Arisotura |
Posted on 05-10-12, 07:28 pm (rev. 4 by ImageBot on 11-21-16, 02:13 am)
|
☭ coffee and cream
Karma: 10398 Posts: 294/2766 Since: 06-26-11 |
The day many people were waiting for has finally come.
Whitehole has been released. Latest release: v1.0. Whitehole requires Java JRE7 to work correctly. To run Whitehole, you can open a console/terminal and type: java -jar whitehole.jar Alternately, for Windows users who find command-line unnatural, there's a launcher included (Whitehole.exe). Screenshot (linked 'cause large) Downloads * v0.9 RC - Download * v1.0 - Download How to use the thing Hopefully it should be intuitive enough. If not, you can read the readme or this thread for more information. Credits * Mega-Mario -- duh * Dirbaio -- really helpful programming help * Treeki -- stuff about BCSV files * for a full credits list, see Whitehole's About box Enjoy _________________________ Kuribo64 - zrghij |
ray |
Posted on 05-10-12, 07:37 pm
|
Roy Koopa
Karma: 4011 Posts: 1497/2722 Since: 06-26-11 |
Wow, I have seen it a year ago or so... I wish I could hack SMG but my PC is too slow for Dolphin and I cant test it on Wii because USBLoader doesnt work
See a lots of creative DS Hacking here_________________________ If you want to support me, you might check out my Patreon Page : ) |
Arisotura |
Posted on 05-10-12, 08:18 pm
|
☭ coffee and cream
Karma: 10398 Posts: 295/2766 Since: 06-26-11 |
Dirbaio |
Posted on 05-10-12, 08:19 pm
|
Super Mario
( ͡° ͜ʖ ͡°) Karma: 9979 Posts: 1683/4456 Since: 06-08-11 |
Riivolution is pretty nice, it allows you to replace files really easily in the ISO. You can even do it via wifi
The only drawback is that it needs the original game to work |
Arisotura |
Posted on 05-10-12, 08:23 pm
|
☭ coffee and cream
Karma: 10398 Posts: 297/2766 Since: 06-26-11 |
Arisotura |
Posted on 05-20-12, 12:07 am (rev. 3 by ImageBot on 11-21-16, 02:13 am)
|
☭ coffee and cream
Karma: 10398 Posts: 306/2766 Since: 06-26-11 |
Update!
Basic texturing support implemented. I still need to sort out some weird issue occuring with Beach Bowl Galaxy's model, and then the rendering will be decent enough to start working on the editing interface I guess. Edit- there, the issues have been solved... enjoy a swimming lesson! ... except someone stole the water and stored it in a different file. _________________________ Kuribo64 - zrghij |
ray |
Posted on 05-20-12, 09:14 am
|
Roy Koopa
Karma: 4011 Posts: 1506/2722 Since: 06-26-11 |
Lol xD
See a lots of creative DS Hacking hereLooks awesome I'm going to try it someday (I own SMG + Riivolution ) _________________________ If you want to support me, you might check out my Patreon Page : ) |
Arisotura |
Posted on 05-28-12, 08:20 pm (rev. 3 by ImageBot on 11-21-16, 02:13 am)
|
☭ coffee and cream
Karma: 10398 Posts: 333/2766 Since: 06-26-11 |
Progress!
Nice and bright. TEV has been implemented, not fully, but enough to get nice results. Note: accurate TEV emulation will require a graphics card that supports shaders. Otherwise, you still get rendering, but it's inaccurate and clearly not as nice (see BBG pic in my previous post; IceMountainPlanet also looks dark and ugly without shaders). ... looks like I'll need Z-sorting. (this is with ZWrite hacked to always-true. With proper z-write, the glass disappears behind the tower because they're being rendered in the wrong order) One good thing is that from what I read, the Flipper (Gamecube GPU; the Wii's Hollywood is mostly an overclocked Flipper) doesn't support Z-sorting. That means that either the rendering order is determined by something in the model files, or that Nintendo's GX API does Z-sorting on its own. In the worst case, I can always just implement it like I did in SM64DSe: render opaque geometry first, and then translucent geometry. Except finding out which geometry is translucent and which isn't, is going to be much more complicated as it'll involve somehow predicting the outputs of the TEV stages for each material. Another solution would be to render each material block, read the framebuffer back and check for translucent pixels, but ugh... I also think that the glass texture isn't right. I still need to work on that TEV emulation apparently... _________________________ Kuribo64 - zrghij |
ray |
Posted on 05-28-12, 09:56 pm
|
Roy Koopa
Karma: 4011 Posts: 1537/2722 Since: 06-26-11 |
WOW! Tha looks just awesome
See a lots of creative DS Hacking here_________________________ If you want to support me, you might check out my Patreon Page : ) |
Arisotura |
Posted on 05-28-12, 10:12 pm (rev. 2 by ImageBot on 11-21-16, 02:13 am)
|
☭ coffee and cream
Karma: 10398 Posts: 334/2766 Since: 06-26-11 |
Turns out that the opaque/translucent sorting is actually simple. It seems that the first byte in each material entry is 1 when the geometry is opaque and 4 when it's translucent, or something similar. Then, idk if any depth sorting on translucent geometry is done. But for now that'll do. _________________________ Kuribo64 - zrghij |
Freeze |
Posted on 05-29-12, 05:31 pm
|
Karma: 3752 Posts: 1196/2112 Since: 06-28-11 |
Silver |
Posted on 07-02-12, 06:09 pm
|
Cheep-cheep
Karma: 46 Posts: 1/182 Since: 07-02-12 |
Guys please come look at this we have been working on this hack for like 2 years with PhantomWing's editor. This new editor would really help us but we really need you fellow SMG2 hackers around here to join us if you could.
http://supermariogalaxy2-5.proboards.com/index.cgi The hack is called "Super Mario Galaxy 2.5" We've got a few levels done and we can import Super Mario Sunshine models. _________________________ Community Remix Stuff: World 3-C: 99% Complete (Released) World 4-Tower: Not started yet |
Arisotura |
Posted on 07-02-12, 06:21 pm (rev. 2 by ImageBot on 11-21-16, 02:13 am)
|
☭ coffee and cream
Karma: 10398 Posts: 476/2766 Since: 06-26-11 |
I heard from there that someone is working on a 3D AitG version, but since nothing has been made public, I'll keep working on Whitehole.
Also if there is a SMG1/2 hacking board, it sure as hell won't be using a shitty Proboards forum. I have a closed board that I could reopen and use as a base, even. Here if you wanna look. ABXD is much nicer than that Proboards crap. No 'pay to remove the ads lolol' bullshit. Also, post layouts. Acmlmboard is the best. Unrelatedly, if tools exist to import .obj models (or some other common format), that can make proper collision maps, I'll be interested. Collision maps always have been a troublecauser in SM64DS model importing, and in SMG1/2, with the much increased model definition, it's going to be worse. _________________________ Kuribo64 - zrghij |
NWPlayer123 |
Posted on 07-02-12, 07:33 pm (rev. 10 by NWPlayer123 on 07-03-12, 05:53 am)
|
||
Micro-Goomba
Karma: 39 Posts: 1/18 Since: 07-02-12 |
|
ray |
Posted on 07-02-12, 07:39 pm
|
Roy Koopa
Karma: 4011 Posts: 1647/2722 Since: 06-26-11 |
Yup and blank did also help Gericom (MKDS) at his MKDS collision generator. Maybe he can help you with SM64 DS, too I would DEFINETELY start making custom levels again
See a lots of creative DS Hacking here_________________________ If you want to support me, you might check out my Patreon Page : ) |
Arisotura |
Posted on 07-02-12, 07:40 pm (rev. 1 by Arisotura on 07-02-12, 07:41 pm)
|
☭ coffee and cream
Karma: 10398 Posts: 479/2766 Since: 06-26-11 |
Interesting.
I might as well setup a SVN repo for Whitehole so that we can all combine our efforts. That is, if you guys know C#. Whitehole is coded in C# and uses OpenTK for 3D display. The 3D renderer is almost complete, it lacks a few things but it can render most models fairly well. I don't have direct level editing abilities, but all the filesystem/RARC/BCSV/etc code is here, and there is a raw BCSV editor. Oh also, I'm working with SMG1, so there may be issues with SMG2. I'll get a SMG2 ISO asap to test that out. (no I'm not a pirate, I own that game, but dumping is a pain here) As for the BCSV field name hashes, I figured out some more. Whitehole contains a text file with all the known field names. (edit- the repo might also be Git if you prefer it, but no guarantee I'll ever get that crap working) _________________________ Kuribo64 - zrghij |
NWPlayer123 |
Posted on 07-02-12, 07:46 pm
|
||
Micro-Goomba
Karma: 39 Posts: 2/18 Since: 07-02-12 |
|
Arisotura |
Posted on 07-02-12, 07:49 pm
|
☭ coffee and cream
Karma: 10398 Posts: 480/2766 Since: 06-26-11 |
ray |
Posted on 07-02-12, 07:52 pm
|
Roy Koopa
Karma: 4011 Posts: 1649/2722 Since: 06-26-11 |
So we can exept a new SM64 DS editor version in the near future? That sounds nice
See a lots of creative DS Hacking here_________________________ If you want to support me, you might check out my Patreon Page : ) |
Arisotura |
Posted on 07-02-12, 07:53 pm (rev. 1 by Arisotura on 07-02-12, 07:53 pm)
|
☭ coffee and cream
Karma: 10398 Posts: 481/2766 Since: 06-26-11 |