|
|
 |
« Reply #9451 on: April 07, 2012, 02:58:23 PM » |
|
I voted for REL :3
Don't shoot. That option is on the poll!
|
|
|
Logged
|
|
|
|
|
|
|
 |
« Reply #9453 on: April 08, 2012, 11:53:45 AM » |
|
Can do
They seem to be modified by an outside source in-game. There are 3 Color and 4 Konstant Color Registers. I suspect that CLR0 modifies the Konstant or Color registers, but I'm not sure. I think the Color registers are used as some kind of a default color for the shader's output registers.
What I DO know though, is that the shader (in my terms) stages definitely uses those registers. They can be used as input values. I've said this before and I'll say it again, there are usually 3 stages at the end of any Brawl shader. They control model flashing when respawning, doing a special, or w/e else, and use the Konstant Color registers and the Color2 register as input.
As for specular, ambient and diffuse, I think they're located in the Lighting section in the material. That's literally the ONLY unknown section of the entire MDL0 left...
>.> It's not really that hard to get the outline working. It's just hard to keep the lighting not too bright and not too dark. And there are no float values for the outline. It's in a sphere map texture that overlays the regular texture.
BlackJax96 How do you fix the texture glitches because when I rigged BGE Hillys over Halberd ship & I tried it in the game, there were soe texture gltches.
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #9454 on: April 08, 2012, 12:50:43 PM » |
|
 From the Wii SDK "The relocatable module system consists of a single static module (.elf file) and multiple relocatable modules (.rel files). Once the boot ROM loads the program's static module, the static module can control the memory location of the relocatable modules. The static module is built as a normal ELF file. The static module can contain common functions and common variables referenced by the relocatable modules." In our case, the DOL would be the ELF file. Sounds like I'll have to parse DOL at the same time.  At least I have the header. >.> "Note: Global C++ constructors and destructors must be called explicitly from the relocatable module’s _prolog and _epilog sections, respectively." I know where those sections are  I'd better release v0.66 soon so I can get working on this.
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #9455 on: April 08, 2012, 01:00:15 PM » |
|
So Nico (is it your real name?) what's left to do and what do we need to figure out specifically?
|
|
|
Logged
|
3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
|
|
|
|
|
 |
« Reply #9456 on: April 08, 2012, 01:16:27 PM » |
|
So Nico (is it your real name?) what's left to do and what do we need to figure out specifically?
No it's not my real name. It would be cool if it was though >.> These are the remaining bugs: These are the things I haven't done yet:
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #9457 on: April 08, 2012, 01:23:53 PM » |
|
Also have you figured out more on the SCN0? I might take my time trying to test stuff on the wii tonight.
|
|
|
Logged
|
3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
|
|
|
|
|
 |
« Reply #9458 on: April 08, 2012, 01:24:35 PM » |
|
I managed to get source code on a rel viewer to load SS rels up. Do you want me to send you the source code?
Thread im currently in:http://forum.unseen64.net/viewtopic.php?f=2&t=3051
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #9459 on: April 08, 2012, 01:28:12 PM » |
|
|
|
« Last Edit: April 08, 2012, 01:33:11 PM by Tcll »
|
Logged
|
|
|
|
|
|
 |
« Reply #9460 on: April 08, 2012, 01:46:14 PM » |
|
Sure thing, will P.M. you it.
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #9461 on: April 08, 2012, 02:05:37 PM » |
|
Everyone send me everything  Except I already have the original source of PW's module editor v1 and the exe-reversed source of v2.1 so don't send me those.
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #9462 on: April 08, 2012, 02:11:45 PM » |
|
Except I already have the original source of PW's module editor v1 and the exe-reversed source of v2.1 so don't send me those. well it looks like I'm out XD
but I only have a decompiled r1 of 2.1 so... *cracks knuckles* time to use the Tortise XD
|
|
« Last Edit: April 08, 2012, 02:13:47 PM by Tcll »
|
Logged
|
|
|
|
|
|
 |
« Reply #9463 on: April 08, 2012, 02:19:26 PM » |
|
bj or nico lol any chance you can understand what pw did to ike rel? so we can duplicate that rel on pal? it would be cool to have a tool like the stage switcher where both pal user and ntsc users could creat mk/jiggly/marth and ike rel over any chars xD also if you figure it out how to add stage collisions stage imports would be a new gen when adding creatures that can damage the players(imagine safron city with pokemons collisions  )
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #9464 on: April 08, 2012, 02:23:23 PM » |
|
Hopefully .67 will also let us edit D3&pkmn trainer 1.3 mod it's great but copy paste causes freeze/corrupts the .pac Everything has to be done from scratch on 1.3&1.3mod I'll wait for the .67 :-) Also, if .rels can actually make a character that don't have articles have them, I will so learn all about rel once .66 is out :-D bj or nico lol any chance you can understand what pw did to ike rel? so we can duplicate that rel on pal? it would be cool to have a tool like the stage switcher where both pal user and ntsc users could creat mk/jiggly/marth and ike rel over any chars xD also if you figure it out how to add stage collisions stage imports would be a new gen when adding creatures that can damage the players(imagine safron city with pokemons collisions  ) This will be so cool!!! Saffron city with pokemons <3
|
|
« Last Edit: April 08, 2012, 02:25:16 PM by namq »
|
Logged
|
|
|
|
|
|