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04-06-21 01:48 AM
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Main - Posts by Marionumber1

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Marionumber1
Posted on 07-02-13 09:58 AM, in Console Wars Poll [The final battle] (rev. 2 of 07-02-13 09:59 AM) Link | #26874
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
Posted on 07-05-13 09:32 PM, in What I Shall Do From This Point Forward (rev. 2 of 07-05-13 09:32 PM) Link | #27275
Whitehole is written in Java, so you can run it on a Mac.

Marionumber1
Posted on 07-06-13 09:33 AM, in What I Shall Do From This Point Forward Link | #27298
Why can't you install Windows using Bootcamp instead?

Marionumber1
Posted on 07-06-13 12:16 PM, in Collision, Gravity and Camera controllers Link | #27305
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):


00(00) normal ground
01(01) instant death
02(02) slippery (on slopes)
03(03) can't slip
04(04) get knocked over
05(05) ice (non reflective)
06(06) bouncy
07(07) more bouncy
08(08) even more bouncy
09(09) sand slide
0A(10) lava
0B(11) bouncy again?
0C(12) normal?
0D(13) sand (footprints)
0E(14) reflective
0F(15) electrical
10(16) bubble transport?
11(17) sinking sand
12(18) hurt sand water?
13(19) slippery sliding
14(20) waist deep water
15(21) knee deep water
16(22) ankle deep water
17(23) heel deep water
18(24) spikes
19(25) quick sinking sand
1A(26) snow
1B(27) moving sand
1C(28) squizzard's sand pit
1D(29) moving blocks
1E(30) sand (no footprints)
1F(31) sinking swamp
20(32) mud
21(33) ice (reflective)
22(34) bouncy again?
23(35) normal?
24(36) metal
25(37) grass
26(38) cloud
27(39) platform moving around cylindrical planetoid
28(40) boulder boosting ramp
29(41) player disintegrates
2A(42) footprints and dust trail
2B(43) snow (can't slip)

this list was made by wiiztec (http://wiird.l0nk.org/forum/index.php/topic,5791.msg51067.html#msg51067)

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
Posted on 07-06-13 12:32 PM, in Collision, Gravity and Camera controllers Link | #27308
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
Posted on 07-06-13 12:44 PM, in Collision, Gravity and Camera controllers Link | #27310
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
Posted on 07-06-13 12:50 PM, in Collision, Gravity and Camera controllers Link | #27312
Try this version of the BCSV Editor, and see if it works: https://www.dropbox.com/s/thc3rep4kvj1q32/BCSVE-v0.7.zip

Marionumber1
Posted on 07-06-13 12:56 PM, in Collision, Gravity and Camera controllers Link | #27315
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
Posted on 07-06-13 01:10 PM, in Collision, Gravity and Camera controllers Link | #27318
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
Posted on 07-06-13 01:20 PM, in Collision, Gravity and Camera controllers Link | #27321
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
Posted on 07-07-13 07:20 PM, in Tools recomended for doing 'this' Link | #27460
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
Posted on 07-07-13 07:42 PM, in Tools recomended for doing 'this' Link | #27462
In order to disassemble the game's code, I use IDA Pro. It costs $799, but you can

download it illegally, like I did.
Make sure you get the full version, which supports many CPU architectures, including PowerPC, which the Wii uses. You'll also need the Gekko CPU plugin (goes in the plugins folder) and the DOL loader (goes in the loaders folder). Here are the ones I use: https://www.dropbox.com/s/l4gjvvvaus89iwy/ida_tools.zip

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
Posted on 07-07-13 08:28 PM, in Tools recomended for doing 'this' Link | #27466
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
Posted on 07-25-13 10:21 AM, in help with pytex1 Link | #28933
NWPlayer123 or I can help you with it. Come on the IRC.

Marionumber1
Posted on 07-27-13 09:19 AM, in BCSV Editor Link | #29101
What do you mean, ADDS? The version I posted has the ability to add entries.

Marionumber1
Posted on 08-06-13 09:41 AM, in help with pytex1 Link | #29640
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
Posted on 08-17-13 09:00 AM, in Shadows on Custom Models in SMG 1/2 Link | #30384
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
Posted on 08-25-13 10:36 AM, in obj2bdl - Convert Wavefront OBJ to BDL Link | #30753
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
Posted on 08-26-13 09:01 PM, in Shadows on Custom Models in SMG 1/2 Link | #30901
Posted by blank
Unfortunately 3DS files doesn't support vertex colors either. For some reason there is no simple 3D model format that supports vertex colors (except for PLY files, but they only support one mesh per file). So to support vertex colors you would have to use a file format such as COLLADA, which would be a lot of work.


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
Posted on 08-27-13 03:10 PM, in obj2bdl - Convert Wavefront OBJ to BDL Link | #31020
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.
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Main - Posts by Marionumber1

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