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SGC
Posted on 01-21-15 11:50 PM (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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Arisotura
Posted on 01-21-15 11:51 PM Link | #54893
You need to take into account that the Wii has more RAM. If the game makes use of that RAM, you're screwed.

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SGC
Posted on 01-21-15 11:58 PM 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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Arisotura
Posted on 01-22-15 12:03 AM Link | #54895
Well... good luck.

Do you have experience in ASM hacking? You seem to be underestimating the difficulty of the task.

The game also saves its data in the Wii's NAND. You will need to redirect that to the GC memcards. And there are likely other differences to take into account.

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NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

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SGC
Posted on 01-22-15 12:04 AM (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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Arisotura
Posted on 01-22-15 12:07 AM (rev. 2 of 01-22-15 12:09 AM) Link | #54897
Then I think you should start learning and practicing with something easier.

And also acquire technical knowledge about the Gamecube and the Wii. It's more than just shrinking the textures. I'm pretty sure that the game makes use of the Wii's extra RAM. If it does, you will have trouble making it run at an acceptable speed on a Gamecube.

The Wii also adds things like IOS. For example, reading data from the disc on the Wii is done by using IOS. On the Gamecube, IOS isn't a thing, so it has to be done differently.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

SGC
Posted on 01-22-15 12:12 AM (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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Arisotura
Posted on 01-22-15 12:16 AM Link | #54901
GC and Wii have the same GPU. Model formats may be different, but they'll work on both consoles regardless.

You'd just have to ensure you aren't using too much polygons, too big textures, and so on. The Gamecube's GPU is slower and maybe it has less VRAM too.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

SGC
Posted on 01-22-15 12:21 AM 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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Arisotura
Posted on 01-22-15 12:25 AM Link | #54906
Start by finding out how to disassemble and reverse-engineer GC and Wii games. You should also look into GC/Wii homebrew, useful for getting technical information about those consoles.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

SGC
Posted on 01-22-15 12:27 AM (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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SuperMario64DS
Posted on 01-22-15 06:26 AM Link | #54950
It's interesting that you want to do this, but if I may ask, why? Not against the idea - Just not getting why you'd want to backwards port something.

Would it happen to be that you wish to utilize a GameCube controller? (I assume Super Paper Mario does not support the GC controller; I haven't played it) - If so, it may be easier to modify the game on the Wii itself to accept input from a GC controller, or, as I've heard, it's technically possible to interpretate GC input as Wii Remote input.

Alternatively, why not look into rebuilding the game the game within The Thousand Year Door rather than port a large application from one system to another? If it's as you say, then Super Paper Mario is likely a build off of The Thousand Year Door. I'd bet that you'd have less trouble porting assets between both games rather than porting an entire game itself.

SGC
Posted on 01-22-15 10:18 PM (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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SuperMario64DS
Posted on 01-23-15 01:19 AM Link | #55026
Posted by supergamecube
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.


While that's true, you seem to not realize something - Both games, at their core, are probably 100% identical (Give or take a few variable factors). That said, you'd probably have more luck inserting data from Super Paper Mario into The Thousand Year Door rather than port a Wii game to the GameCube.

For instance, people have successfully swapped data between Sonic the Hedgehog 1, 2, 3 & CD without porting the games to Sega CD/Genesis. Now, they could if they wanted to (And they have to a degree), but ask anyone around - It's considerably less of a task to pick and choose bits of data rather than move large sets of data. In your case, you're looking to port an entire game to a foreign system when really, all you need it's base engine (Which exists in TTYD).

If you ever got to point where you could actually port games from one system to another (And you will, if you stick to it), you'd also be more than capable of swapping data between both games - Which would be a considerably less daunting task.

As you said before, did you actually port Mario Kart: Double Dash!! to the DS, or did you merely port one of the game's assets to Mario Kart DS? There's a huge difference there.

In the case of both Paper Mario games, they're likely similar enough that programming between both games could be swapped with little modification.

SGC
Posted on 01-23-15 01:23 AM (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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BlackYoshi485
Posted on 01-23-15 06:58 AM Link | #55035
@SuperMario64DS you're talking about a engine porting, that doesn't happened in one day, that takes weeks, maybe months, if that could be sooooooo easy, you would see a complete port of Sonic Colours to PS3(Sonic Colours uses a heavily modified Unleashed engine)

SuperMario64DS
Posted on 01-23-15 05:16 PM (rev. 3 of 01-23-15 05:26 PM) Link | #55052
Posted by BlackYoshi485
@SuperMario64DS you're talking about a engine porting, that doesn't happened in one day, that takes weeks, maybe months,


Err, and what he's saying is easier...? What's he's talking about is literally "engine porting", and what I'm talking about is "asset porting".

Is it easier to:

a) Build a new restaurant; new building, new furniture & such,
b) Airlift a building full of extractable supplies from one location to another, or
c) Use an existing building, and only bringing supplies and additions as needed.

???

Posted by BlackYoshi485
if that could be sooooooo easy, you would see a complete port of Sonic Colours to PS3(Sonic Colours uses a heavily modified Unleashed engine)


That's like comparing Windows 95 to Windows 7.

I don't like how you're putting words into mouth. Did I say 'easy'? Or did I say easier?

Consider what you just said - You just suggested that porting entire games from one system to another is difficult. That's what I was trying to convince the OP not to do.

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. The difference? One was made to execute on the Wii, and the other the GameCube. That given, they both have dependencies on their own systems; as a whole, they can't easily be moved around (Such as buildings; they need to stay in place). But what about what's inside the building? Sure, you could dismantle the building, take each individual piece and rebuild it somewhere else, or you could simply take what you need from the building and put it into another perfectly good building.

Of course, it wouldn't be a copy-paste job (The ventilation sytem as it is now won't fit in the building we're moving to), but with minour alterations and careful examination of the environment we're moving to, it will work. A square meter is always square meter no matter where you are.

Arisotura
Posted on 01-23-15 05:39 PM Link | #55056
Yeah. As I said, a prime example of that would be disk reading. On the Wii, you ask IOS to open a disk partition for you and read data from it. IOS handles decryption and verification for you.

The Gamecube doesn't have IOS, so I guess you have to talk to the DI directly and handle the decryption and all yourself. That being said, I don't know the details of how it works.

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NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Anthe
Posted on 01-23-15 05:51 PM Link | #55059
You are clearly underestimating this.

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SGC
Posted on 01-23-15 10:06 PM (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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Main - General Chat - Porting Super Paper Mario to GC (Documentation) Hide post layouts | Thread closed

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