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Main - General ROM Hacking and Emulation - Super Mario Galaxy editing -- Whitehole v1.1 released (3)
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Arisotura
Posted on 05-12-12 07:05 PM, in (rev. 5 of 05-22-13 10:15 PM by Arisotura) Link | ID: 15543
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The day many people were waiting for has finally come. :P

Whitehole has been released. The first release is v0.9 RC because it may not be fully stable. I also want to get bug reports/opinions before v1.0 so that it'll be truly epic.

Whitehole requires Java JRE7 to work correctly. To run Whitehole, you can open a console/terminal and type: java -jar whitehole.jar
Alternately, for Windows users who find command-line unnatural, there's a launcher included (Whitehole.exe).

Screenshot
(linked 'cause large)

Downloads
* v0.9 RC - Download
* v1.0 - Download

How to use the thing
Hopefully it should be intuitive enough. If not, you can read the readme or this thread for more information.

Credits
* Mega-Mario -- duh
* Dirbaio -- really helpful programming help
* Treeki -- stuff about BCSV files
* for a full credits list, see Whitehole's About box

Documentation

Archives (.arc):
* Yaz0 compression
* RARC format (RARC == decompressed .arc)

BCSV format:
* Treeki's info, at Nikoboard
* More info from Treeki, at GSCentral

3D model (.bmd/.bdl) format:
* Documentation on the file format, based off bmdview2's source code
* Gamecube Flipper documentation (the Wii's Hollywood is the same, only clocked faster), covers TEV stages

For more, you can get a C# decompiler and open Anarchy in the Galaxy in it. For .bdl files you can also look into bmdview2's source code rather than the doc listed above.


I'll be posting updates on this project in this thread, so stay tuned :)
However, progress may not always be fast, I have a real life too ;)

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Arisotura
Posted on 05-20-12 12:38 AM, in Link | ID: 15764
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Progress on the 3D rendering has been happening. Joints and basic texturing have been implemented, among others.



The renderer is still far from complete, but that should be enough to get decent rendering for most models. Now, time to work on the level parsing and editing interface!

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KP
Posted on 05-22-12 04:21 PM, in Link | ID: 15812
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Looking at this, I had an idea. It's most certainly already been invented, and that's probably why I'm thinking of it, but my point is to suggest the implementation of said idea: When you render this, and then change the point of view, do you render as you drag? That would be horrid on older computers due to shitty graphics cards. What about as soon as you click, the rendering disappears, and it gives you the wireframe grid, that way you can still tell where you are and where you want to be?

I know this comment isn't specific to this editor, but might help in development thereof. Just a suggestion.

Also, I'm kinda far behind when it comes to the Wii scene, but when the hell did SMG hacking become a thing? It's amazing.



Arisotura
Posted on 05-22-12 05:02 PM, in Link | ID: 15814
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This idea you got is interesting. But I'd make it an option, some people might prefer that the world stays solid when dragging...

As for owners of shitty graphics cards, well... they're not gonna get accurate rendering, since it will require shaders to emulate the 16 possible color combination passes of the Wii GPU, and they'll have to test their hacks on a Wii since they wouldn't be able to run Dolphin fast enough.

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Kawa
Posted on 05-22-12 05:08 PM, in Link | ID: 15816
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Posted by KP9000
What about as soon as you click, the rendering disappears, and it gives you the wireframe grid, that way you can still tell where you are and where you want to be?
Poser, among others, has this as a setting. When I first used it, on a crap system, I had it set to boxes. Whenever I moved the camera, or tried to change a figure's pose, it'd switch to quick and simple boxes, only to render the actual shapes when released. The new version on this good system has the same option, but is set to match the regular mode.

So yeah, it's been done and I think it's a good idea to have such a switch.


Arisotura
Posted on 05-22-12 05:20 PM, in Link | ID: 15818
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I might also want to think about another method for detecting when objects are being hovered over, then. The current renderer is being inspired from SM64DSe, which also re-renders the scene when you move the cursor over the view. With models like SM64DS's, it is okay, but SMG games are another deal, so yeah.

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Elemi
Posted on 05-27-12 04:05 PM, in Link | ID: 16004
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Holy fuck, only just noticed this.
Hopefully it won't go deadpool like SM64DSe sadly did :c

I mean, Excellent game engine, hi-res models supported, what more would one want?

Good luck, MM-chan :3

Arisotura
Posted on 05-28-12 10:42 PM, in (rev. 3 of 05-28-12 10:47 PM by Arisotura) Link | ID: 16047
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Thank you :)

You'd be right. One of the things I didn't like with SM64DS's game engine is that it is limited; SMG's engine should allow us to do crazier things :)

Also, progress has been happening. I have been working on material support. TEV support is incomplete but good enough for now.

Beach Bowl Galaxy, rendered with shaders:


Another shot:

That glass is perhaps too bright though, I can't remember how it looks ingame...


I still need to make a decent galaxy renderer (the current one is a giant hack) and give the thing some editing abilities, and it'll be good for a beta release I guess.

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Arisotura
Posted on 07-06-12 11:55 PM, in Link | ID: 19811
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SMG2 compatibility. Basic and needs to be reworked, but I wanted to get shit rendered :P

It's been a while I haven't posted here. Whitehole's source code is going to be made available in a Git repo. If anyone's interested in contributing to Whitehole, let me know :)

Also, the new Kuribo64 will open soon. It will feature the SMG Object Database, with a total of 3045 objects waiting to be documented... again if someone's interested, go ahead :)

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Gohan
Posted on 07-06-12 11:59 PM, in Link | ID: 19812
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Quite amazing, indeed. I honestly know I probably couldn't work this though. I would love to try if I could but I can't..

Great stuff though.


Arisotura
Posted on 07-10-12 10:39 PM, in Link | ID: 20216
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Well I may have forgotten to mention it...

Kuribo64 is open and all. Take a look at it.

Also, Whitehole's Git repo has been set up and all. Here. If you know C#, any contribution is welcome.

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Arisotura
Posted on 07-16-12 11:33 PM, in Link | ID: 20799
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Posting some news.

Whitehole will be ported to Java. C# isn't really cross-platform, either OpenGL or owner-drawn controls are fucking up as seen when running SM64DSe under Linux, and Microsoft's latest additions to the .NET framework apparently broke stuff under Mono.

I will be testing out Java, and most likely sticking with it unless it proves to be absolutely horrible. In other words don't waste your time bashing Java.

If the ugly interface look is what bothers you, I'll make sure that Whitehole uses the system look, or atleast something nicer.

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Arisotura
Posted on 08-16-12 08:33 PM, in Link | ID: 23766
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Long time no update I guess...



The Java port is progressing nicely. Actually the C# code has been trashed.

Whitehole can now render full galaxies, albeit with a few oddities, I'll do my best to sort them out. Right now object dragdrop is being implemented.

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Arisotura
Posted on 08-22-12 12:39 PM, in Link | ID: 24127
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Seems like Coach Penguin put on some weight.

This is the first modification made by Whitehole. Looks like it worked nicely! This means Whitehole is definitely close to its first release. All it'll take is adding support for extra object settings, making 3D interaction better, adding a few other things, and uh, some polishing.

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Elemi
Posted on 08-27-12 05:21 PM, in Link | ID: 24533
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Awesome, Looking forward to the 1st release!

Hopefully, my new touchscreen PC arrives then, so I can start messing with shit xD

Also, I'm guessing X/Y/Z skewing is possible judging by what you did to that... ...thing...

Arisotura
Posted on 08-27-12 09:00 PM, in Link | ID: 24540
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Yes, scaling (or whatever you call it) is a possibility, but be aware that it doesn't always work right. Not all objects were designed to be scaled. Most times, graphics scale fine, but collision can behave weirdly.

For example, for the wooden box, all the scale factors must be the same. If you scale a wooden box by (2,3,2), it'll render as such but act like it's scaled by (2,2,2). The Coach Penguin is even worse, its collision completely ignores scaling.

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Elemi
Posted on 08-28-12 08:01 PM, in (rev. 2 of 08-28-12 08:01 PM by Elemi) Link | ID: 24630
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I can kind of see that would happen really, shame though :P

Well, I bet you're glad it isn't all hardcoded in the same way SM64DS was, what a nightmare.

Emuz
Posted on 08-30-12 10:58 AM, in Link | ID: 25016
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I am glad the benifits of modern gaming effect SMG. The ability to alter scaling and such is even better it seems than Rangarok Online is. Looking forward to seeing what people will be able to do with the game. :)

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Arisotura
Posted on 08-31-12 04:59 PM, in Link | ID: 25090
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I'm looking forward to what people will do, too. The SMG2.5 demo is already quite amazing. It's really nice that they managed to get that done with the tools they were using.

Posted by Ijah
Well, I bet you're glad it isn't all hardcoded in the same way SM64DS was, what a nightmare.

Of course. The BCSV format is all nice :) you can add or remove shit without worrying about offsets and pointers.

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Arisotura
Posted on 09-05-12 07:21 PM, in Link | ID: 25589
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Just saying that Whitehole has finally been released. Try it out! ;)

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