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Recent content by Phantom Wings

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    Stage .H.A.C.K.ing Central

    Sorry about that. I actually added that a little while before I finished the Ike clone. Here's a copy of what I've been using for the time being... it's untested so you may find an error or two. Download
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    Stage .H.A.C.K.ing Central

    @Br3compactor I don't know the full story, but I notice that your custom CSS contains random in a position other than the end. I'm unsure whether Spunit262 ever made a proper fix for it (or if I ever made a fix for it for that matter:urg:), but if you don't have a custom random code to go...
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    [Modset4.2] Open BrawlBox/Lib Development Thread [PW's SSS support(PAT0 editing)]

    Don't worry about it Bero. You've done an awesome job at leading the continuation of Brawlbox. My main gripe is with the ones who cannot be bothered with putting some of their own time towards something and insist that someone else should do the work for them.
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    [Modset4.2] Open BrawlBox/Lib Development Thread [PW's SSS support(PAT0 editing)]

    Hey, not everything needs to be given to you. Some things need to be worked on until a satisfactory solution is found. If Kryal had sat around asking people to give him all answers I really doubt that Brawlbox would even exist today. If you really want to know about the rgb5a3 format, then...
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    Stage Hitboxes

    Alright bad news, good news and... meh news. The bad news is that I was wrong about r3 pointing to the module accessor. The good news is that r3 instead points to the instantiated object itself - from which you are able to access the module accessor. The meh news is that instantiated objects...
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    Stage Hitboxes

    Type declarations are a bit of a sticky topic in the .rel files. Everything that the Module Viewer can see is just remnants of what's left after the compiler has been over it. The Viewer reads the inheritance hierarchy based on a short list of string pointers that is given to the class...
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    Stage Hitboxes

    I GOT IT! I think... Does anyone remember the Super Codes? Those performance enhancing things that worked better than steroids? Anyways, the codes ran off of a basic shell that was used to access - what I called it at the time - the character's Root. From the Root you could access pretty much...
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    [Modset4.2] Open BrawlBox/Lib Development Thread [PW's SSS support(PAT0 editing)]

    Tcll, I've been looking at your code and it looks like its just a simple matter of binary shift and AND. Suppose you have the RGB565 16-bit color value of 0x15E1 (5601 in decimal), you already know the binary separation of the RGB565 format, so all you need to do is perform the following...
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    Stage Hitboxes

    My sentiments exactly. ;) Come my friend. It has been a while since I've seen someone who can wrap their minds around the workings of assembly so clearly - we need new blood around here. If you have any questions or requests, be sure to ask and I will personally do my best to fulfill them.
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    Braaaaiiinns! Braaaaaiiinnns! I Need Braaiinns!

    Nice! I've been looking for something along the lines of what IDA is. I just needed someone to tell me what it was and where to look for it. As far as recording the file offset in each method, it shouldn't be too much of a problem. It does mean though that I need to parent each block to the...
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    Braaaaiiinns! Braaaaaiiinnns! I Need Braaiinns!

    Shaunus, my guess would be that the limit is defined by how many InstancePoolSub objects there are. I speculate that the pikmin creation routine would return a null pointer if there isn't one available - resulting in the code changing Olimar's action to the No Pikmin action. From the looks of...
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    Stage Hitboxes

    I've confirmed your car function Tinkerman inside the 117th method of the grDXOnettAttack object. Hold up Dant, I need to update the link - I reuploaded the file for a small bugfix. edit: done here's a link to it Hmm... it seems that all functions are called with some sort of utility belt...
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    Stage Hitboxes

    I've confirmed the hitbox function you mentioned on Norfair AA. It's the 119th function contained in the Magma object. From the looks of things, those values get sent into the stack and then a function is called to create a hitbox accordingly. Now... to find out exactly what that...
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    Stage Hitboxes

    standardtoaster, could you provide me with the all the default values (including angle, etc.) for those collisions? I quickly want to test something. While I'll agree that the collisions aren't stored inside the module files, I believe that the module is still responsible for creating those...
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    Braaaaiiinns! Braaaaaiiinnns! I Need Braaiinns!

    ... No seriously folks, there's no way I'm analyzing all that with just my own. I mean c'mon look at that scroll bar - who do you think I look like? Hercules? </James Woods> *Ahem* Which is why I'm recruiting the Smash community to help speed up the process. With a little help I'm hoping we...
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