Register - Login
Views: 99375143
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
04-23-22 08:55:38 PM
Jul - NO! GO TO STAR! - Could a Toads Tool be made for Super Mario Sunshine? New poll - New thread - Thread closed
Pages: 1 2 Next newer thread | Next older thread
XSuperGamer
User
Level: 11


Posts: 1/17
EXP: 4776
For next: 1209

Since: 08-06-09


Since last post: 12.4 years
Last activity: 12.2 years

Posted on 08-06-09 09:42:07 PM Link
I was wondering... Once GameCube emulation gets good enough, maybe VL-Tone could start making a Toad's Tool Delfino to edit Super Mario Sunshine. Or is this not in any way possible?
Grawly
User
Level: 9


Posts: 5/10
EXP: 2195
For next: 967

Since: 02-12-09


Since last post: 10.9 years
Last activity: 10.8 years

Posted on 08-06-09 09:49:13 PM Link
:I
I would make a list, but I should just say for now "Don't count on it any time soon."
XSuperGamer
User
Level: 11


Posts: 2/17
EXP: 4776
For next: 1209

Since: 08-06-09


Since last post: 12.4 years
Last activity: 12.2 years

Posted on 08-06-09 09:52:47 PM Link
Yes, I know that, because the sound for super mario sunshine is not working on Dolphin yet. So... but I mean like in the next... say... 5 years or so.
Lyskar
12210
-The Chaos within trumps the Chaos without-
Level: 192


Posts: 3172/12211
EXP: 99234725
For next: 638846

Since: 07-03-07

From: 52-2-88-7

Since last post: 7.4 years
Last activity: 7.3 years

Posted on 08-06-09 10:13:21 PM Link

Time/Date

08-06-09 04:13:21pm

Posts

3172

Days Here

765

Level

81
Metal_Man88
Local Moderator
...That would be getting a bit ahead of ourselves, considering we're not done with SM64 by any stretch of the imagination.

Not to mention this is the SM64 forum, heh.

But since it's not a SM64 hacking question, and not stupid, this topic can live.

With a new, more understandable title.

____________________
Jeez, not being Spontaneous Madness is gonna take some getting used to...
Original Layout © Tobias Kelmandia
XSuperGamer
User
Level: 11


Posts: 3/17
EXP: 4776
For next: 1209

Since: 08-06-09


Since last post: 12.4 years
Last activity: 12.2 years

Posted on 08-06-09 10:54:34 PM Link
Thanks. A Galaxy one would be better though since a lot of galaxies are made out of nothing but platforms, so we could make new galaxies entirely from scratch. But yeah... Sunshine was awesome. We could hack the crap out of those levels where shadow mario takes away fludd and you have to do major platforming. I wouldn't mind a whole game like that. Toy Time galaxy also reminds me of that. IDK why...
VideoGuy
Member
Level: 22


Posts: 21/84
EXP: 52953
For next: 5397

Since: 05-10-09


Since last post: 12.0 years
Last activity: 9.9 years

Posted on 08-07-09 12:41:27 AM Link
I can see someone making a Kaizo version of those secret levels in Sunshine. Let's hope not though.

I'm guessing after VL-Tone finishes Toad's Tool, he's never going to want to look at a ROM again. But I'm sure somebody will make an editor for Sunshine someday.

Galaxy would be pretty difficult, considering the different gravities and custom objects, I don't think Galaxy will ever have a full level editor.
Lyskar
12210
-The Chaos within trumps the Chaos without-
Level: 192


Posts: 3177/12211
EXP: 99234725
For next: 638846

Since: 07-03-07

From: 52-2-88-7

Since last post: 7.4 years
Last activity: 7.3 years

Posted on 08-07-09 12:55:19 AM Link

Time/Date

08-06-09 06:55:19pm

Posts

3177

Days Here

765

Level

81
Metal_Man88
Local Moderator
Galaxy might have a level editor...

...10-20 years from now by which it will be considered simplistic enough for current technology to easily reverse-engineer.

____________________
Jeez, not being Spontaneous Madness is gonna take some getting used to...
Original Layout © Tobias Kelmandia
XSuperGamer
User
Level: 11


Posts: 4/17
EXP: 4776
For next: 1209

Since: 08-06-09


Since last post: 12.4 years
Last activity: 12.2 years

Posted on 08-07-09 02:23:43 AM Link
But Super Mario Sunshine isn't a ROM. It's an ISO. They're different.
Lyskar
12210
-The Chaos within trumps the Chaos without-
Level: 192


Posts: 3178/12211
EXP: 99234725
For next: 638846

Since: 07-03-07

From: 52-2-88-7

Since last post: 7.4 years
Last activity: 7.3 years

Posted on 08-07-09 03:52:35 AM (last edited by Metal_Man88 at 08-07-09 12:53 AM) Link

Time/Date

08-06-09 09:52:35pm

Posts

3178

Days Here

765

Level

81
Metal_Man88
Local Moderator
Same diff, really. The only difference is that, due to being an ISO, more things are separate (like, some pieces of data separated from the operating code), making it a bit easier to edit individual files.

Which would be helpful, but I'm sure the actual code is just as confusing at SM64's. Just more mature and less sloppy, I'm sure.

____________________
Jeez, not being Spontaneous Madness is gonna take some getting used to...
Original Layout © Tobias Kelmandia
XSuperGamer
User
Level: 11


Posts: 5/17
EXP: 4776
For next: 1209

Since: 08-06-09


Since last post: 12.4 years
Last activity: 12.2 years

Posted on 08-07-09 03:24:20 PM Link
This is true. However, there is the possibility that some pieces of data could be the same, like the collision data for platforms and such.
VideoGuy
Member
Level: 22


Posts: 26/84
EXP: 52953
For next: 5397

Since: 05-10-09


Since last post: 12.0 years
Last activity: 9.9 years

Posted on 08-07-09 03:33:21 PM Link
I doubt it. In theory all 3D games should have the same kind of collision, but they don't. And considering the GC was very different from the N64, I don't think much of it would have been transferred over. But I don't know, I suppose it's possible.
XSuperGamer
User
Level: 11


Posts: 6/17
EXP: 4776
For next: 1209

Since: 08-06-09


Since last post: 12.4 years
Last activity: 12.2 years

Posted on 08-07-09 03:50:34 PM Link
well by using action replay codes to figure out what does what, it wouldn't be that hard right?
Lyskar
12210
-The Chaos within trumps the Chaos without-
Level: 192


Posts: 3182/12211
EXP: 99234725
For next: 638846

Since: 07-03-07

From: 52-2-88-7

Since last post: 7.4 years
Last activity: 7.3 years

Posted on 08-08-09 04:22:09 AM Link

Time/Date

08-07-09 10:22:09pm

Posts

3182

Days Here

766

Level

81
Metal_Man88
Local Moderator
Actually, considering the difficulties still had with SM64, it would be very hard. The Gameshark would merely be a single tool.

____________________
Jeez, not being Spontaneous Madness is gonna take some getting used to...
Original Layout © Tobias Kelmandia
gamekrazzy
Member
Level: 32


Posts: 180/199
EXP: 194423
For next: 12019

Since: 03-06-09


Since last post: 10.4 years
Last activity: 8.6 years

Posted on 08-08-09 07:06:31 AM Link
Originally posted by Metal_Man88
Actually, considering the difficulties still had with SM64, it would be very hard. The Gameshark would merely be a single tool.


Well since were talking about tools here. Tile molester would be good use here in locating textures. Then we can find objects by finding pointers to the textures, that is if it does have a similar code as SM64. It would also tell us where not to look.

____________________
Gamekrazzy*
BigBrain
Member
Level: 22


Posts: 44/85
EXP: 55266
For next: 3084

Since: 09-10-08


Since last post: 8.8 years
Last activity: 6.7 years

Posted on 08-08-09 09:01:16 AM (last edited by BigBrain at 08-08-09 06:09 AM) Link
Originally posted by gamekrazzy
Well since were talking about tools here. Tile molester would be good use here in locating textures. Then we can find objects by finding pointers to the textures, that is if it does have a similar code as SM64. It would also tell us where not to look.


Tile molester doesn't support Gamecube ISOs.

Still, it might be useful to just search for the magic texture headers (i.e. for example the string "BM" for BMP files) to find out what format the game uses internally. Wouldn't really surprise me if the game uses some own format for that though.

Apart from that, there's basically only manual trial and error or using an "ISO corrupter" ... Not sure how successful both would be here, given that the SMS ISO is about 800 MB big...

EDIT:
For hacking such a big ISO, it might be senseful to create an ISO map using a database (like http://www.smwcentral.net/?p=map&type=rom, but much more organized, e.g. 3D model files are just specified with a starting pointer and a link to the 3D Model struct etc)


____________________
GSoC 2009 - working for the Wine Project this year
XSuperGamer
User
Level: 11


Posts: 8/17
EXP: 4776
For next: 1209

Since: 08-06-09


Since last post: 12.4 years
Last activity: 12.2 years

Posted on 08-08-09 05:19:53 PM Link
Oh, and I can't get Dolphin to work. At all. Period.
Also, I wish GC discs were readable by computers, like PS2 discs.
Raccoon Sam
Member
free speech disabled
Level: 32


Posts: 111/187
EXP: 187675
For next: 18767

Since: 07-25-07

From: Somewhat

Since last post: 4.4 years
Last activity: 1.0 years

Posted on 08-09-09 09:40:14 AM (last edited by Raccoon Sam at 08-09-09 06:40 AM) Link
Well, to be honest, it would not be too hard (Yeah, I understand that sounds like something you shouldn't say, but bear with me)
Super Mario Sunshine, like any GC game follows the GCM filesystem and most of the file formats have been cracked. I'm pretty sure it's already possible to get a BMD out of the GCM, edit it, and re-inject it.
GameCube emulation is far already and you can get far beyond 60fps vsync (albeit without sound emulation) but even WITH it, you can get fast and accurate results.
All in all it'd really be just figuring out file formats. SM64 being an N64 ROM is a huge chunk of data while SMS has far more simple things; actual binary files.
Lyskar
12210
-The Chaos within trumps the Chaos without-
Level: 192


Posts: 3189/12211
EXP: 99234725
For next: 638846

Since: 07-03-07

From: 52-2-88-7

Since last post: 7.4 years
Last activity: 7.3 years

Posted on 08-09-09 05:33:00 PM (last edited by Metal_Man88 at 08-09-09 06:33 PM) Link

Time/Date

08-09-09 11:33:00am

Posts

3189

Days Here

768

Level

81
Metal_Man88
Local Moderator
Originally posted by XSuperGamer
*Off-topic question*


You should ask this in the help topic, not here.

____________________
Jeez, not being Spontaneous Madness is gonna take some getting used to...
Original Layout © Tobias Kelmandia
XSuperGamer
User
Level: 11


Posts: 10/17
EXP: 4776
For next: 1209

Since: 08-06-09


Since last post: 12.4 years
Last activity: 12.2 years

Posted on 08-09-09 09:19:10 PM (last edited by Metal_Man88 at 08-09-09 06:32 PM) Link
well it IS ISN'T my topic...
so, i wonder if all the buildings in mario sunshine (like the houses and stuff) are listed as objects, or part of the terrain?
Lyskar
12210
-The Chaos within trumps the Chaos without-
Level: 192


Posts: 3194/12211
EXP: 99234725
For next: 638846

Since: 07-03-07

From: 52-2-88-7

Since last post: 7.4 years
Last activity: 7.3 years

Posted on 08-09-09 09:32:02 PM (last edited by Metal_Man88 at 08-09-09 07:20 PM) Link

Time/Date

08-09-09 03:32:02pm

Posts

3194

Days Here

768

Level

82
Metal_Man88
Local Moderator
Uh, no. The topic is a part of the forum I mod.

And I can delete any post in this topic at any time.

So do please ask your off-topic question about the slide in the Help topic, since no one will see it in here.

____________________
Jeez, not being Spontaneous Madness is gonna take some getting used to...
Original Layout © Tobias Kelmandia
Pages: 1 2 Next newer thread | Next older thread
Jul - NO! GO TO STAR! - Could a Toads Tool be made for Super Mario Sunshine? New poll - New thread - Thread closed


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

34 database queries, 8 query cache hits.
Query execution time:  0.101936 seconds
Script execution time:  0.062291 seconds
Total render time:  0.164227 seconds


TidyHTML vomit below
line 1 column 1 - Warning: missing <!DOCTYPE> declaration
line 2 column 279 - Warning: unescaped & or unknown entity "&page"
line 119 column 11 - Warning: <form> isn't allowed in <table> elements
line 118 column 10 - Info: <table> previously mentioned
line 120 column 11 - Warning: missing <tr>
line 120 column 119 - Warning: missing </font> before </td>
line 124 column 16 - Warning: plain text isn't allowed in <tr> elements
line 120 column 11 - Info: <tr> previously mentioned
line 125 column 68 - Warning: missing </nobr> before </td>
line 141 column 68 - Warning: missing </nobr> before <tr>
line 147 column 35 - Warning: missing <tr>
line 147 column 50 - Warning: missing </font> before </td>
line 148 column 37 - Warning: unescaped & or unknown entity "&id"
line 147 column 216 - Warning: missing </font> before </table>
line 149 column 35 - Warning: missing <tr>
line 149 column 96 - Warning: unescaped & or unknown entity "&page"
line 149 column 50 - Warning: missing </font> before </td>
line 149 column 131 - Warning: missing </font> before </table>
line 156 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 158 column 9 - Warning: missing <tr>
line 176 column 13 - Warning: missing <tr>
line 182 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 184 column 9 - Warning: missing <tr>
line 202 column 13 - Warning: missing <tr>
line 209 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 211 column 9 - Warning: missing <tr>
line 229 column 13 - Warning: missing <tr>
line 235 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 237 column 9 - Warning: missing <tr>
line 255 column 13 - Warning: missing <tr>
line 258 column 74 - Warning: <style> isn't allowed in <td> elements
line 258 column 9 - Info: <td> previously mentioned
line 258 column 961 - Error: <z> is not recognized!
line 258 column 961 - Warning: discarding unexpected <z>
line 258 column 983 - Warning: discarding unexpected </z>
line 258 column 1009 - Error: <z> is not recognized!
line 258 column 1009 - Warning: discarding unexpected <z>
line 258 column 1016 - Warning: discarding unexpected </z>
line 258 column 1046 - Error: <z> is not recognized!
line 258 column 1046 - Warning: discarding unexpected <z>
line 258 column 1052 - Warning: discarding unexpected </z>
line 258 column 1078 - Error: <z> is not recognized!
line 258 column 1078 - Warning: discarding unexpected <z>
line 258 column 1083 - Warning: discarding unexpected </z>
line 268 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 270 column 9 - Warning: missing <tr>
line 288 column 13 - Warning: missing <tr>
line 294 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 296 column 9 - Warning: missing <tr>
line 314 column 13 - Warning: missing <tr>
line 324 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 326 column 9 - Warning: missing <tr>
line 344 column 13 - Warning: missing <tr>
line 347 column 74 - Warning: <style> isn't allowed in <td> elements
line 347 column 9 - Info: <td> previously mentioned
line 347 column 961 - Error: <z> is not recognized!
line 347 column 961 - Warning: discarding unexpected <z>
line 347 column 983 - Warning: discarding unexpected </z>
line 347 column 1009 - Error: <z> is not recognized!
Tidy found 497 warnings and 24 errors! Not all warnings/errors were shown.

URIs must be properly escaped, they must not contain unescaped
characters below U+0021 including the space character and not
above U+007E. Tidy escapes the URI for you as recommended by
HTML 4.01 section B.2.1 and XML 1.0 section 4.2.2. Some user agents
use another algorithm to escape such URIs and some server-sided
scripts depend on that. If you want to depend on that, you must
escape the URI on your own. For more information please refer to
http://www.w3.org/International/O-URL-and-ident.html

The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md