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11-09-25 10:53 AM |
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| Main - Posts by Bluma |
| Bluma |
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Normal user Level: 12 Posts: 1/20 EXP: 6005 Next: 1916 Since: 07-06-13 From: London Last post: 4435 days ago Last view: 4430 days ago |
I've always been interested in this type of stuff, modifying games to be different and such.
Lately I've been experimenting with Wii Games, namely Super Mario Galaxy 2. I've tried importing models from games such as The Wind Waker, Twilight Princess, Super Mario Sunshine, Double Dash, Mario Kart Wii and Super Mario 64, as well as custom models I've created. Whether the model is imported directly from another game or is ripped from another and converted to the proper format is not really an issue, it's just about everything else. First thing I noticed, would be the cameras. They get stuck just about everywhere, around corners, on objects, inside of walls, the only way to free them would be to press the D-Pad rapidly until they come free. Their movement is also very choppy. I've only managed to activate other camera systems via area trigger, but nothing useful. The second issue would be gravity. Pretty much the only thing I've gotten to work would be the standard, gravity only goes one way, gravity box. The rest are a total blank, I've found no way to get spheres, twists, or other similar instances working when working with gravity. While I can guess what each gravity object does judging by it's name, there's no visual aid or clear way to know just where it will effect and how it will work. I'd like to know first, does anybody know how cameras work? Is there just a free-form camera that follows your movements smoothly and adjusts as you do? Then I'd like to know: What is known about gravity? How big is each one? Is there any way to determine it's size? I see hacks like Super Mario Galaxy 2.5, for example. Their concept art and models appear as if in certain areas they'll need non-standard gravity and cameras working in certain ways. I assume that this means that subjects are fully understood, correct? So where's the information? What is known, and how is it done? EDIT Also, what is known about collision values, such as bouncy/grassy/harmful surfaces? Could someone possibly give me a reference list of known values? |
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Normal user Level: 12 Posts: 2/20 EXP: 6005 Next: 1916 Since: 07-06-13 From: London Last post: 4435 days ago Last view: 4430 days ago |
Posted by Marionumber1 Thank-you for the information! Yes, I'm already aware of camera_through. The problem here is that I don't want the camera to clip through my model, it just doesn't look good. Does the game not contain a standard follow-me camera system? About the walls: I'm pretty sure I already had it set to 0, but wall jump was not working. Are you sure it's not the other way around? I can't check my PA files because the BSCV editor will not read it. If 'MrRean' is anywhere around here, feel free to post then. |
| Bluma |
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Normal user Level: 12 Posts: 3/20 EXP: 6005 Next: 1916 Since: 07-06-13 From: London Last post: 4435 days ago Last view: 4430 days ago |
Posted by Marionumber1 Sure, here it is: https://kuribo64.net/get.php?id=z534uFTxwhg3tIQe That's actually a zip file, for some reason it kept removing the file extension, so just add a .zip to the end. Please let me know what may be wrong with it. |
| Bluma |
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Normal user Level: 12 Posts: 4/20 EXP: 6005 Next: 1916 Since: 07-06-13 From: London Last post: 4435 days ago Last view: 4430 days ago |
Posted by Marionumber1 Unhandled exception: It's a version my friend gave me a download to, somewhere at DropBox.com. |
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Normal user Level: 12 Posts: 5/20 EXP: 6005 Next: 1916 Since: 07-06-13 From: London Last post: 4435 days ago Last view: 4430 days ago |
Posted by Marionumber1 I get the same error with that version, which appears to be exactly the same version I have judging by the file size. |
| Bluma |
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Normal user Level: 12 Posts: 6/20 EXP: 6005 Next: 1916 Since: 07-06-13 From: London Last post: 4435 days ago Last view: 4430 days ago |
-NWPlayer123 - I get the same error in that version.
-Marionumber1 - The lookup.txt is still there. It can open any file type other than PA files. Trying to trick it by renaming the .pa to .bcsv doesn't work either. EDIT: Marionumber1, I found the issue. See this line of text in the error: System.IO.FileNotFoundException: Could not find file 'C:\Documents and Settings\U\SMG\collision-v0.6\lookup.txt'. --- It tries to look for the lookup.txt within the directory that the PA file is that I'm opening. Copying and pasting the lookup.txt to the same directory as the PA file works. EDIT2: Alright, now that I can open the PA file, what should I do to change the wall code back to 0? |
| Bluma |
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Normal user Level: 12 Posts: 7/20 EXP: 6005 Next: 1916 Since: 07-06-13 From: London Last post: 4435 days ago Last view: 4430 days ago |
Posted by Marionumber1 Well I've had this type of error with things before, I should have realized that was issue. I'm examining my PA file, and it goes as follows: Data: FF Data Shifted: 0 Is that not correct? Wall Jump is still not working. |
| Bluma |
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Normal user Level: 12 Posts: 8/20 EXP: 6005 Next: 1916 Since: 07-06-13 From: London Last post: 4435 days ago Last view: 4430 days ago |
Posted by Marionumber1 Argh. Yes I am. Thank-you for clearing that up for me. As far as collision goes, I think I'm all set, thank-you. I'd still like to know about cameras and gravity, so if anybody knows, speak up. |
| Bluma |
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Normal user Level: 12 Posts: 9/20 EXP: 6005 Next: 1916 Since: 07-06-13 From: London Last post: 4435 days ago Last view: 4430 days ago |
Posted by Luigi Thanks a ton, I've managed to get a spiral shaped planet working without any issues. --- Now about the cameras: After several memory dumps and debugging with Dolphin, I've learned quite a few things about how the cameras work in this game. I wrote a script which scans through each of the level files and copies each unique camera type, placing them in a level split into 64x64 blocks, using an area trigger to activate each. None of them are capable of performing in ways such as Super Mario 64 or Sunshine, where the transition is both automatic and smooth, not being limited to only user input or pre-existing camera systems. If it's alright with everyone else, I'm going to make a new board in the appropriate section for this particular subject regarding the thought in my mind. This can be locked is that's alright. |
| Bluma |
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Normal user Level: 12 Posts: 10/20 EXP: 6005 Next: 1916 Since: 07-06-13 From: London Last post: 4435 days ago Last view: 4430 days ago |
Excuse me if this thread is considered inappropriate, I saw no general threads, and the description of this section is:
Anything about modifying the game's code to do awesome things. --- Basic question, how is this done? And to put it into context, with what? Before I go any further, I'll make this clear: I learned how to program when I was 11, in C+ to be precise. It was only a year before that I got bored one day and decided to 'hack Sonic The Hedgehog 2. It was a piece of cake. That started my video modification hobby. I've mainly been active in PlayStation communities, along with various other games, notably other Genesis games and and DreamCast era and PC games. Then there's the Wii, a new ballfield, something I haven't done yet. Super Mario Galaxy has always interested me, I looked into in back then in 2007, but at that time, no tools or community involving it existed, other than a model viewer. Present day, I dwell back into this subject. --- So I understand assembly, I've got that part down. What's next? How would one de-compile the game, bring it to a state where it's crucial center, then thing that makes it run, is editable in some, non-hex form? I've heard of a program called BrawlBox which can edit the 'Main.dol' of Wii and GaneCube games, but it ultimately fails to load the greater half of the file, making it useless. First off, what program do I use to de-compile the game? Secondly, what is used to re-compile the game? And thirdly, any other important factor that I'm not aware of here? I'd really like to help this community in any way possible, I'd like to rip this game to shreds and gather information on it's inner-workings, modify it, extend it, change it, and such. I see lots of potential in this game, certainly lots. Millions, if not billions, of new possibilities. I first wanted to change the way the game's camera system works, less choppy and more automatic, which is why I first asked this question. So... What's known? |
| Bluma |
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Normal user Level: 12 Posts: 11/20 EXP: 6005 Next: 1916 Since: 07-06-13 From: London Last post: 4435 days ago Last view: 4430 days ago |
That's fine.
Well tell me, what's needed to view the source as assembly code? And I assume this kind of thing has been done before? I'm pretty sure you're aware of the Super Mario Galaxy 2 multi-player modification. Did that person need a C++ representation, or was it done purely with the assembly code? And surely, either way, I see that this person could be helpful here as well. Are they a member here? And any thing I can do to help, I surely will. I still believe that the assembly representation of the game could be modified and understood well enough to edit it without any conversions. Has anyone written down what's been documented so far? If I could be given access to the source code, and if there's any specific task being worked on at the moment, please let me know. |
| Bluma |
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Normal user Level: 12 Posts: 12/20 EXP: 6005 Next: 1916 Since: 07-06-13 From: London Last post: 4435 days ago Last view: 4430 days ago |
Posted by Marionumber1 I'd really rather not download it illegally, copyright laws from where I'm from are more strict. Is there any place where I can download an already de-compiled source perhaps? And let me get this straight: There's no way to de-compile, then re-compile the game's DOL file? After doing more research, I found that this person also releases a pack called 'CTGP' for Mario Kart Wii. The download reveals several Main.dol files, I assume for separate regions. Does this mean that it is, in fact possible to re compile the DOL after editing? Or did they manually edit the file based on what they learned from the de-compiled code? |
| Bluma |
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Normal user Level: 12 Posts: 13/20 EXP: 6005 Next: 1916 Since: 07-06-13 From: London Last post: 4435 days ago Last view: 4430 days ago |
Well... I suppose I'll download it that way then. Not that I could even afford it, and I see no financial gain on my behalf.
I was under the impression that it required modifying and re distributing this Main.dol file. So if that's not the case, then memory patches? In the context of the Wii and 'Riivolution', I'm not entirely sure what that means. Do these memory patches work in a way similar to Gecko codes? And these patches, they're written in C++... If you can only read the game in assembly, then how do you know what you're writing in another language would work? By examining the assembly code and writing what seems right? I'm a bit curious as to how you completely re-programed the world map for Newer Super Mario Bros., Treeki. How exactly did debugging something like that go? Excuse me if I'm misinterpreting what's been said. |
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Normal user Level: 12 Posts: 14/20 EXP: 6005 Next: 1916 Since: 07-06-13 From: London Last post: 4435 days ago Last view: 4430 days ago |
Posted by Treeki In the meantime then, what do you recommend I use until these tools are complete? Posted by Treeki This is also very interesting. I guess I didn't realize that you had to write separate patches for different versions and regions. So you wrote a program that detects the game version? Is Riivolution capable of executing code like that before booting the game? Posted by Treeki How did you get a hold of a development kit? I was only able to locate one for Wii Opera applications. --- This is all very exciting, it's completely different from anything I've done. Usually it required re-distrubuting the entire 'engine' if you will, or creating a sort of ISO patch you applied yourself. How exactly do you apply these memory patches with Riivolution? Excuse me for all the questions, this seems to have a process entirely different from what I imagined. |
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Normal user Level: 12 Posts: 15/20 EXP: 6005 Next: 1916 Since: 07-06-13 From: London Last post: 4435 days ago Last view: 4430 days ago |
Excuse me for such a lengthy absence, the day I last posted also happened to be the day summer classes began, so I was unable to reply. Please forgive me for posting on such an old topic.
--- I've had little time lately to dedicate to looking into this. I've done some minor research, which ultimately failed to provide anything useful. Posted by Treeki Firstly, I was unable to locate the software which you spoke of (The one leaked from the GC Development Kit). I believe I've located the GCC which you speak of:http://gcc.gnu.org/ , but one line in your quote confuses me: Posted by Treeki I was unable to locate any 'cracked' version of IDA Pro. I instead examined several Ocarina Codes (For New Super Mario Bros. Wii, to be exact) And I was able to pull enough information out of that to do minor things (In Ocarina code form). The earliest IDA pro crack I could find would be for V5, two versions too old. So far, I've been un able to create memory patches, due to a lack of a proper source code to work with, or a proper compiler. Several things said have left me confused (Mainly being told that patches are written, and compiled in C++, but as an example I was shown assembly code.). I'm not entirely sure how these memory patches work too well either, anything I've been told, shown, or I've found has been pretty sketchy, or atleast not informative enough. |
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Normal user Level: 12 Posts: 16/20 EXP: 6005 Next: 1916 Since: 07-06-13 From: London Last post: 4435 days ago Last view: 4430 days ago |
Posted by blank Excuse me for posting for a week old thread (I see you haven't been online in three days, I assume you only log on when you see that a message has been posted). I've read through the thread. I see that you're currently not willing to do anything with DAE Importing, which is perfectly acceptable and okay. However, on PhantomWing's subject of Brawl: As you may already know, Brawl Hacking has advanced to a point where it can now import collada Dae, and convert it the MDL0. MDL0 is considerably easier to understand than Collada. I'm surprised this hasn't been suggested already... What would you think of instead MDL0 to BDL conversion, as opposed to the OBJ Idea? I see several benefits, the Brawl editor, BrawlBox, would handle the Dae for you and convert it to an easier format (MDL0). Through BrawlBox, you can edit material properties, colours, shaders, all of that nice stuff. The TEX0 format used by Brawl is more or less the same as BTI used by Galaxy. The shader format is nearly identical. BrawlBox is also open source. It comes with a viewer, which in basic terms, breaks the model down to an even simpler format, one that model ripping programs can understand, a simple display model. Skeleton data is also presented the same way, and could possibly be converted. I'm pretty sure the Brawl people would be willing to co-operate if you could reverse that method, BDL to MDL0. This would eliminate the need for things like a Material editor. If it's done well, support for this format may be added to BrawlBox. By doing so, you'll also catch the interest of Brawl hackers. As mentioned before, once BrawlBox introduced support for Mario Kart Wii formats, both Mario Kart and Brawl hackers began to work in both communities. Of course, it's only an idea. Animation wise, I do believe they work similar. It would be a fairly simple solution to a rather complicated problem, and in the end it would be beneficial to other beyond this community. http://wiki.tockdom.com/wiki/MDL0 |
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Normal user Level: 12 Posts: 17/20 EXP: 6005 Next: 1916 Since: 07-06-13 From: London Last post: 4435 days ago Last view: 4430 days ago |
Posted by NWPlayer123 MDL0 is less complicated than DAE. Consider the amount of work it took to originally compile a BDL. BrawlBox had the ability to both compile and de-compile MDL0. Blank's program reads the vertex and UV data from the OBJ, converts the images, and gives a BDL. If you already have another program which can read vertex data, UVs, Colours, and whatever else for another format, then that data should be easier to convert. If one understands that every A in one format is equivalent to a 33 in another, then it should be capable of making the conversion, especially if both programs are capable of fully (Or nearly) understanding the format they were designed to know. BrawlBox features the ability to export each set of vertices as an OBJ file. UV Mapping should be relatively simply, as should colours, and images are already in a nearly similar format, and that's everything you'd need for a basic model. Most material settings seem to be fully understood in both formats, so whether you'd be looking to make your own material editor or port whatever useful data one has from the other, you could do so. Skeletons are optional. I don't know enough about the subject, so I'm not entirely sure how easy that would be. I understand that a Dae module for python already exists, but it's not designed with the task given to BrawlBox. |
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Normal user Level: 12 Posts: 18/20 EXP: 6005 Next: 1916 Since: 07-06-13 From: London Last post: 4435 days ago Last view: 4430 days ago |
Posted by blank It's certainly interesting that you refer to it as MDL 0, not something I've thought of before regarding the MDL format. Anything would be more difficult than OBJ importing, I agree. Your Vertex coloured OBJ idea is genius enough to hold people over for now. I'm actually surprised that you've considered that as an option. I agree that given the current state of the community, it may not seem worth it at the moment, though it may be a good idea to help kick start the community in the right direction, dorky model hacks like 'Wario in Super Mario Galaxy' would be made available. Binding the Brawl and Galaxy communities could be beneficial as well. If you're looking to test drive your OBJ idea, go for it, I'll definitely be pleased with just that at the moment. Keep in mind that Blender is rather un common within most modding communities, most use 3DS Max as a primary choice, and Maya as a second choice, so this will likely please an internal crowd more than an external one. Can't wait to see what you do! |
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Normal user Level: 12 Posts: 19/20 EXP: 6005 Next: 1916 Since: 07-06-13 From: London Last post: 4435 days ago Last view: 4430 days ago |
Well, I'm having a frustrating issue.
I decided to give this a quick whirl, by adding planet objects to ProductMapObjDataTable, with SimpleMapObj & such. The thing is, the object doesn't appear in game. I'm testing over Flip Swap. The level loads, but the object does not. If I attempt to add the object to another level, it freezes. |
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Normal user Level: 12 Posts: 20/20 EXP: 6005 Next: 1916 Since: 07-06-13 From: London Last post: 4435 days ago Last view: 4430 days ago |
It's at it's original scale (It's an object from Super Mario Sunshine), I can see it in the viewer just fine but it's absent from the game.
The odd thing would be that it doesn't appear if I add the BCSV entry myself. Taking the PMObjDT from the SMG2.5 demo, and renaming my object to a entry from there works fine. But if I add my own entry, even down to settings directly coped from the SMG2.5 demo, it does not appear in game. Is there a big difference between MN1's BCSV editor and Mega-Mario's? Edit: The object only appears in game if I replace it with a pre-existing planet. |
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