name exists. Hopefully this behavior can be applied to the import process too.

Test

Test2
Something broke in the same way (testing merging the same issue reported by different users)

Something broke

testException
at BrawlLib.Whatever

Help with ADPCM decoder

Hello!
I'm a developer of own platform game engine. For my purposes I was been forked C coded SDL Mixer 2.0 audio library to fix some bugs and imperfections myself and add support of more audio formats.

This library had:

  • MP3 (libMAD)
  • WAV/VOC (own parsing code)
  • OGG (libOGG)
  • FLAC (libFLAC)
  • MIDI (Native Windows / OS-X / Haiku MIDI inreface / Timidity)
  • ModPlug (most of tracker formats support)

Added by me:

  • Support of loop-tags (LOOPSTART and LOOPEND/LOOPLENGHT) for OGG files
  • GME (support of NSF, SPC, HES, etc.)
  • Additional MIDI driver - libADLMIDI (plays MIDI's with emulated OPL3 chip. Only one MIDI-library which supports loop tags. Also can play Wolf3D IMF-files)

I thinking to add support of playing BRSTM's too, but at first I need to correctly decode ADPCM which I see in your code. Can you shortly describe me which files I should dig to learn ADPCM decoding algorithm? I going to make a decoding library in C from scratch to take it into my SDL Mixer fork.

Source of library: https://github.com/Wohlhabend-Networks/PGE-Project/tree/master/_Libs/SDL2_mixer_modified
Library in action (a music player program based on this library): http://wohlsoft.ru/docs/_builds/PGE_MusPlay/pge-musplay-win32.zip

_Small trivia:_
Anyway, OGG compression is much better than ADPCM (and in comparison with MP3, it doesn't hurts quality a lot), even I implemented loop tags support to have true looping musics in my library fork. But I still need to have right ADPCM decoder to make a BRSTM -> OGG converter with automatic adding of loop tags.

Cannot save edits to model animations

Upon trying to save any edits to model animations (chr0) the error "Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index" occurs.
This seems to only happen in 0.75b (unsure of other revisions of 0.75) however older versions of brawlbox can still save the animations correctly.

test3

test4
testing the merging function again

using the actual dialog this time

Index was outside the bounds of the array.
at BrawlBox.MainForm.gCTEditorToolStripMenuItem_Click(Object sender, EventArgs e) in x:\Repositories\brawltools2\BrawlBox\UI\MainForm.cs:line 521
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Test Issue

This is a test of an experimental brawlbox bug reporter.

Changing a bone's visibility does not mark the model as changed

After changing the a bone's visibility, trying to save will give a "no changes have been made" error; if a change has been made elsewhere in the file it can save, but if there were no other changes to that model the change to visibility will not be saved.

MenSelmapPos_TopN__{0,1} from Brawl cannot be edited properly

To reproduce, go to MenSelmapPos, animation MenSelmapPos_TopN__0 (in common5_en.pac from Brawl) and try editing the X translation of bone pos21 on frame 42. BrawlBox shows -3.15586 as the X translation for frame 42 no matter what you do, but the translation you try to enter for frame 42 is reflected on frame 43.

Also, when opening the original Brawl version of the file, each frame N corresponds to the screen with N-3 stage icons. When opening a file edited with an earlier version of BrawlBox (and which works properly in Brawl), frame N corresponds to N-2 stage icons.

[request] port from Direct Sound to OpenAL

Finally tried opening a brstm file with the latest version, but to no avail, it still instantly crashes...

I assume this has to do with DirectX issues on wine but I can't say for sure...

But I'm not reporting an issue, since I still don't have internet yet... :P

OpenAL does just as good, if not better, and works on everything.

[0.77] Changed interface for audio player

Hi,

The audio player just changed in this new version, but it is not perfect, everything is collapsed and not centered, and the time progress indicator is blinking.
Please revert back to what was before, because your new interface does not give something more.

Fix currently broken settings in model previewer

in MiscFunctions.cs in (Brawlbox/UI/Model Previewer/ModelEditControl), numerous settings have been commented out within the final region in anticipation of further upgrades to the model previewer.

OpenAL stops playing audio after one full loop

If you play an audio file from the middle and set "Loop" to on, it'll stop making any sound when it passes the point where you started again, until you hit Stop and then Play.

I'll probably be able to fix this later - just putting it here for now.

Test Issue 2

This is the second test of an experimental brawlbox bug reporter.

[Ikarus] Fall-through case not covered for attribute parsing

Ran Ikarus in debug mode and upon loading moveset file, it would often complain about a null reference at line 381 of Event.cs. Adding if (parameter == null) continue; to ignore it allows the file to appear to load, though I assume that's not quite good enough... It seems this case occurs many times when loading a moveset file.

(Also, one small question: Was the ability to edit special move parameters taken out in the move from 0.68b to Ikarus?)

Scale

Scaling a bone in brawlbox shows up in brawl box but doesnt scale on a wii

Repeat "Regenerate Metal Materials" ignore CullMode changes

The Cullmode of the metal material should change to match the base material when regenerating metal materials.

Steps to reproduce:

  1. Select "Regenerate Metal Materials" for the initial metal material generation. Base material and corresponding metal material will have the same CullMode.
  2. Change the CullMode of a base material.
  3. Select "Regenerate Metal Materials" again.
  4. Observe that the Cullmode of the metal material has not changed from the initial metal material generation.

test again

blah

v0.76b
Index was outside the bounds of the array.
at BrawlBox.MainForm.gCTEditorToolStripMenuItem_Click(Object sender, EventArgs e) in x:\Repositories\brawltools2\BrawlBox\UI\MainForm.cs:line 521
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.