Search found 17 matches
- Sun Dec 03, 2017 1:32 am
- Forum: GameCube
- Topic: Can't find Apploader/Bootrom documents (needed for homebrew app)!
- Replies: 2
- Views: 6680
Can't find Apploader/Bootrom documents (needed for homebrew app)!
The wiki references the following documents, which I would like to get ahold of: http://dolwin.emulation64.com/docs/Apploader.txt http://dolwin.emulation64.com/docs/Bootrom.txt However, both of these links now redirect to here . Additionally, I can't find these documents on the dolwin website. Where...
- Sun Jun 25, 2017 7:33 pm
- Forum: Software
- Topic: My homebrew game doesn't work! (Help needed)
- Replies: 6
- Views: 18231
Re: My homebrew game doesn't work! (Help needed)
Fixed the alignment issue with __attribute__((align(32))), still crashes. I think it has something to do with the fancy stuff I'm doing with TEV stages and whatnot. Here's what Dolphin gives: ================ GFX FIFO: Unknown Opcode (0x4a @ 0x7f6369dfee01, preprocess=false). This means one of the f...
- Tue Jun 20, 2017 11:30 pm
- Forum: Software
- Topic: My homebrew game doesn't work! (Help needed)
- Replies: 6
- Views: 18231
Re: My homebrew game doesn't work! (Help needed)
Managed to install the Homebrew Channel on my Wii, and modified the code slightly to use Wii headers. And... yeah, it crashes my Wii.
Updated source code in first post by the way.
Updated source code in first post by the way.
- Thu Jun 08, 2017 1:20 pm
- Forum: Software
- Topic: My homebrew game doesn't work! (Help needed)
- Replies: 6
- Views: 18231
Re: My homebrew game doesn't work! (Help needed)
I am unable to test on real hardware.Aleron Ives wrote:Does it work on real hardware? If so, it's just an emulation bug, of which Dolphin has many.
Still does nothing when changed to GX_INDEX16.tueidj wrote:You seem to be setting the vertex descriptors to GX_DIRECT but passing indices as data.
- Wed Jun 07, 2017 11:50 pm
- Forum: Software
- Topic: My homebrew game doesn't work! (Help needed)
- Replies: 6
- Views: 18231
My homebrew game doesn't work! (Help needed)
The game I made doesn't work (at least in Dolphin 5.0), as it shows a black screen. Even changing the background color variable does nothing. What am I doing wrong?
Source code
Source code
- Sun Jun 04, 2017 7:24 pm
- Forum: Software
- Topic: GMA Filetype Breakdown
- Replies: 11
- Views: 25317
Re: GMA Filetype Breakdown
The 8 bytes after the "debug menu lighting" value seem to be RGBA values, perhaps used as constants in the TEV unit? Also, what you labeled as "model code" is actually vertex flags. They seem to come directly from the GX library values (in general, they are 1<<vtx_attr_type :: ht...
- Mon Jul 25, 2016 2:19 pm
- Forum: Software
- Topic: Super Monkey Ball Decompilation Help!
- Replies: 4
- Views: 12041
Re: Super Monkey Ball Decompilation Help!
I guess I'm just wondering why it's a subroutine at all, instead of just instructions in the main function.tueidj wrote:R1 is the stack pointer, R2 points to const small data and R13 points to variable small data.
- Sun Jul 24, 2016 8:46 pm
- Forum: Software
- Topic: Super Monkey Ball Decompilation Help!
- Replies: 4
- Views: 12041
Super Monkey Ball Decompilation Help!
My end goal is to decompile Super Monkey Ball, but I'm stuck on the boot code. Can anyone lend a hand? 80003100: 48 00 00 f1 bl 0x800031f0 80003104: 48 00 01 c9 bl 0x800032cc 80003108: 38 00 ff ff li r0,-1 8000310c: 94 21 ff f8 stwu r1,-8(r1) 80003110: 90 01 00 04 stw r0,4(r1) 80003114: 90 01 00 00 ...
- Wed Mar 23, 2016 4:57 pm
- Forum: Software
- Topic: Various TEV stage examples?
- Replies: 0
- Views: 5116
Various TEV stage examples?
I want to perform the following effects using TEV: Shadows (no idea how to approach this at all) Reflection mapping (I think this is a texgen matrix combined with a sphere map but how to do cubemaps?) Bump mapping (GX_TG_BUMP0-7 seem to be for emboss maps, can normal maps be used?) Toon Shading (SRT...
- Sat Mar 14, 2015 8:11 pm
- Forum: Software
- Topic: COLI Filetype Breakdown (F-Zero GX)
- Replies: 5
- Views: 24615
Re: COLI Filetype Breakdown (F-Zero GX)
Well this is different from SMB! The collision and objects in SMB are located in one file, and the collision triangle format is very different. It just has an extension of .lz, not .gma.lz, not .tpl.lz, just .lz. I'm working on a converter, when I get done with it, I'll share it. Also, there are two...
- Fri Jan 23, 2015 5:01 pm
- Forum: Software
- Topic: GMA Filetype Breakdown
- Replies: 11
- Views: 25317
Re: GMA Filetype Breakdown
Use lzfix.exe first, selecting (B)efore Decompression (type capital B). Then, run through lzss decompressor. You might need this DLL:
http://bin.smwcentral.net/u/21732/msvcr100d.dll
http://bin.smwcentral.net/u/21732/msvcr100d.dll
- Sun Jan 18, 2015 10:25 pm
- Forum: Software
- Topic: GMA Filetype Breakdown
- Replies: 11
- Views: 25317
Re: GMA Filetype Breakdown
Compression tool: Link First 16 bytes: ?? ?? ?? ?? ?? ?? ?? ?? AA AA AA AA BB BB BB BB A: Number of collision models B: Offset to collision models At offset B: 0x18 Unknown bytes 0x4 Size of this header minus 0x0C? 0x4 Collision triangle offset 0x4 Pointer to collision triangle indices pointers (Dou...
- Sun Jan 18, 2015 8:11 pm
- Forum: Software
- Topic: GMA Filetype Breakdown
- Replies: 11
- Views: 25317
Re: GMA Filetype Breakdown
I can help with the LZ files, I have the collision triangle format figured out. I also have programs to compress/decompress them, if you're interested.
- Thu Jan 15, 2015 6:55 pm
- Forum: Game Hacking
- Topic: Let's Hack... Super Monkey Ball!
- Replies: 4
- Views: 8039
Re: Let's Hack... Super Monkey Ball!
~~~~~~~~~~~~~~~~
Just want to say that the 2 2D vectors may be tangent and bitangent vectors. What do you think?
~~~~~~~~~~~~~~~~
Just want to say that the 2 2D vectors may be tangent and bitangent vectors. What do you think?
~~~~~~~~~~~~~~~~
- Tue Jan 13, 2015 1:16 pm
- Forum: Game Hacking
- Topic: Let's Hack... Super Monkey Ball!
- Replies: 4
- Views: 8039
Re: Let's Hack... Super Monkey Ball!
Source
COLLISION TRIANGLE FORMAT
(ROTATION IS Z THEN X THEN Y)
04 X1
04 Y1
04 Z1
04 Normal X
04 Normal Y
04 Normal Z
02 X Angle
02 Y Angle
02 Z Angle
02 Zero
04 DX2X1
04 DY2Y1
04 DX3X1
04 DY3Y1
04 ?
04 ?
04 ?
04 ?
COLLISION TRIANGLE FORMAT
(ROTATION IS Z THEN X THEN Y)
04 X1
04 Y1
04 Z1
04 Normal X
04 Normal Y
04 Normal Z
02 X Angle
02 Y Angle
02 Z Angle
02 Zero
04 DX2X1
04 DY2Y1
04 DX3X1
04 DY3Y1
04 ?
04 ?
04 ?
04 ?
- Sat Jan 10, 2015 8:24 pm
- Forum: Game Hacking
- Topic: Let's Hack... Super Monkey Ball!
- Replies: 4
- Views: 8039
Let's Hack... Super Monkey Ball!
The first ever custom level, created by me: http://bin.smwcentral.net/u/21732/SMB_LVL.png Collision still buggy, that will be fixed soon. Level editor (not final): http://bin.smwcentral.net/u/21732/LZMOD.png I also made a forum dedicated to SMB hacking: Link FAQ: Q: What about custom music? A: I don...
- Sat Jan 10, 2015 6:23 pm
- Forum: GameCube
- Topic: Gamecube emulator help!
- Replies: 1
- Views: 9578
Gamecube emulator help!
I need specifications for the CPU opcodes, but cannot find them. Also, GPU and APU registers, cannot find. One last thing, how does the Gamecube load files (at the asm level)? Is there a register or something? What do the text and data fields in boot.dol do, and what is the difference between them?