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Main - General Chat - Porting Super Paper Mario to GC (Documentation) Hide post layouts | Thread closed

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Arisotura
Posted on 01-23-15 10:13 PM Link | #55067
We're not arguing, we're being realistic. What you are undertaking isn't a matter of copypasting the code from the Wii game into a Gamecube game container or something like that. Code isn't magical Lego blocks you can just move around.

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

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SGC
Posted on 01-23-15 10:24 PM (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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Arisotura
Posted on 01-23-15 10:27 PM Link | #55069
You don't even have coding experience, so how can you say all that?

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

zafkflzdasd

SGC
Posted on 01-23-15 10:34 PM (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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Marionumber1
Posted on 01-23-15 10:53 PM Link | #55071
I don't think you actually know all the problems with your plan. Aside from the fact you have no programming experience:
-Gamecube games talk directly to the DVD controller, while Wii games do it through IOS, so you'll need to modify all disc code to do direct access
-While the Wii and Gamecube have the same graphics and audio hardware, the MMIO registers are at different locations, so all that has to be patched
-Since Super Paper Mario does not use the Gamecube controller, it likely does not have that code built in at all, so you'll have to write that yourself
-The entire game's input system will need to be patched to use the Gamecube controller instead of a Wii Remote

Doing everything above requires incredibly advanced reverse engineering skills and extensive knowledge of Gamecube hardware.

SGC
Posted on 01-23-15 11:00 PM 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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Marionumber1
Posted on 01-23-15 11:01 PM Link | #55073
I'm willing to bet you could leave most of the filesystem exactly the same. The main part is patching the code to handle being on a different console.

SGC
Posted on 01-23-15 11:05 PM (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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Arisotura
Posted on 01-23-15 11:11 PM Link | #55075
Meh. This thread is getting silly.

Come back when you have something to show us.

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

zafkflzdasd
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