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Posted on 05-10-12, 07:28 pm (rev. 4 by ImageBot on 11-21-16, 02:13 am)
☭ communist leader ☭


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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
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Kuribo64 - RH-fucking-cafe - Kafuka

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Posted on 05-10-12, 07:37 pm
Roy Koopa


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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
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See a lots of creative DS Hacking here
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Posted on 05-10-12, 08:18 pm
☭ communist leader ☭


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Perhaps you could consider using Riivolution? (I should look into that too, I don't know the details of how that works)
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Kuribo64 - RH-fucking-cafe - Kafuka

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Posted on 05-10-12, 08:19 pm
Super Mario
( ͡° ͜ʖ ͡°)

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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
Posted on 05-10-12, 08:23 pm
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Drawback that is convenient here since I don't support piracy.
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Kuribo64 - RH-fucking-cafe - Kafuka

zrghij
Posted on 05-20-12, 12:07 am (rev. 3 by ImageBot on 11-21-16, 02:13 am)
☭ communist leader ☭


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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.
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Kuribo64 - RH-fucking-cafe - Kafuka

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Posted on 05-20-12, 09:14 am
Roy Koopa


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Lol xD
Looks awesome I'm going to try it someday (I own SMG + Riivolution )
_________________________
See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 05-28-12, 08:20 pm (rev. 3 by ImageBot on 11-21-16, 02:13 am)
☭ communist leader ☭


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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...
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Posted on 05-28-12, 09:56 pm
Roy Koopa


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WOW! Tha looks just awesome
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See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 05-28-12, 10:12 pm (rev. 2 by ImageBot on 11-21-16, 02:13 am)
☭ communist leader ☭


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Better. Well, I don't remember if the glass looks like that ingame, but atleast it's not zfailing anymore.

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.
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Kuribo64 - RH-fucking-cafe - Kafuka

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Posted on 05-29-12, 05:31 pm


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OMG. I really would like to try this out, but since I have neither a hacked Wii nor a normal Wii I can't really test or play my levels and other hacks.
You should also know that I am not a real fan of Emulators.
Posted on 07-02-12, 06:09 pm
Cheep-cheep


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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.
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Community Remix Stuff:

World 3-C: 99% Complete (Released)

World 4-Tower: Not started yet
Posted on 07-02-12, 06:21 pm (rev. 2 by ImageBot on 11-21-16, 02:13 am)
☭ communist leader ☭


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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.
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Kuribo64 - RH-fucking-cafe - Kafuka

zrghij
Posted on 07-02-12, 07:33 pm (rev. 10 by  NWPlayer123 on 07-03-12, 05:53 am)
Micro-Goomba


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Well one of our programmers, blank, has made it so we can import custom collision using obj so.....
Also, that sounds like a good plan for a SMG1/2 hacking board










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Posted on 07-02-12, 07:39 pm
Roy Koopa


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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
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See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 07-02-12, 07:40 pm (rev. 1 by  StapleButter on 07-02-12, 07:41 pm)
☭ communist leader ☭


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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)
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Kuribo64 - RH-fucking-cafe - Kafuka

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Posted on 07-02-12, 07:46 pm
Micro-Goomba


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Posted by Mega-Mario
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)

Well there are several things, one, one of our other programmers, marionumber1, has most if not all of the BCSV hashes.
And he is also fluent in C# and made a BCSV editor, so he can help
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Posted on 07-02-12, 07:49 pm
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Well then I'm totally going to open that repo, and reopen Kuriboard64. The old site will definitely require some adjustments

Do you guys have a preference for Git or another specific repo type? If not I'll go for a SVN.
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Kuribo64 - RH-fucking-cafe - Kafuka

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Posted on 07-02-12, 07:52 pm
Roy Koopa


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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 : )
Posted on 07-02-12, 07:53 pm (rev. 1 by  StapleButter on 07-02-12, 07:53 pm)
☭ communist leader ☭


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Did I say that SM64DSe was going to get an update?

Well, not from me, atleast. I'm talking about SMG and Whitehole here.

Now, if you guys want to mess with SM64DSe's code, it's already in a repo, so go ahead...
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