Home Gallery Resources The Team Rules chat Login Register
Pages:  1 ... 4 5 6 [7] 8 9
Author Topic: - — File Parsing Boot Camp — - (Some file structures added)  (Read 43401 times)
0 Members and 1 Guest are viewing this topic.
BlackJax96
Brawl Mod God
Moderator
****
Offline Offline

Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #90 on: January 26, 2012, 07:56:42 PM »


    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...) Im srs here Somebody will need to read up on PPC too...

    ACTUALLY, we could try IDA Pro:
    http://en.wikipedia.org/wiki/IDA_Pro

    I 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! Happy Face
    « Last Edit: January 26, 2012, 08:04:59 PM by BlackJax96 » Logged

    Xiggah
    Supreme Kitten
    ********
    Offline Offline

    Posts: 648

  • Awards Super Saiyan Topic Heart Container

  • View Profile WWW Awards
    « Reply #91 on: January 26, 2012, 08:01:29 PM »


    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.
    Logged


    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #92 on: January 26, 2012, 08:06:01 PM »


    sadly...
    I'm at the worst position right now to even be looking at brawl data...

    once I get my apartment with net on my compy,
    I'll be able to help out a little better.

    BJ...
    I'll be hitting you up for sure Wink
    I want to see fur rendered in brawl for my game character "Riku",
    and I will make it happen >:3

    just like I'll be hacking the WiiU in front of Nintendo's faces if SSB4 comes out as SSBU and is as crappy as everyone says DX

    anyways...
    I'll try to help as best as I can Wink
    but there isn't much I can do w/o the ability to DL/UL
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #93 on: January 27, 2012, 05:20:04 AM »


    EPIC news on my template Happy Face

    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 Happy Face

    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 Happy Face

    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 Wink
    (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)
    « Last Edit: January 27, 2012, 09:33:12 AM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    Xiggah
    Supreme Kitten
    ********
    Offline Offline

    Posts: 648

  • Awards Super Saiyan Topic Heart Container

  • View Profile WWW Awards
    « Reply #94 on: January 27, 2012, 11:31:41 AM »


    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 Tongue

    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.
    Logged


    DSX8
    Stage/Character Importer
    Never Gonna Give You Up
    *
    Offline Offline

    Posts: 9288


    meow~

  • Awards Good Citizen >9000 King for a Day Heart Container

  • View Profile Awards
    « Reply #95 on: January 27, 2012, 12:16:39 PM »


    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 Tongue

    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 Tongue
    Logged

    Follow me on facebook and Twitter!!!
    https://www.facebook.com/DMNSLYRX8              https://twitter.com/Demonslayerx8

    3DS Friend Code: 0705-6436-8834              NNID: Demonslayerx8              PSN: Demonslayerx8



    Xiggah
    Supreme Kitten
    ********
    Offline Offline

    Posts: 648

  • Awards Super Saiyan Topic Heart Container

  • View Profile WWW Awards
    « Reply #96 on: January 27, 2012, 12:51:24 PM »


    LOL  just ask me for some SRT0 files mate Tongue
    I didn't know if you had all the SRT0 hexed over yet, but if you do send me ALL the SRT0 Data Cheesy 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!
    Logged


    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #97 on: January 28, 2012, 04:58:39 AM »


    ahah

    I just found 1 difference between v10 and v11 MDL0's
    (just found my old models of Yami (Okami))

    v10 doesn't have v11's tmp3
    (as what's supported in my template)

    I'll be taking a greater look into these

    EDIT:
    YES!
    I'm so glad I redid the MDL0 map in my template Cheesy

    I had so many things with identical names that I was getting an error in the material's
    shader that was caused by a mis-interpreted string offset from the resource group D:

    at least now I can go through and define a heck of alot more w/o error >:3

    ohoho yes, this next release is gonna bomb my last release >Cheesy
    « Last Edit: January 28, 2012, 06:25:49 AM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #98 on: January 28, 2012, 07:12:17 AM »


    well...
    my template now supports v9 v10 and v11 fully Cheesy
    (v10 is basically v11 w/o the unknown3 list value)

    EDIT:
    I do have a theory that one of the unknown lists would be used for NURBS >_>

    I've seen support for NURBS in OBJ files, and even have a few with NURBS and Bezier curve equations...

    the curves basically use vertex data for control points,
    and have equations that create the inner mesh.
    « Last Edit: January 28, 2012, 07:29:38 AM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    Xiggah
    Supreme Kitten
    ********
    Offline Offline

    Posts: 648

  • Awards Super Saiyan Topic Heart Container

  • View Profile WWW Awards
    « Reply #99 on: January 28, 2012, 08:39:49 AM »


    wait... there's an entire LIST that's undefined in mdl0? And we didn't need to define it to build mdl0s? How intriguing.
    Logged


    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #100 on: January 28, 2012, 08:42:06 AM »


    wait... there's an entire LIST that's undefined in mdl0? And we didn't need to define it to build mdl0s? How intriguing.
    look at my new MDL0 thread Cheesy

    I have all the lists defined with their corresponding versions

    EDIT:
    it's actually in my old thread too Tongue
    « Last Edit: January 28, 2012, 08:43:04 AM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    Xiggah
    Supreme Kitten
    ********
    Offline Offline

    Posts: 648

  • Awards Super Saiyan Topic Heart Container

  • View Profile WWW Awards
    « Reply #101 on: January 28, 2012, 09:11:32 AM »


    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  AWESOME 2.0!
    « Last Edit: January 28, 2012, 09:12:26 AM by Xiggah » Logged


    Eternal Yoshi
    Heroic Kitten
    **
    Offline Offline

    Posts: 2425


    Boss? Is that you?

  • Awards KCMM Old Timer Super Saiyan Topic Active Contributor Former PMDT

  • View Profile Awards
    « Reply #102 on: January 28, 2012, 09:39:29 AM »


    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.
    Logged


    Xiggah
    Supreme Kitten
    ********
    Offline Offline

    Posts: 648

  • Awards Super Saiyan Topic Heart Container

  • View Profile WWW Awards
    « Reply #103 on: January 28, 2012, 09:40:33 AM »


    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.
    Logged


    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #104 on: January 28, 2012, 09:45:34 AM »


    hey Xiggah...

    why don't you help me in figuring out what those undefined lists do :/
    (I literally have a u32 TMP data in the place of them)

    just see if you can find one where the resource group offset isn't 0 Tongue

    I've got Pokepark to look through yet...
    I don't have Mario Kart or Okami =3=

    I just want to see if I can get the names changed from unknown#

    EDIT:
    why don't you wait till I release my template first before starting Wink
    (since my template has support for the unknown lists)

    unless BJ's brbx supports them <_<

    I just need to find an MDL0 that actually uses those lists >_>
    « Last Edit: January 28, 2012, 10:11:56 AM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    Pages:  1 ... 4 5 6 [7] 8 9
    Print
    Jump to: