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05-04-22 05:45:13 PM
Jul - NSMB Hacking (Archive) - NSMBWii Hacking/Reggie! Thread New poll - New thread - New reply
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Ninji

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Posted on 12-08-09 10:25:31 PM Link | Quote
Originally posted by Hectamatatortron
Treeki, how is that system going to work? You say it will work for any game; what are they doing to generalize the concept of dumping custom level data over stock data in commercial games' RAM (I'm assuming that's how level editing will be done without requiring a hacked ISO)?

I can't share any info until it's released (especially since it's not my project), but it's quite a clever method and it works very well.


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[00:17:56] <+XkeeperSucks> treeki the spoiled brat go get speakersCurrent Project: REGGIE! - NSMBWii Level Editor
Hacking Tools: NSMB Editor 5 · Nitro Explorer · NARC Explorer
Xenesis

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Posted on 12-09-09 12:04:08 AM Link | Quote
Well, it's not that surprising.

Similar coding for Smash Brawl exists that can stream data from the SD Card (textures/moveset data/music/blah) over the original data sets.

I look forward to having a look at this though - just for the love of god, PLEASE make sure you support PAL and NTSC-J as well. It's not like the old NES/handheld game systems where everyone can just grab the US release in a matter of minutes.
Ninji

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Posted on 12-09-09 01:37:51 AM Link | Quote
Originally posted by Xenesis
Well, it's not that surprising.

Similar coding for Smash Brawl exists that can stream data from the SD Card (textures/moveset data/music/blah) over the original data sets.

No, we're using a completely different method (although it also loads SD card data) which is far more versatile. A Brawl-style method doesn't work in NSMB because NSMB never loads any data from the SD card.

Originally posted by Xenesis
I look forward to having a look at this though - just for the love of god, PLEASE make sure you support PAL and NTSC-J as well. It's not like the old NES/handheld game systems where everyone can just grab the US release in a matter of minutes.

All releases are supported. I'm using PAL myself.

____________________
[00:17:56] <+XkeeperSucks> treeki the spoiled brat go get speakersCurrent Project: REGGIE! - NSMBWii Level Editor
Hacking Tools: NSMB Editor 5 · Nitro Explorer · NARC Explorer
Xenesis

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Posted on 12-09-09 01:39:36 AM Link | Quote
That's what I figured.

But if it's versatile enough, it'd be neat to see it used in other Wii games.
Hectamatatortron
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Posted on 12-09-09 03:45:33 AM Link | Quote
What, you can't write the low level code for accessing the card yourself?

Also, something like what I want to see...I was thinking along the lines of using the USB Gecko's libraries to whip up a desktop app that interfaces with the Wii via the Gecko, as well as doing some networking to send and receive to other PCs, at which point it would be a simple matter of knowing how to properly manage players' Wiimote input to keep them synchronized.

Oh wait, that's not simple. :/

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Xenesis

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Posted on 12-09-09 03:49:36 AM Link | Quote
Well, they did say that they were.
jceggbert5
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Posted on 12-19-09 04:19:19 AM Link | Quote
Originally posted by Hectamatatortron
I had trouble making sense in this post; be wary.

Treeki, how is that system going to work? You say it will work for any game; what are they doing to generalize the concept of dumping custom level data over stock data in commercial games' RAM (I'm assuming that's how level editing will be done without requiring a hacked ISO)?

I've been thinking how sweet it would be to play NSMB Wii with friends online, but it occurred to me that a lot more hacking would have to be done to handle game menu syncing beyond simply syncing actual gameplay (which I would probably handle by simply passing lightweight packets consisting Wiimote input and X, Y and direction facing data).

The information needed to sync separate Wiis playing the game would be very specific to NSMB Wii, but I'd rather the design for adding online support to offline games be something more standardized such that the same idea could be easily applied to say, Boom Blox. If the Reggie team is doing anything similar to designing a non game specific system for overwriting varying memory locations (varying as finding the locations will likely require dereferencing several pointers) of varying lengths (the struct for a playable character's data in NSMB Wii is surely not going to be the same length as that of a playable character in some other Wii game, much less contain similar fields), then I'd hate to reinvent whatever they're doing for my purposes.

Of course, that assumes I'm even un-lazy enough to hook my Wii up to my PC with my USB Gecko and start reverse engineering Wii games again (I really should though; it was a $60 present and I've barely used it :/).



I'm pretty sure that it patches the RAM to tell the game to load "X" files from SD card in "Y" folder if they are found, if not, from Disc... (best way I can describe it )
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Jul - NSMB Hacking (Archive) - NSMBWii Hacking/Reggie! Thread New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
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