Sage of Mirrors Posted January 23, 2012 Share Posted January 23, 2012 No, tell us what you were going to say. Maybe it would help. Link to comment Share on other sites More sharing options...
dekupk5 Posted January 23, 2012 Share Posted January 23, 2012 No, tell us what you were going to say. Maybe it would help. http://tcrf.net/Talk..._The_Wind_Waker Its just a log of windwaker hacking progress done. Link to comment Share on other sites More sharing options...
xdaniel Posted January 23, 2012 Author Share Posted January 23, 2012 (edited) http://tcrf.net/Talk..._The_Wind_Waker Its just a log of windwaker hacking progress done. Well, the main thing that's been done over there was accessing the map select. That's certainly an awesome find, however hacking actual game content isn't really what TCRF is about, and neither on there directly nor on the Jul forums has been much WW hacking going on. Again, not to diminish ex. the map select finding. It's just that we're doing something else here. Tiny EDIT: Saving is a wee bit more work that I had thought... so here's another screenshot to tide you over before release: (Collision translucency can be toggled, btw) Edited January 23, 2012 by xdaniel Link to comment Share on other sites More sharing options...
xdaniel Posted January 23, 2012 Author Share Posted January 23, 2012 .dzs - MULT: Translation of room models [decimal32][decimal32][ushort][byte][byte] | | | | | | | | | Unknown | | | Room number | | Empty? | Vertical translation Horizontal translation Example Stageseastage.arcstagedzsstage.dzs: - Center room (H/V translation 000000/000000) is room 0x19/25, Six-Eye Reef - Forsaken Fortress is top-left "room" - Outset Island, room 0x2C/44, has H/V translation -200000/-300000... - ...thus Outset is two islands left, and three islands down from Six-Eye Reef - ...and Windfall (H/V 000000/-200000) is two islands up from Six-Eye Reef! - Examples for unknown: - 0x00/0 (ex. Outset Island, Forsaken Fortress, Dragon Roost, Windfall, Forest Haven) - 0x05/5 - 0x0F/15 - 0x1E/30 - 0x32/50 (ex. Six-Eye Reef) - Unknown -seems- to be related to island (models) size? ...or something like that. Hey, it works fine for rendering! ...okay, I haven't tested if really each and every island's models and collision now match up, but it does work for several big and small ones, so I'm guessing this is correct... Link to comment Share on other sites More sharing options...
Sage of Mirrors Posted January 23, 2012 Share Posted January 23, 2012 Translation...? As in, how the game offsets each Room so that they're not all at the center of the map? If that's so, THAT'S how it handles dungeon rooms, and folders with more than one room! So, if I understand, each room has its own water model. Does this mean that one 'unit' is equal to one entire ocean sector? Link to comment Share on other sites More sharing options...
Kargaroc Posted January 23, 2012 Share Posted January 23, 2012 Well, I think it has to do with island placement on the overworld map, so that they're not all at the center. Without this, the maps themselves would have to be moved. the E3 Outset Island is an example of that. And obviously, that's not exactely diresable as it introduces it's own set of problems. As for dungeon rooms, they're actually moved in relation to the model origin, since it's not outside. Link to comment Share on other sites More sharing options...
xdaniel Posted January 23, 2012 Author Share Posted January 23, 2012 Note: Written before I saw Kargaroc's post, but whatever That kinda translation, however, apparently isn't used in dungeons, seeing how ex. Siren or M_Dai's rooms all are correctly positioned even when not loading their Stage archives, and how they themselfs don't have MULT chunks... But anyway, what MULT certainly does control is how the Great Sea is laid out - without reading and using that chunk's data, sea's rooms all render at the center of the map instead of where their actors and collision are rendered. For comparison, the first screenshot is Outset Island without the sea's Stage archive loaded, while the second has been taken with the Stage loaded, thus using its MULT chunk to position Outset's models correctly: Link to comment Share on other sites More sharing options...
Sage of Mirrors Posted January 23, 2012 Share Posted January 23, 2012 Wow! That's awesome! I never would have found that out. Nice find. Also, what do you think about giving your program a name instead of just 'WW Actor Editor?' Link to comment Share on other sites More sharing options...
xdaniel Posted January 23, 2012 Author Share Posted January 23, 2012 I'm thinking of "Wind Viewer" as its new name. I mean, my old C-based proof of concept from page 1 is called that, the model viewer I was working on (most of its BMD/J3Dx renderer now being part of this) was called that internally at least... plus it kinda rhymes with "Wind Waker", I guess. Yeah, think I'm calling it "Wind Viewer". Link to comment Share on other sites More sharing options...
Sage of Mirrors Posted January 23, 2012 Share Posted January 23, 2012 Alright. Sounds good to me! I can't wait to be able to play around with this. It's such a step up from the hex stuff I was doing before! Link to comment Share on other sites More sharing options...
Kargaroc Posted January 23, 2012 Share Posted January 23, 2012 I was messing around with the vrbox.bmd from title.arc In case you don't know, it's the skydome seen in really old screenshots This is what it looks like when loaded. Link to comment Share on other sites More sharing options...
Sage of Mirrors Posted January 23, 2012 Share Posted January 23, 2012 How did you load it, exactly? Anyway, it looks... odd. Like it lacks an effect that should be on it. Link to comment Share on other sites More sharing options...
Kargaroc Posted January 23, 2012 Share Posted January 23, 2012 How did you load it, exactly? Anyway, it looks... odd. Like it lacks an effect that should be on it. First, extract the ISO with GCRebuilder Open A_R00 in the stage folder, extract Room0.arc, open bmd, delete the fake bmd inside it, put vrbox.bmd where the fake bmd was (rename it to model.bmd and delete any debugout.txt files), make folder called "Room0" (make sure you put it in another folder otherwise it might conflict with the original Room0.arc), put the folders inside it, and drag the folder over the ArcPack.exe it should make an arc called Room0.arc delete the original Room0.arc and replace it with the new one Rebuild the ISO, launch the game, and go to R00 in the debug menu (#34, map 5 in the debug menu). People have been saying that Jaytheham's arc packer wasn't working for them. Well, for some reason, it works for me. http://dl.dropbox.co...29/arcpacker.7z There's the files that I use, incase that helps I think I will make a tutorial about this ___ On a unrelated note, I discovered that ITest61's bdl and SubD51's bdl are bit for bit identical. Link to comment Share on other sites More sharing options...
xdaniel Posted January 23, 2012 Author Share Posted January 23, 2012 "Wind Viewer" aka "WW Actor Edit" no-save-maybe-unstable-resource-hungry-etc DEMO build; hope it works for everyone: http://magicstone.de...orEdit_DEMO.rar "File -> Open Room RARC(s)" to open room archive(s), can be several at once, "File -> Open Stage RARC" to open the stage archive, "File -> Reset" to unload everything, although I'd advise you to quit and restart the program (cleanup isn't yet working well and still wastes memory). Options under, well, "Options" are mostly self-explanatory, "Auto-Center Camera" makes the camera focus on whatever ex. actor, door, MULT translation point, etc. you highlight in the treeview on the left - good for jumping to islands. Some models or parts of them can be missing, the collision overlay doesn't fit perfectly and flickers for some maps, etc., etc. Some of this I'll be fixing in the future, some of it I probably can't. Link to comment Share on other sites More sharing options...
Kargaroc Posted January 24, 2012 Share Posted January 24, 2012 The only thing it seems to show is actor cubes for me Windows XP 32bit, nVidia GTX 570 EDIT: I should really learn to keep my mouth shut Can it open both BMDs and BDLs? EDIT 2: Feature suggestion: holding down either shift or space to make the camera move faster? Link to comment Share on other sites More sharing options...
Sage of Mirrors Posted January 24, 2012 Share Posted January 24, 2012 AHA! With that packer, Kargaroc, I've done what I've been wanting to do for a while- port the 'Underwater' effect to other maps! I replaced 'vr_sky' in sea's stage. ...ahem. However, there are two things: -The regular sun is still there; I'll have to see if I can change that with the STAG .dzs entry. -The regular model in Hyrule shimmers. This one... doesn't. It looks a bit odd. I think we can confirm now that .btk files have to do with... texture animation? At least animation-like effects. Link to comment Share on other sites More sharing options...
xdaniel Posted January 24, 2012 Author Share Posted January 24, 2012 Can it open both BMDs and BDLs? Feature suggestion: holding down either shift or space to make the camera move faster? 1) Yep, should all work. I should note, tho, that any models inside the stage archive are ignored as I don't know how to place them correctly. 2) Good idea, will look into it. At the worst, the camera code might need some rewriting, but it's certainly doable. Link to comment Share on other sites More sharing options...
Sage of Mirrors Posted January 24, 2012 Share Posted January 24, 2012 I was able to both block the sun and get the movement by adding the model and btk into Outset's .arc. It's black and white probably because it's only set to turn blue when you get the Master Sword. I wonder if there's a way to force it to its colored version. Going out of Outset's square leads to the model simply disappearing. I'm wondering if there would be any kind of bump when switching between two islands with that model. Link to comment Share on other sites More sharing options...
dekupk5 Posted January 24, 2012 Share Posted January 24, 2012 Whoa! talk about awesome overhall! Edit: I don't mean to be a nuisance but could anyone sum up what the progress is from the beggining to start? The hexxing, programs ect. Link to comment Share on other sites More sharing options...
Sage of Mirrors Posted January 24, 2012 Share Posted January 24, 2012 Ooh! Can I make an icon to go with Wind Viewer, XDaniel? You know what, I made one anyway. What do you (guys) think? Link to comment Share on other sites More sharing options...
NowWeWin Posted January 24, 2012 Share Posted January 24, 2012 I'll just post with my facebook, so hi, I'm new. And I just wanted to say that I think, "Wind Maker" is a better name. Just my small opinion, its xdan's program. Link to comment Share on other sites More sharing options...
haddockd Posted January 24, 2012 Share Posted January 24, 2012 Someone is going to be popular. I can tell Did you post your info on the Welcome board? You should do that if not: http://core.the-gcn.com/forum/3-introductions/ Link to comment Share on other sites More sharing options...
Sage of Mirrors Posted January 24, 2012 Share Posted January 24, 2012 Hey, I have a question. .map files document .rels, right? Does that mean that we can use .map files to tell what's in .rel files? SRS (0010 1000 0000 0000) ADDR (0100 0000 1000 0010) LOOP (0000 0000 0100 0000) ANDC (0011 1100 0110 0000) NOP ORR (0011 1000 0110 0011) NOP NX (1000 0000 0110 0011) NOP MULX (1010 1000 0000 0011) LOOPI (0001 0000 1101 0110) SRS (0010 1100 0000 0000) DAR (0000 0000 0000 0110) ADDR (0100 0001 1000 0010) DECM (0000 0000 111 1000) ANDC (0011 1100 0110 0000) NOP This... is the first 24 bytes of a section in Gohdan's .rel that its .map labels as (and I quote) 'bom_eat_check__FP9bst_class,' meaning that the section this is from is, going by the name, a check for whether or not you've thrown a bomb into Gohdan's mouth after hitting both of its eyes. However, I have NO idea if this is actually right. This could all be a bunch of gibberish, for all I know. However, some if it does make sense; SRS, for example, is supposed to store a value to 'register 18' (whose purpose isn't known). If I interpreted the format of that particular opcode right, that SRS code stores 0000 0000 to the 18th register. That ADDR that comes next adds that exact same register ($18+S, where S is 0 in both opcodes) to one of the accumulators (which I don't completely understand as of yet). Alright, I think that I've come to understand that the accumulators are where the Gamecube stores the results of arithmetic. Then it loops that until, one would assume, both of Gohdan's eyes are shot and he falls, triggering the ANDC, which preforms an AND operation on the same accumulator that the ADDR wrote to. While I don't really know what this is, from my perspective, this seems correct. Can any of the other, more opcode/ASM-savvy people here confirm if this section could be part of a check? Or maybe even if it looks right? :S Link to comment Share on other sites More sharing options...
dekupk5 Posted January 25, 2012 Share Posted January 25, 2012 Never Mind, I can see no one wants that. Continue on. Il be back until I can do something. Link to comment Share on other sites More sharing options...
xdaniel Posted January 30, 2012 Author Share Posted January 30, 2012 (edited) Heaved the hex editor control from SharpBoy and GearMod over to Wind Viewer, the name of which will stay for the time being, although I have to admit that "Wind Maker" also sounds pretty good. Anyway, when you now select an unknown/unimplemented DZx chunk, a panel with said hex editor control will appear beneath the map view, which'll (someday) allow you to manually edit that chunk. And finally, I added the program icon Sage of Mirrors made without my consent! EDIT: First proper, save-capable build! Download: http://magicstone.de/dzd/random/WWActorEdit_1.rar I cannot guarantee it's gonna work 100% perfectly, it's probably still wasting memory somewhere, it might still be a bit unstable, but it should (hopefully) save stuff correctly! Anything that has editing controls on the right hand side of the window (ACTRs, etc.) should save, for anything that just shows the hex editor panel, editing and saving is disabled. Edited January 30, 2012 by xdaniel Link to comment Share on other sites More sharing options...
Recommended Posts