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09-20-24 02:31 PM |
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Main - Posts by Jesse |
Jesse |
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Member Normal user Level: 53 Posts: 681/688 EXP: 1146077 Next: 11042 Since: 09-05-13 Last post: 2526 days ago Last view: 2088 days ago |
Thats why I meant you can find more info on that page, I wasn't even talking to a specific person. SunakazeKun also posted a link which reveals basically everything you need https://github.com/blank63/j3dview/tree/master/j3d
The guy is reading a translation vector here I think, so with a bit of effort I think you can figure this out by that source alone. texture_matrix_animation.translation_x = component_animations[3*i].translation texture_matrix_animation.translation_y = component_animations[3*i + 1].translation texture_matrix_animation.translation_z = component_animations[3*i + 2].translation blank also gave some info about the header in that thread I linked https://kuribo64.net/board/thread.php?pid=51070#51070 |
Jesse |
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Member Normal user Level: 53 Posts: 682/688 EXP: 1146077 Next: 11042 Since: 09-05-13 Last post: 2526 days ago Last view: 2088 days ago |
Speaking about whitehole, sorry for the offtopic question but why is it that everytime a new feature gets added to whitehole, another one dissapears? We got like 5 versions of whitehole now and they all have their own features. Like the latest version can't edit paths and doesn't even show all objects. How does that even happen, and if it happens, shouldn't the programmer work to fix that bug instead of releasing something that is clearly broken?
No hard feelings, I just wondered. |
Jesse |
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Member Normal user Level: 53 Posts: 683/688 EXP: 1146077 Next: 11042 Since: 09-05-13 Last post: 2526 days ago Last view: 2088 days ago |
https://kuribo64.net/board/thread.php?pid=52014#52014 |
Jesse |
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Member Normal user Level: 53 Posts: 684/688 EXP: 1146077 Next: 11042 Since: 09-05-13 Last post: 2526 days ago Last view: 2088 days ago |
maybe you did something wrong with the materials. or maybe something in that level was programmed to change the texture matrices or something like that. |
Jesse |
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Member Normal user Level: 53 Posts: 685/688 EXP: 1146077 Next: 11042 Since: 09-05-13 Last post: 2526 days ago Last view: 2088 days ago |
Nice man, I always wanted to take a look inside the code! So far I've only ever decompiled/reverse Engineered gameboy advance games. I suppose IDA doesn't provide the luxury of decompiling for PPC as it does for ARM? |
Jesse |
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Member Normal user Level: 53 Posts: 686/688 EXP: 1146077 Next: 11042 Since: 09-05-13 Last post: 2526 days ago Last view: 2088 days ago |
Can you open the released version of the game in the rayman editor too? |
Jesse |
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Member Normal user Level: 53 Posts: 687/688 EXP: 1146077 Next: 11042 Since: 09-05-13 Last post: 2526 days ago Last view: 2088 days ago |
What are you gonna do? |
Jesse |
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Member Normal user Level: 53 Posts: 688/688 EXP: 1146077 Next: 11042 Since: 09-05-13 Last post: 2526 days ago Last view: 2088 days ago |
Decompiled PPC (or any assembly code) isn't gonna give you much information to work with nor workable code. Its just assembly code converted to what IDA thinks is an accurate representation of that code in C. You still have to understand what is going on underneath and give IDA as much information as you can. Like defining structures, data types etc.
I'd recommend you invest a lot more time into learning how to read and write PPC, writing applications in C/C++ and possibly games. I doubt doing this project and learning everything on the fly will get you far. |
Main - Posts by Jesse |
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