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04-25-24 12:18 AM
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Main - Posts by SGC

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SGC
Posted on 01-21-15 11:50 PM, in Porting Super Paper Mario to GC (Documentation) (rev. 2 of 01-21-15 11:50 PM) Link | #54892
(To say the least i was really reluctant to post this here... But i'll give it a shot!)
Hi i'm supergamecube and, as you may or may not know Super Paper Mario was originally
for the GameCube the Wii is basically just a modification to the gamecube that can display better textures
and has motion controls. The Super Paper Mario engine was built to run on a gamecube and not to mention there are left over gamecube resolution models...What's bothering me is that the fact that a few of you (Or ironically all of you...) will likely just say "It's not possible!" my first goal here is to get the game running on dolphin in gamecube emulation mode. This project is something that i have been thinking about for a considerably long time. I don't care how hard it may be to do but with blood sweat and tears anything is possible! Basically I have made my decision. I want to do this no matter what anybody says. So now that that's out of the way i need some help i need to know what file formats are in the game. (Very possibly gamecube file formats!)
(Edit I almost forgot game play videos of the GameCube version exist!
https://www.youtube.com/watch?v=1SqbQB89rZw

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SGC
Posted on 01-21-15 11:58 PM, in Porting Super Paper Mario to GC (Documentation) Link | #54894
I see... I think the GC should have the ability to run this no problem i just need to down size the textures, and ASM hack GC controler
support This is the control layout i have in mind. Use the analog stick to move, A button to jump, pause button to access the menus,
L button to flip into 3D, C sick to use tippi, X or Y button to use pixels. I'm open for suggestions!

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SGC
Posted on 01-22-15 12:04 AM, in Porting Super Paper Mario to GC (Documentation) (rev. 2 of 01-22-15 12:08 AM) Link | #54896
Unfortunately i cannot ASM hack but i'm hopping that this will be a learning experience!
Well for starters what tools do i use for this kind of thing? A hex editor?

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SGC
Posted on 01-22-15 12:12 AM, in Porting Super Paper Mario to GC (Documentation) (rev. 3 of 01-22-15 12:16 AM) Link | #54900
There's something im curious about do the GC resolution models still work... Peach and Bowser don't have GC resolution models...
Maby i could use model data for Peach and Bowser from The Thousand-Year Door but the animations may not work properly...
Well if the wii and gc load files differently i'll have to figure out what the GC uses.
What modifications did they make to the new play control titles? If those were reverse engineered it could possibly give me the information i need to get it to run on GC!

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SGC
Posted on 01-22-15 12:21 AM, in Porting Super Paper Mario to GC (Documentation) Link | #54903
I wonder if reverse engineering a new play control title would help... it could give us the information we need to convert it back to a GC game Nintendo most likely did the same thing to SMP as they did to the new play control titles if we could spot what changes they made and how we might be able to convert it back to a gc game! SMP technically is a new play control title the only difference is the GC version was never released.

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SGC
Posted on 01-22-15 12:27 AM, in Porting Super Paper Mario to GC (Documentation) (rev. 2 of 01-22-15 12:33 AM) Link | #54908
Well i guess i better start searching for the required tools!
I have the homebrew channel so i know how some things work.
But for some reason tools such as Wii Xplorer and Clean Rip stopped functioning properly!

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SGC
Posted on 01-22-15 10:18 PM, in Porting Super Paper Mario to GC (Documentation) (rev. 2 of 01-22-15 10:29 PM) Link | #55011
It has to be ported from the wii because Super Paper Mario uses a heavily modifyed Thousand-Year Door engine. The required game play mechanics are not in the Thousand-Year Door's programming. Edit I almost forgot you're question allow me to explain I don't have a reason I just want to. (It may seem strange but i'm actually very interested in making ports, you should see my GCN Peach Beach (It works on real hardware at full FPS! :D) MKDS CT! Not to mention I recently restarted alexvire's MK64 port for the DS with me as the new director! I recently ported N64 Sherbert Land to MKDS as a result!)

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SGC
Posted on 01-22-15 11:09 PM, in [NSMBWii] StapleButter's crapo level, the return Link | #55013
Is this thread about a single custom level? What happened to the coins animation?

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SGC
Posted on 01-23-15 01:23 AM, in Porting Super Paper Mario to GC (Documentation) (rev. 3 of 01-23-15 01:38 AM) Link | #55028
I see what you mean but i don't know i'll try it, but only if most people agree with you.
If not then I'll modify SPM's engine instead. But i see one flaw with you're idea... Flipping into and out of 3D and, the programming for pixels and, AI for SMP enemys do not exist in PMTDY's programming whatsoever! I highly doubt that Nintendo programmed something for a later game in the last game years before the sequels release! Modification in the game's engine are required for non-rpg based fights and, to flip into 3D! Seriously that's like saying Nintendo put shit from Super Mario 3D World in Super Mario Galaxy 2's code years before they released the game and, I said I ported Peach Beach not the entire game i'm not even porting DoubleDash! If i were to try what you just said the game would crash!

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SGC
Posted on 01-23-15 05:01 AM, in Luigi Circuit in Super Mario Sunshine Link | #55033
Looks pretty cool! I think it would be fun if you could race ll piantisimo on these Mario Kart tracks.

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SGC
Posted on 01-23-15 10:06 PM, in Porting Super Paper Mario to GC (Documentation) (rev. 4 of 01-23-15 10:09 PM) Link | #55066
You know what? Enough of this! I was reluctant to post this thread because I feared something like this would happen!
I will do things the way I want to! No questions asked! If you want to argue about the way I do things take it up with me in a PM!
Because this is getting out of control! ):<

"Something that started development on the GameCube, as a sequel to a GameCube title, likely uses a lot of the same code that it's GameCube predecessor does." It may use a lot of it but definitely not ALL of it!
Anyway I was going to use PMTDY's file system anyway! But not the engine!

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SGC
Posted on 01-23-15 10:24 PM, in Porting Super Paper Mario to GC (Documentation) (rev. 2 of 01-23-15 10:25 PM) Link | #55068
I know that but i'm tired of the "Use PMTDY's engine!" crap the two engines are too vastly different! PMTDY dose't support flipping into 3D or 2D! That stuff is in the engine if i used TDY's engine i would have to program enemy AI, object data, flipping into 3D and, 2D. I would have to program Luigi from scratch and, reprogram peach and, the way battles work! But if i were to use SMP's engine all I would have to do is program GC controler support and, redirect saveing to the GC memory card and, tone down the texture quality and, play test the game to ensure that it runs at a good frame rate! But I suspect that I would have to do a few more things than that, for example I may have to program it to boot on the gc and not use the wii's channel system.


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SGC
Posted on 01-23-15 10:34 PM, in Porting Super Paper Mario to GC (Documentation) (rev. 5 of 01-23-15 10:55 PM) Link | #55070
Since this was starting to go down hill, I think the best place to start is to document things! Let's start with the differences between a GC game and, a Wii game. Let's see we'll start with documenting how a new play control game is different form it's GC counterpart! (How the file system is different what bits of code did they change ect.)

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SGC
Posted on 01-23-15 11:00 PM, in Porting Super Paper Mario to GC (Documentation) Link | #55072
Well then let's start this in a more orderly way! By documenting the differences this should help with figuring out how to rebulid the file system what has to be changed!

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SGC
Posted on 01-23-15 11:05 PM, in Porting Super Paper Mario to GC (Documentation) (rev. 2 of 01-23-15 11:09 PM) Link | #55074
How would I do that? I don't think copying and pasting code from TDY is going to work... Do all GC games talk to the DVD controler the same way? Well seeing that I have no knowledge in coding whatsoever and, I definitely didn't consider how hard this would be. I think i may just abandon the idea all together. I didn't know that much would be involved. :/

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SGC
Posted on 01-24-15 04:27 PM, in SM64DS Editor Help Thread - Post your questions here Link | #55113
When i import a model the textures are all upside-down why is this happening?

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SGC
Posted on 01-24-15 05:17 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 01-24-15 06:46 PM) Link | #55118
Hey when i attempt to test my level all the textures are entirely black and, the collision is fucked! When I went into the kcl viewer to see what was up I discovered large chucks of the level have no collision at all and, there are holes everywhere in the collision model!

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SGC
Posted on 01-24-15 06:51 PM, in SM64DS Editor Help Thread - Post your questions here Link | #55125
It happens with triangulated models as well...

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SGC
Posted on 01-24-15 07:14 PM, in SM64DS Editor Help Thread - Post your questions here Link | #55129
But why are all the textures black? o.O

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SGC
Posted on 01-24-15 09:55 PM, in A One World Galaxy Hack [by the 2.5 Team] Link | #55135
Posted by Splitwirez
Posted by StapleButter
Who cares, we have Wii emulators and eventually people will be making Wiis with FPGAs :P

Dolphin sux


What's an FPGA???

This is a FPGA http://en.m.wikipedia.org/wiki/Field-programmable_gate_array

It's really a shame this project went down hill so quickly after releasing such an amazing looking trailer all those years ago...

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Main - Posts by SGC

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