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« Reply #90 on: January 26, 2012, 07:56:42 PM » |
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I've been messing around with the shaders in 3DS Max, not the actual files, and although some of it makes it over to Brawlbox, it's easy to say not all of it stays. Even if the Wii is capable of those graphics, Brawl wasn't programmed to have those renders.
I say we focus more on .rel files than shaders! BlackJax has had a lot of progress with the shaders since 0.65 beta, what we really need is more work on the modules and SHP0 like BJ said. Actually BJ, what isn't defined in the SHP0? I thought it had been finished.
All that's left is just how all the data structures are linked together through offsets, what the indices do, if there are any flags that need to be figured out to read the data, etc. Then I need to actually parse the data with the notes put together and then rebuild it. Btw, good luck reverse-engineering rels... They were originally written in C++, which means they're compiled in PPC (I think)... and PPC (PowerPC) is very confusing. We'll really need a team working together on parsing it, along with PW's rel program SRC and the Wii SDK's very small demo of rel parsing (which only really reads the header, unfortunately...)  Somebody will need to read up on PPC too... ACTUALLY, we could try IDA Pro: http://en.wikipedia.org/wiki/IDA_ProI used it for Xbox 360's XEX game executables when I modded Halo 3 and stuff. and I'll take that advice, thank you very much XDD
Yay! 
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« Last Edit: January 26, 2012, 08:04:59 PM by BlackJax96 »
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« Reply #91 on: January 26, 2012, 08:01:29 PM » |
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Stage modules is a good move, and we do know a bit thanks to PW but I have no idea about the PPC. I could look into that, but it sounds weird to research into a more complex file type before I learn to read file structures from small CHR0 files.
And I dunno about getting the wii to render that fur... isn't Diddy Kong's fur render good enough? Add the bones to it and with Havok's physics engine it'll be fur.
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« Reply #93 on: January 27, 2012, 05:20:04 AM » |
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EPIC news on my template 
last night before I went to bed, I went through and completely redid the BP registers.
the template took about 10 seconds to load FitPikachu00 while out of design mode 
it still takes about an hour to load while in design mode though -.-*
EDIT: I just did the same thing to the CP registers, and it now takes 5 seconds to load 
so it now supports everything >:3
it only reads up to the first primitive of each object (just so you can see the attribute's affect)
speaking of all that, the facepoints are now read using the attribute values (the header is ignored)
btw, what's the attribute for '08 00 ########' called?? (I have it labled as 'post')
EDIT2: so I'm redoing my template base structure now... (renaming everything)
it'll still support the old method for the resource list offsets... (until I learn how to do the better method Brbx uses) ^It's more than complicated D:
anyways... I'm also supporting float values (now that I know how) 9_9
so yeh... there's alot to do...
umm... I won't be adding correct support for Shaders/Nodes until Andrew get's back to me on that...
but everything works perfectly in the area  (it just needs a structure)
if you havn't read in BJ's thread, the nodes and shaders both follow the format of: data_size < mult(block_size,32) (the block size is a multiple of 32 depending on the data size)
well... unless I can get a valid equation for that here <_< the template may not support this for a while... (it takes Andrew a month to reply) D:
EDIT3: UUUUGH I hate the MDL0 map DX
I knew renaming the var was a bad idea X( (only as far as verts)
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« Last Edit: January 27, 2012, 09:33:12 AM by Tcll »
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« Reply #94 on: January 27, 2012, 11:31:41 AM » |
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Progress for MDL0 data!... although I have this strange feeling that you'll get your MDL0 template up as soon as BlackJax posts his MDL0 structure  By the way, that interactive disassembler looks promising. But before I even think about taking on another task, I want Nymph to release his stages for more precious SRT0 unknown data.
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« Reply #95 on: January 27, 2012, 12:16:39 PM » |
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Progress for MDL0 data!... although I have this strange feeling that you'll get your MDL0 template up as soon as BlackJax posts his MDL0 structure  By the way, that interactive disassembler looks promising. But before I even think about taking on another task, I want Nymph to release his stages for more precious SRT0 unknown data. LOL just ask me for some SRT0 files mate 
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« Reply #96 on: January 27, 2012, 12:51:24 PM » |
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LOL just ask me for some SRT0 files mate  I didn't know if you had all the SRT0 hexed over yet, but if you do send me ALL the SRT0 Data  Actually, I need the stages so i can test the results from SRT0 edits, so I'll have to wait until you get them done. Send me a download link whenever they're ready!
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« Reply #99 on: January 28, 2012, 08:39:49 AM » |
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wait... there's an entire LIST that's undefined in mdl0? And we didn't need to define it to build mdl0s? How intriguing.
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« Reply #101 on: January 28, 2012, 09:11:32 AM » |
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Well that's not UNdefined at all, that seems rather defined. And if so, then you should be ready to move on with module files 
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« Last Edit: January 28, 2012, 09:12:26 AM by Xiggah »
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« Reply #102 on: January 28, 2012, 09:39:29 AM » |
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Module files require PPC assembly knowledge that only 2 users can even remotely touch and have something good happen. I'm not one of them.
You may want to start a little slower because that's a very tall order.
I "Somehow" have IDA but don't have a clue on how to use it now.
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« Reply #103 on: January 28, 2012, 09:40:33 AM » |
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Module files require PPC assembly knowledge that only 2 users can even remotely touch and have something good happen. I'm not one of them.
You may want to start a little slower because that's a very tall order.
I know, I'm not getting my hopes up. Not even the notes on stage modules will help us too much.
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