| Hectamatatortron Member Level: 35 Posts: 183/232 EXP: 258005 For next: 21931 Since: 09-19-07 Since last post: 7.2 years Last activity: 5.3 years |
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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 :/). ____________________ ![]()
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