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Main - Misc. ROM hacking - What Game Would You Like To See Ported To the Wii? Hide post layouts | New reply


What Game Would You Like To See Ported To the Wii?
Breath of the Wild to the Wii
58.8% (10)
Sonic The Hedgehog (2006) to Wii
0.0% (0)
Sonic Generations to Wii
11.8% (2)
Other (State game & reasons in comments)
29.4% (5)
Multiple voting is not allowed. Changing your vote is allowed. 17 users have voted so far.

JakoNintenCraft
Posted on 06-17-17 11:02 PM Link | #83815
Things to get out of the way:
1) YES, I KNOW THAT CODE ISN'T A SET OF BUILDING BLOCKS YOU CAN JUST THROW AROUND TO MAKE SOMETHING NEW.

2) This is just a poll: nothing here is expressed or implied that any port is guaranteed to be done in any capacity.

3) A port may not be a direct 1 to 1 comparison; some things may have to be toned down to meet hardware requirements (model fidelity, texture resolution, draw distances, graphical effects, frame rates, etc.) or may be made using other already-existing engines (versus a direct transfer of the original engine) to save on development time and resources, and lessen strain on the target system(s) at the cost of cut features and lack of accurate gameplay gimmicks/styles.

4) Ports that may be created might will take a LONG time to finish (a timeframe of YEARS versus months).

...SO...

Currently I'm getting into reverse engineering consoles and their games, and I was thinking I'd keep myself busy for the next few years by trying to port video games to systems they were never designed for. So I have a few options available and I'd like to see what you guys would like ported. All the ones I have listed are ports to the Wii. That was intentional, because the Wii missed out on some heavy-hitting ports back in its heyday, and it would be great to see that lost potential found with the port wanted by fans but left to die in obscurity or in the minds of the creators. Below are some of my notes concering the games listed, so please read away!

1) Breath of the Wild: I've been looking into the code of the executable for about a month now and I can see that (as for most Wii U games) that it shares a lot of assembly with Wii games (obviously because they use the same PowerPC CPU architecture). Other promising signs are that most of the graphics files, like the models in compressed BRRES, HUD and other icons in TGA, movies in MP4) are in familiar, already-cracked formats so downscaling them would be an easier process and that most of the graphical effects in the game can be toned down or turned off with the help of tweaks. DLC can probably be implemented (as it's just a matter of replacing and adding files to the game), but (sorry) no amiibo® support planned (yet. I might be able to hard-code the files in, but that's a big IF.

2) Sonic The Hedgehog (2006): Ah, that gem in the rough. To be honest here, even though this game was slated to be made for the Wii, it would be the least likely to make it anywhere on the console due to its own game engine and reliance on Havok® eating up lots of CPU cycles and memory, and as of porting it now, it's not in PPC assembly, but I have some ideas for optimizations to counteract these things. For one, I could rewrite the executable by hand: and even though that will take a long time to do, it's in a known CPU architecture, and that thing needed a rewrite anyway. Another thing could be optimizations to all the other code in the game, as every other line of code in this game other than the main executable is a bunch of compiled Lua source files (*.lub), for which there is a decompiler out there from which I can change the files to optimize routines and then recompile them back to speed; not to mention optimize the file system, as we know how messed up that is (loading the entire game's files at once? SHAME SEGA, SHAME!); all of the archives have decryption and encryption tools so I can change the arcs from there being 15-some, each carrying a monumental load of everything, to more manageable archives that only carry one thing and one thing only so that the Wii could handle it better (I'd reckon though the Xbox 360 could use this, too). All of the files' paths are found in the executable when it needs to load something, so the paths will also have to be changed to accompany the change in the file structure. Also the models, textures, HUD, other 2D graphics, movies, graphical effects, shaders, etc. will have to be toned down and the game will probably run at 30 FPS even with the optimizations proposed thus far.

3) Sonic Generations: A great game originally slated for a revolutionary launch (see what I did there?) but never got the port made. For this, the game engine can come one of two ways: either rewriting the game's PC assembly or using an already-existing engine (most likely the one from Sonic Colors). Both come with their quirks. Rewriting the original executable gives a more faithful engine but will take much longer and will need some serious optimizations to work decently even at 30 FPS. Using Sonic Colors' engine would eliminate much of the time involved and give a performance boost at the expense of the lack of gameplay fidelity and the constraints of the system, particularly in rendering the stages, in which the original models from Generations use millions of polygons compared to Colors' hundreds of thousands of polygons, making them difficult to recreate accurately in lower poly counts; as well as difficulty implementing the Classic Sonic gameplay style and the reconstruction of the other gameplay gimmicks the game doesn't share with Sonic Colors without some much ASM, which may take longer to do than porting the game's original engine over. Also needing to be done are lowering polygon counts and resolutions of 3D models and 2D graphics, respectively, from the original game.

4) Other Games: If you have a game that you would like to see ported to the Wii, let me know via the comments and I will consider your decisions in my work. So cast your opinions now!

/end GreatWallOfText.txt

____________________
Irony is the spice of life.

You're inside a simulation, of a simulation, inside a simulation, of a simulation, inside the Matrix, inside a taco, inside a taco, within a Taco Bell, that's inside a KFC, within a mall, that's INSIDE YOUR BRAIN!; inside another giant simulation!


Arisotura
Posted on 06-17-17 11:04 PM Link | #83816
Why Is The Thread Title Written Like This And Also Isn't It Annoying To Write Like This?

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

zafkflzdasd

JakoNintenCraft
Posted on 06-17-17 11:07 PM Link | #83817
Then what title should I use then? A question seems like a good choice in title for a poll.

____________________
Irony is the spice of life.

You're inside a simulation, of a simulation, inside a simulation, of a simulation, inside the Matrix, inside a taco, inside a taco, within a Taco Bell, that's inside a KFC, within a mall, that's INSIDE YOUR BRAIN!; inside another giant simulation!


Arisotura
Posted on 06-17-17 11:08 PM Link | #83818
you missed the point

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

zafkflzdasd

Super Hackio
Posted on 06-17-17 11:12 PM Link | #83819



I vote MK8.

____________________
SMG RUN Progress: Not available here, for more information, check my Youtube Channel

poudink
Posted on 06-17-17 11:12 PM Link | #83820
Mario Kart 8, because it looks like the best Mario Kart game ever and I'd love to be able to play it even with my lack of Wii U.

____________________
Nothing to say, so jadnjkfmnjamnfjkldnajfnjkanfjdksan jsdnvj m.

Nadia
Posted on 06-17-17 11:17 PM Link | #83821
I'd have to vote for Half-Life 3, it would be amazing if I could play that on my Wii!

Super Hackio
Posted on 06-17-17 11:37 PM Link | #83822



Posted by JakoNintenCraft
Currently I'm getting into reverse engineering consoles and their games, and I was thinking I'd keep myself busy for the next few years by trying to port video games to systems they were never designed for.

Another thing you could do is reverse engineer games like MKWII, SMG & SMG2, NSMBW, and other wii games. It's a start. And it might be easier to do compared to the WiiU... But hey! When did I start telling you what to do? :P

____________________
SMG RUN Progress: Not available here, for more information, check my Youtube Channel

iyenal
Posted on 06-18-17 08:54 AM (rev. 2 of 06-18-17 09:04 AM) Link | #83824
I say also Mario Kart 8 or BOTW.
For Sonic Generations, it's available on PC.

For BOTW porting, there are not only ASM that we need to convert, but also Wii U graphics wrapper OpenGX2 and OpenAX2. You have to work on it more than 3 years. But if you do it, even a small part, you will be engraved in history, believe me.

I can do model optimization, I already succeed to optimize some SM3DW models from 200000 polygons to 12000. But the work is huge, you need a true motivation, and still.

And another thing : don't underestimate the Wii, it outputs to 420p but can load many millions of polygons. It isn't a Commodore 64 (altrough see some demos and you will be amazed).

____________________
[image][image]
"I failed in some subjects in exam, but my friend passed in all. Now he is an engineer in Microsoft and I am the owner of Microsoft." -Bill Gates

JakoNintenCraft
Posted on 06-19-17 02:52 AM Link | #83846
Thanks for the input! Some nice stuff here.

Hey, where can I find some in-depth documentation on those graphics wrappers OpenGX2 and OpenAX2?

____________________
Irony is the spice of life.

You're inside a simulation, of a simulation, inside a simulation, of a simulation, inside the Matrix, inside a taco, inside a taco, within a Taco Bell, that's inside a KFC, within a mall, that's INSIDE YOUR BRAIN!; inside another giant simulation!


Ndymario
Posted on 06-19-17 05:31 AM (rev. 2 of 06-19-17 05:31 AM) Link | #83849
[s]Mario v.s. Luigi from NSMB Ds![/s]

Ehh typical Ndymario request :P

(But will admit it would be awesome if you did!)

____________________
Here's my MvL Hacking thread
Also, if you hack NSMB DS, consider joining my Discord Server!

Hope to see you there!

GalacticPirate
Posted on 06-19-17 09:32 AM Link | #83852
Well, that's cool. I've already seen GBA Cheese Land and Wii U Mario Kart Stadium downported abd working on MKWii, so a lot might be possible. I'm skeptical about BOTW tho, since even with dynamic res the Wii U suffers to render it at 20-25 fps.

iyenal
Posted on 06-19-17 10:45 AM (rev. 6 of 06-21-17 11:22 AM) Link | #83853
For OpenGX2 :
https://github.com/wiiudev/libwiiu/blob/0e67eb1854b63c4f12b06237fbe175a8e71e211b/examples/gx2thread/src/loader.c
it consists of functions executed on the Wii U like GX2CopyColorBufferToScanBuffer, GX2ClearColor... You can find them in IDA Pro in the section Imports and Exports.
Cemu developers must have also more info on their usage and interpretation, but their function name tell many things. You can find also info on http://wiiubrew.org/wiki/Main_Page
Also, it is a derived of OpenGL... But for more indepth you have to reverse engineer.
OpenAX2 is for sound.

EDIT Functions used by Super Mario 3D World :
Address Ordinal Name Library
------- ------- ---- -------
02B02D40 GX2BeginDisplayListEx gx2
02B02D50 GX2CalcColorBufferAuxInfo gx2
02B02D58 GX2CalcDRCSize gx2
02B02D60 GX2CalcDepthBufferHiZInfo gx2
02B02D68 GX2CalcFetchShaderSizeEx gx2
02B02D70 GX2CalcGeometryShaderInputRingBufferSize gx2
02B02D78 GX2CalcGeometryShaderOutputRingBufferSize gx2
02B02D80 GX2CalcSurfaceSizeAndAlignment gx2
02B02D88 GX2CalcTVSize gx2
02B02D90 GX2CallDisplayList gx2
02B02DA0 GX2ClearBuffersEx gx2
02B02DA8 GX2ClearColor gx2
02B02DB0 GX2ClearDepthStencilEx gx2
02B02DC0 GX2CopyColorBufferToScanBuffer gx2
02B02DD0 GX2CopySurface gx2
02B02E10 GX2DirectCallDisplayList gx2
02B02E18 GX2DrawDone gx2
02B02E20 GX2DrawEx gx2
02B02E28 GX2DrawIndexedEx gx2
02B02E40 GX2EndDisplayList gx2
02B02E48 GX2ExpandAAColorBuffer gx2
02B02E50 GX2ExpandDepthBuffer gx2
02B02E58 GX2Flush gx2
02B02E68 GX2GPUTimeToCPUTime gx2
02B02EC8 GX2GetCurrentDisplayList gx2
02B02F28 GX2GetLastFrame gx2
02B02FE8 GX2GetSwapStatus gx2
02B03048 GX2Init gx2
02B03070 GX2InitColorBufferRegs gx2
02B03088 GX2InitDepthBufferHiZEnable gx2
02B03090 GX2InitDepthBufferRegs gx2
02B030A0 GX2InitFetchShaderEx gx2
02B030D8 GX2InitSampler gx2
02B030E0 GX2InitSamplerBorderType gx2
02B030E8 GX2InitSamplerClamping gx2
02B030F0 GX2InitSamplerDepthCompare gx2
02B03100 GX2InitSamplerLOD gx2
02B03110 GX2InitSamplerXYFilter gx2
02B03118 GX2InitSamplerZMFilter gx2
02B03138 GX2InitTextureRegs gx2
02B03148 GX2Invalidate gx2
02B033E0 GX2SampleBottomGPUCycle gx2
02B033F8 GX2SampleTopGPUCycle gx2
02B03408 GX2SetAlphaTest gx2
02B03410 GX2SetAlphaTestReg gx2
02B03418 GX2SetAlphaToMask gx2
02B03428 GX2SetAttribBuffer gx2
02B03430 GX2SetBlendConstantColor gx2
02B03438 GX2SetBlendConstantColorReg gx2
02B03440 GX2SetBlendControl gx2
02B03448 GX2SetBlendControlReg gx2
02B03450 GX2SetClearDepthStencil gx2
02B03458 GX2SetColorBuffer gx2
02B03460 GX2SetColorControl gx2
02B03468 GX2SetColorControlReg gx2
02B03470 GX2SetContextState gx2
02B03480 GX2SetCullOnlyControl gx2
02B03488 GX2SetDRCBuffer gx2
02B03498 GX2SetDRCEnable gx2
02B034A8 GX2SetDRCScale gx2
02B034C0 GX2SetDefaultState gx2
02B034C8 GX2SetDepthBuffer gx2
02B034D0 GX2SetDepthOnlyControl gx2
02B034D8 GX2SetDepthStencilControl gx2
02B034E0 GX2SetDepthStencilControlReg gx2
02B034F0 GX2SetFetchShader gx2
02B03508 GX2SetGeometrySampler gx2
02B03510 GX2SetGeometrySamplerBorderColor gx2
02B03518 GX2SetGeometryShader gx2
02B03520 GX2SetGeometryShaderInputRingBuffer gx2
02B03528 GX2SetGeometryShaderOutputRingBuffer gx2
02B03530 GX2SetGeometryTexture gx2
02B03538 GX2SetGeometryUniformBlock gx2
02B03548 GX2SetLineWidth gx2
02B03568 GX2SetPixelSampler gx2
02B03570 GX2SetPixelSamplerBorderColor gx2
02B03578 GX2SetPixelShader gx2
02B03580 GX2SetPixelTexture gx2
02B03588 GX2SetPixelUniformBlock gx2
02B03590 GX2SetPixelUniformReg gx2
02B035A8 GX2SetPointSize gx2
02B035B8 GX2SetPolygonControl gx2
02B035C0 GX2SetPolygonControlReg gx2
02B035C8 GX2SetPolygonOffset gx2
02B035D8 GX2SetPrimitiveRestartIndex gx2
02B035E0 GX2SetRasterizerClipControl gx2
02B035F8 GX2SetScissor gx2
02B03610 GX2SetShaderModeEx gx2
02B03618 GX2SetStencilMask gx2
02B03640 GX2SetSurfaceSwizzle gx2
02B03648 GX2SetSwapInterval gx2
02B03650 GX2SetTVBuffer gx2
02B03658 GX2SetTVEnable gx2
02B03668 GX2SetTVScale gx2
02B03678 GX2SetTargetChannelMasks gx2
02B036A0 GX2SetVertexSampler gx2
02B036A8 GX2SetVertexSamplerBorderColor gx2
02B036B0 GX2SetVertexShader gx2
02B036B8 GX2SetVertexTexture gx2
02B036C0 GX2SetVertexUniformBlock gx2
02B036C8 GX2SetVertexUniformReg gx2
02B036D8 GX2SetViewport gx2
02B036E8 GX2SetupContextStateEx gx2
02B03718 GX2SwapScanBuffers gx2
02B03730 GX2TempGetGPUVersion gx2
02B03770 GX2WaitForVsync gx2

Or you can also use the way of decompiling BOTW game to recompile it on Wii.
Anyway, to port BOTW in ASM you have to know all architecture details of the Wii and Wii U.
Or we can also mod a actual Zelda game on Wii so you don't have to recode the engine entirely. As you can see there are many possibilities.

But the ASM way isn't the more easy (translating millions of instructions isn't a small feat).

____________________
[image][image]
"I failed in some subjects in exam, but my friend passed in all. Now he is an engineer in Microsoft and I am the owner of Microsoft." -Bill Gates

JakoNintenCraft
Posted on 06-22-17 03:51 AM Link | #83926
If I were to make a BOTW port, I'd rather port the original engine; reason being that the physics BOTW uses are provided by Havok and I don't know of any Zelda game that uses that physics engine other than BOTW so making the physics work in an already-existing engine would be extremely difficult, if not impossible.

____________________
Irony is the spice of life.

You're inside a simulation, of a simulation, inside a simulation, of a simulation, inside the Matrix, inside a taco, inside a taco, within a Taco Bell, that's inside a KFC, within a mall, that's INSIDE YOUR BRAIN!; inside another giant simulation!


iyenal
Posted on 06-25-17 02:27 PM (rev. 2 of 06-25-17 02:27 PM) Link | #83988
Havok physics is very CPU-intensive, but some Wii games use them.
But what's the difficulty to port physics parameters, most of the engines share them, a rigidbody is universal, collision is universal, mass is universal... Special Havok physics parameters don't change many things (if it changes) compared to others, it's like PhysX or ...
Please tell me if I missed anything.

____________________
[image][image]
"I failed in some subjects in exam, but my friend passed in all. Now he is an engineer in Microsoft and I am the owner of Microsoft." -Bill Gates

MarioBurger71
Posted on 06-25-17 10:58 PM Link | #84012

I voted for BotW, even though I already have it. It would just be cool to see it on the Wii in my opinion.

____________________
Just a fucktard

TheSunCat
Posted on 07-26-17 02:31 AM Link | #85185
MK8. In my opinion, it is the best kart game, and you could base the ASM on MKW's.

Liamade
Posted on 08-07-17 02:28 AM Link | #85838
Splatoon, no doubt about it. Online multiplayer or not, that'd be really cool.

HEYimHeroic
Posted on 08-09-17 04:32 PM Link | #85921
Mario Kart 8 or Super Mario 3D World would be some of the cooler games to be ported to the Wii. Thanks for doing this, by the way.

Mario Kart 8 would probably need a ported engine, but Super Mario 3D World might be able to use Super Mario Galaxy/2's engine. I don't know, I'm not the coding wizard as you are. :P

____________________
yeah


Main - Misc. ROM hacking - What Game Would You Like To See Ported To the Wii? Hide post layouts | New reply

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