Kuribo64
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04-19-24 04:21 PM
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Main - Posts by Jesse

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Jesse
Posted on 07-22-17 06:46 AM, in How to use BTK files [BETA TUTORIAL AVAILIBLE] Link | #84951
Thats why I meant you can find more info on that page, I wasn't even talking to a specific person. SunakazeKun also posted a link which reveals basically everything you need https://github.com/blank63/j3dview/tree/master/j3d

The guy is reading a translation vector here I think, so with a bit of effort I think you can figure this out by that source alone.

texture_matrix_animation.translation_x = component_animations[3*i].translation
texture_matrix_animation.translation_y = component_animations[3*i + 1].translation
texture_matrix_animation.translation_z = component_animations[3*i + 2].translation

blank also gave some info about the header in that thread I linked https://kuribo64.net/board/thread.php?pid=51070#51070

Jesse
Posted on 07-24-17 08:06 AM, in How does the local planar gravity controller work? Link | #85089
Speaking about whitehole, sorry for the offtopic question but why is it that everytime a new feature gets added to whitehole, another one dissapears? We got like 5 versions of whitehole now and they all have their own features. Like the latest version can't edit paths and doesn't even show all objects. How does that even happen, and if it happens, shouldn't the programmer work to fix that bug instead of releasing something that is clearly broken?

No hard feelings, I just wondered.

Jesse
Posted on 07-24-17 08:07 AM, in How to use BTK files [BETA TUTORIAL AVAILIBLE] Link | #85090
https://kuribo64.net/board/thread.php?pid=52014#52014

Jesse
Posted on 07-30-17 10:23 AM, in How to use BTK files [BETA TUTORIAL AVAILIBLE] Link | #85365
maybe you did something wrong with the materials. or maybe something in that level was programmed to change the texture matrices or something like that.

Jesse
Posted on 09-08-17 10:30 AM, in Super Mario Galaxy 2 - Reverse Engineering Link | #88114
Nice man, I always wanted to take a look inside the code! So far I've only ever decompiled/reverse Engineered gameboy advance games. I suppose IDA doesn't provide the luxury of decompiling for PPC as it does for ARM?

Jesse
Posted on 09-23-17 09:05 PM, in Donald Duck: Goin Quackers - Early Prototype discovered Link | #89464
Can you open the released version of the game in the rayman editor too?

Jesse
Posted on 10-12-17 09:17 PM, in The Legend of Zelda: Breath of the Wild - Wii Port Progress Thread & Recruiting Link | #90351
What are you gonna do?

Jesse
Posted on 10-20-17 09:53 PM, in The Legend of Zelda: Breath of the Wild - Wii Port Progress Thread & Recruiting Link | #90700
Decompiled PPC (or any assembly code) isn't gonna give you much information to work with nor workable code. Its just assembly code converted to what IDA thinks is an accurate representation of that code in C. You still have to understand what is going on underneath and give IDA as much information as you can. Like defining structures, data types etc.

I'd recommend you invest a lot more time into learning how to read and write PPC, writing applications in C/C++ and possibly games. I doubt doing this project and learning everything on the fly will get you far.
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Main - Posts by Jesse

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