[MKW] Peach Texture Hack Mellyyy98. Unsubscribe from Mellyyy98? Cancel Unsubscribe. Subscribe Subscribed Unsubscribe 310. 2 New Texture Hacks Mario Kart Wii. However, an XML element with a data type like this: 2004-03-11 ensures a mutual understanding of the content, because the XML data type 'date' requires the format 'YYYY-MM-DD'. Well-Formed is Not Enough A well-formed XML document is a document that conforms to the XML syntax rules, like: • it must begin with the XML declaration • it must have one unique root element • start-tags must have matching end-tags • elements are case sensitive • all elements must be closed • all elements must be properly nested • all attribute values must be quoted • entities must be used for special characters Even if documents are well-formed they can still contain errors, and those errors can have serious consequences. Think of the following situation: you order 5 gross of laser printers, instead of 5 laser printers. A date like: '' will, in some countries, be interpreted as 3.November and in other countries as 11.March. Current version: BrawlBox v0.78 ((Changes in v0.78 (from the Changelog.txt):. Added a facility for writing BrawlBox plugins in Python (bboxapi). A sample plugin is included. Added support for more filetypes in Export All and Replace All. Changed Export All and Replace All to create/use subfolders for children of ARC and BRES nodes. Added multi-select support (using Ctrl or Shift buttons) to the BrawlBox tree view. Pbx install unistim phone. If all selected nodes are CHR0 animations or individual CHR0 entries, you can launch the 'Edit All Animations' dialog from the right-click menu. Changed the default scale value in 'Edit All Animations' to from 0 to 1. Fixed a bug where animations that were only changed because of 'Edit All' weren't saved. All songs download free. Added support for encoding and decoding 16-bit PCM in RSTM containers. Added 'swap RGB' and 'swap alpha' options to the texture converter dialog. 'Swap alpha' will be turned on automatically if there are more distinct RGB values among fully transparent pixels than among partially opaque pixels. Added OpenAL audio output support (if OpenAL is not available, DirectSound will be used like before). Added support for setting texture matrices to identity in MDL0 objects. Fixed crashing when opening modules whose section[5] isn't the object section. Fixed resolution and rebuilding of Prolog, Epilog, and Unresolved addresses in.rel files. Fixed getting length of sfx data written out of order. Fixed bug where after replacing an RSAR file and reopening the RSAR, the replaced file would show as 'external'. Fixed crash opening an RWSD with no labels. Fixed weight editor bugs. Fixed ADPCM encoding to match Nintendo's implementation (pull requests #59 and #68). Fixed bug when trying to determine the encoding of a.bfstm or.brstm file. Fixed model import bug where bones that were not included in any skin modifier were not imported. Fixed bug where RASD nodes found in 'External' BRES folders would not allow the BRES to be saved. Various MDL0 fixes BrawlBox should be able to run on Unix-based OSes using Mono (run 'mono./BrawlBox.exe'.) Known bugs list: Manual reports by users: (Automatic reports submitted using BrawlBox: (If you have any questions/problems, post them in this thread or here (Source code @ GitHub (Title: Re: BrawlBox 0.72 - Proper UTF8 support in MSBin Post by: pikazz on May 03, 2014, 02:48:07 PM. Iirc isn't there a bug when importing models in 0.71 where textures would be messed up if you didn't set the textureref0 to true on shader0? Would that also be a simple fix? I was looking to start modifying BBox as well In any case, great work! Simple but awesome:) The only modifications i made to my personal BBox was to export unknown datatypes as.dat files, so to be easily opened in hex editors for exploration Title: Re: BrawlBox 0.72 - Proper UTF8 support in MSBin Post by: BlackJax96 on May 03, 2014, 05:37:02 PM. One thing I would love if you would do request is that we have a option in PSA that we can insert folders, like a new Variable section, a Glide section ect! Would love variable section, have tried added it so long but no matter how I do the brawlbox becomes unreadable:/More Fighter.pac support would be great as well, since you can't do certain Action Overrides without certain references from the Fighter.pac that the current Moveset editing BrawlBox does not have. ![]() But moveset stuff is best saved for BJ's cancelled Ikarus. Another issue is being unable to see all Sub Routines. Though the first Moveset editing version of BrawlBox did not have this issue. It would be great if libertyernie and Sammi could work on and improve BrawlBox and Ikarus together. Title: Re: BrawlBox 0.72 - Proper UTF8 support in MSBin Post by: libertyernie on May 04, 2014, 10:38:02 AM. Does this mean that we can type, say, ~, and it'll read fine in Brawl? I remember, with older versions, the ~ would be up high, like an apostrophe. ![]() Now you should be able to copy the tilde from the Metal Gear song title and use that one. (~) As long as we're at it, let's just throw a ton of Unicode characters in titles and see how many Brawl knows! Here's a screenshot of BB running on XP: (P.P.S. Does anyone know, in ResourceType.cs, what the upper byte means? Title: Re: BrawlBox 0.72 - Proper UTF8 support in MSBin Post by: Chuy on May 04, 2014, 11:09:47 AM. Cool, thanks! I've been thinking about adding a way to edit STDT data, but since it's variable length and switches between floats/ints it might get tricky. No problem, if you have any questions about how things work in BrawlLib, I would definitely be the one to ask. I would recommend you check out the interfaces I used for editing STPM (BrawlLib/SSBB/ResourceNodes/STPMNode.cs) or moveset parameters (Ikarus/UI/Controls/AttributeGrid.cs) if you want to edit an any-length array of float and integer values. You should start by implementing Bero's work, then add on to it: (Title: Re: BrawlBox 0.72 - Proper UTF8 support in MSBin Post by: Sammi Husky on May 04, 2014, 02:16:39 PM. Incidentally this reminds me, I was going to begin implementing filetypes for BBox from my SSE thread. Can anybody tell me the bare minimum files I would need to edit / add to have Brawlbox recognize the file?
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