| ||
| Views: 14,036,625 |
Home
| Forums
| Uploader
| Wiki
| Object databases
| IRC
Rules/FAQ | Memberlist | Calendar | Stats | Online users | Last posts | Search |
04-06-21 01:48 AM |
| Guest: | ||
| Main - Posts by Marionumber1 |
| Marionumber1 |
| ||
|
Wii U hacker Level: 52 Posts: 241/709 EXP: 1067030 Next: 16810 Since: 07-07-12 Last post: 1101 days ago Last view: 47 days ago |
Yes Dego, which is the problem I have with this poll. While I acknowledge the technical superiority of the PS4, I will probably not buy it, because it does not play the games that I enjoy. This console and games together determine how well the console will do, not just one of them. |
| Marionumber1 |
| ||
|
Wii U hacker Level: 52 Posts: 242/709 EXP: 1067030 Next: 16810 Since: 07-07-12 Last post: 1101 days ago Last view: 47 days ago |
Whitehole is written in Java, so you can run it on a Mac. |
| Marionumber1 |
| ||
|
Wii U hacker Level: 52 Posts: 243/709 EXP: 1067030 Next: 16810 Since: 07-07-12 Last post: 1101 days ago Last view: 47 days ago |
Why can't you install Windows using Bootcamp instead? |
| Marionumber1 |
| ||
|
Wii U hacker Level: 52 Posts: 244/709 EXP: 1067030 Next: 16810 Since: 07-07-12 Last post: 1101 days ago Last view: 47 days ago |
For your first issue, there's a collision flag called camera_through that allows the camera to go through models. This flag can be set in the collision tools by checking the box for it.
These are the collision flags for surfaces (known as Floor_code in the collision tools): The collision flags for walls (the flag is known as Wall_code) are 0 for Wall-Jumpable and 1 for Non Wall-Jumpable. As for gravity, I don't know much about this. A level creator could give you more information, like shibboleet. |
| Marionumber1 |
| ||
|
Wii U hacker Level: 52 Posts: 245/709 EXP: 1067030 Next: 16810 Since: 07-07-12 Last post: 1101 days ago Last view: 47 days ago |
The game contains many types of cameras, including the one you mentioned. MrRean is also good with them.
I'm sure that 0 makes the models Wall-Jumpable, because that's what I've used for Wall_code in all the models I imported, and you can wall jump. I'm surprised to hear that the BCSV Editor can't read the PA files you made. I'm the author of the BCSV Editor, so could you please give me the PA file so I can see why it's not being read? |
| Marionumber1 |
| ||
|
Wii U hacker Level: 52 Posts: 246/709 EXP: 1067030 Next: 16810 Since: 07-07-12 Last post: 1101 days ago Last view: 47 days ago |
The collision opens fine in the BCSV Editor for me. What specific error do you get, and which version of the BCSV Editor are you using? |
| Marionumber1 |
| ||
|
Wii U hacker Level: 52 Posts: 247/709 EXP: 1067030 Next: 16810 Since: 07-07-12 Last post: 1101 days ago Last view: 47 days ago |
Try this version of the BCSV Editor, and see if it works: https://www.dropbox.com/s/thc3rep4kvj1q32/BCSVE-v0.7.zip |
| Marionumber1 |
| ||
|
Wii U hacker Level: 52 Posts: 248/709 EXP: 1067030 Next: 16810 Since: 07-07-12 Last post: 1101 days ago Last view: 47 days ago |
Bluma, do you have a lookup.txt file in the same directory as the BCSV Editor? When I removed lookup.txt from the directory that the EXE was in, I got the same error that you did. |
| Marionumber1 |
| ||
|
Wii U hacker Level: 52 Posts: 249/709 EXP: 1067030 Next: 16810 Since: 07-07-12 Last post: 1101 days ago Last view: 47 days ago |
It's strange that it would be opening lookup.txt from the same path that your PA file is at. Since you're using Windows XP, it may be a subtle difference in XP's implementation of file I/O. I'll try to look into this. |
| Marionumber1 |
| ||
|
Wii U hacker Level: 52 Posts: 250/709 EXP: 1067030 Next: 16810 Since: 07-07-12 Last post: 1101 days ago Last view: 47 days ago |
I'm not quite sure why wall jumping wouldn't work, but just out of curiosity, are you using the Spin to Fly code? You can't wall jump as Flying Mario. |
| Marionumber1 |
| ||
|
Wii U hacker Level: 52 Posts: 251/709 EXP: 1067030 Next: 16810 Since: 07-07-12 Last post: 1101 days ago Last view: 47 days ago |
Currently, we have no way of looking at the game's source code. We have made a few ASM hacks, but we make them by looking the SMG2's assembly code and reverse engineering it. That said, we are working on understanding the game's code more, at which point we might be able to create a C++ representation.
In order to modify the game's code, we use memory patches in order to modify the assembly code. Riivolution, the program that we use to replace files, supports them, and seeing as you understand the Dolphin debugger, that can also do memory patches. Only two people are actively looking at the game's code (myself and Arisotura). We'd love to have someone else to help us with it. |
| Marionumber1 |
| ||
|
Wii U hacker Level: 52 Posts: 252/709 EXP: 1067030 Next: 16810 Since: 07-07-12 Last post: 1101 days ago Last view: 47 days ago |
In order to disassemble the game's code, I use IDA Pro. It costs $799, but you can All you need to do is open IDA Pro, choose New, and open SMG2's main.dol. That will generate a disassembly of the SMG2. From there, you just need reverse engineering knowledge. The people who worked on the multiplayer mod are Chadderz and MrBean. I would assume they also used a disassembly of the game, since decompiling and then recompiling the game is impossible to do without completely understanding all of the game's code, and having the Wii SDK as well. They aren't active on this forum, though. We have made documentations of some of the game's code. You can find it in ASM Hacking Notes on the Wiki. Currently, I'm focusing on the code for objects and power-ups. |
| Marionumber1 |
| ||
|
Wii U hacker Level: 52 Posts: 253/709 EXP: 1067030 Next: 16810 Since: 07-07-12 Last post: 1101 days ago Last view: 47 days ago |
The disassembled source would be huge, and I also don't think it's legal to distribute the code.
They probably edited the assembly code in the DOL after reverse engineering. Decompiling and recompiling isn't impossible, but it's not worth the effort. An automated decompiler would probably produce some incorrect code, and also wouldn't contain any function or variable names. Decompiling on your own would require a complete understanding of all of the game's code, and would not only be hard and time consuming, but unneeded, because often, you just want to modify a small portion of the code. Recompiling the code, as I said, would first require you to decompile it, and then you'd need the Wii SDK to compile the code. |
| Marionumber1 |
| ||
|
Wii U hacker Level: 52 Posts: 254/709 EXP: 1067030 Next: 16810 Since: 07-07-12 Last post: 1101 days ago Last view: 47 days ago |
NWPlayer123 or I can help you with it. Come on the IRC. |
| Marionumber1 |
| ||
|
Wii U hacker Level: 52 Posts: 255/709 EXP: 1067030 Next: 16810 Since: 07-07-12 Last post: 1101 days ago Last view: 47 days ago |
What do you mean, ADDS? The version I posted has the ability to add entries. |
| Marionumber1 |
| ||
|
Wii U hacker Level: 52 Posts: 256/709 EXP: 1067030 Next: 16810 Since: 07-07-12 Last post: 1101 days ago Last view: 47 days ago |
For creating BTI files from an image, I use SZS Explorer: http://chadderz.is-a-geek.com/ctools/setup/ctoolssetup.msi
Export the textures as TGA files, then use an image editor to convert them to PNG. Then follow these steps to create a BTI file from them: 1. Open SZS Explorer and create a new archive. 2. In the new archive, right click in the big white box in the center and choose New->File. 3. Select the red Image File and click OK. 4. Double click on Untitled.bti. 5. Choose the folder icon and pick the PNG file. 6. Save and close the BTI Editor. 7. Right click Untitled.bti and choose Export. That will allow you to export the BTI you made. |
| Marionumber1 |
| ||
|
Wii U hacker Level: 52 Posts: 257/709 EXP: 1067030 Next: 16810 Since: 07-07-12 Last post: 1101 days ago Last view: 47 days ago |
As far as I can tell, Wavefront OBJ models don't even support vertex colors. We would have to use a different model format, like 3DS.
For any programmers interested in the 3DS model format, here's something would help: http://blog.aerojockey.com/post/dice3ds This is a Python module that lets you read data from 3DS models. |
| Marionumber1 |
| ||
|
Wii U hacker Level: 52 Posts: 258/709 EXP: 1067030 Next: 16810 Since: 07-07-12 Last post: 1101 days ago Last view: 47 days ago |
It's a problem where for some reason, no texture coordinates are defined for some faces. I solve that by catching the exception that comes up, and filling in 0 for the texture coordinates. |
| Marionumber1 |
| ||
|
Wii U hacker Level: 52 Posts: 259/709 EXP: 1067030 Next: 16810 Since: 07-07-12 Last post: 1101 days ago Last view: 47 days ago |
Posted by blank Not trying to force you into coding a COLLADA importer, but this might help: http://pycollada.github.io/ It's a Python module for reading COLLADA modules as Python objects. |
| Marionumber1 |
| ||
|
Wii U hacker Level: 52 Posts: 260/709 EXP: 1067030 Next: 16810 Since: 07-07-12 Last post: 1101 days ago Last view: 47 days ago |
I've used that workaround on a few models (the Escher planet, Mario's house) and nothing seems to have been wrong with them. I do agree, though, that it's better to prevent the problem from happening. |
| Main - Posts by Marionumber1 |
|
Page rendered in 0.034 seconds. (2048KB of memory used) MySQL - queries: 23, rows: 139/139, time: 0.027 seconds.
Acmlmboard 2.064 (2018-07-20)© 2005-2008 Acmlm, Xkeeper, blackhole89 et al. |