Your experiencing known issues with the current master branch. I made the mistake of developing in the master branch a while ago and decided i wasnt going to back track. From the next version onwards, master will be stable. For now, the fix i implemented to stop an infinite loop and memory leak from trying to open a param file is stopping the app from opening any ACMD files on the 3ds. Here's a small changelist
- Allow parsing all fighter animations by selecting the fighter's "motion" folder (the folder containing the other folders named "body" and such), rather than selecting the main.pac/bch.
- Restructured the tree view for better usage
- Renamed Frame_Speed_Multiplier to Set_Frame_Duration to better indicate usage
- Current tab handle is colored green to easily distinguish from non selected tabs
- Fix switching / opening tabs causing crashes in release builds
- Fix Parse Animations throwing errors on certain characters
- Fix rebuilding ACMD crashing on taunt, crouch, etc
- Merge new custom codebox branch
- Add IASA / Allow_Interupt command
- Add TRUE/FALSE/COMPARE/IS_BIT_SET commands
- Autocalc TRUE/FALSE/GOTO commands.
- Autoformat on entering closing bracket '}'.
- Remove indent level and do indenting based on enclosing brackets.
- fix save as
- fix parsing animations in fighter mode
- fix save in fighter mode
- add "mode" combo box to file menu to save as either big endian or little endian for wiiu/3ds.
- display subaction index next to CRC in treeview
- return to displaying empty event lists in fighter mode to preserve subaction indexes.
- Update with new 1.1.4 commands
- parsing animations now preserves subaction index
- Allow adding commands to empty lists
- fix infinite loop memory leak when someone mistakenly opens anything other than ACMD
I'm probably missing a few things but i'm fairly certain that's most of the current finished changes