Notings of Attention™
Acmlmboard 2 Released
Github/GIT | @acmlmboard
Chatting Places
Discord

Affiliates
Super Mario Bros. X | Kuribo64
Views: 8,952,613
Main | FAQ | IRC chat | Memberlist | Active users | Latest posts | Stats | Ranks | Online users | Search
03-28-24 10:10 PM
Guest: Register | Login

0 users currently in General ROM Hacking and Emulation | 1 bot

Main - General ROM Hacking and Emulation - Super Mario Galaxy editing -- Whitehole v1.1 released (3)
Next newer thread | Next older thread

Pages: 1 2

Arisotura
Posted on 05-12-12 07:05 PM, in (rev. 5 of 05-22-13 10:15 PM by Arisotura) Link | ID: 15543
Developer
pancakes
Level: 83


Posts: 218/1868
EXP: 5395557
Next: 36664

Since: 01-05-12
From: France

Last post: 655 days
Last view: 194 days
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 ;)

____________________
Kuribo64 - melonDS

want some revolution in your coffee?

Arisotura
Posted on 05-20-12 12:38 AM, in Link | ID: 15764
Developer
pancakes
Level: 83


Posts: 219/1868
EXP: 5395557
Next: 36664

Since: 01-05-12
From: France

Last post: 655 days
Last view: 194 days
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!

____________________
Kuribo64 - melonDS

want some revolution in your coffee?

KP
Posted on 05-22-12 04:21 PM, in Link | ID: 15812
Retired Staff
NES Game Aficionado
Level: 73


Posts: 292/1354
EXP: 3330950
Next: 154918

Since: 01-02-12

Last post: 1943 days
Last view: 1451 days
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
Developer
pancakes
Level: 83


Posts: 220/1868
EXP: 5395557
Next: 36664

Since: 01-05-12
From: France

Last post: 655 days
Last view: 194 days
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.

____________________
Kuribo64 - melonDS

want some revolution in your coffee?

Kawa
Posted on 05-22-12 05:08 PM, in Link | ID: 15816
Retired Staff

Not okay
Prophet of Celestia
Level: 93


Posts: 1361/2423
EXP: 7974157
Next: 78653

Since: 01-01-12
From: The Netherlands

Last post: 2000 days
Last view: 315 days
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
Developer
pancakes
Level: 83


Posts: 222/1868
EXP: 5395557
Next: 36664

Since: 01-05-12
From: France

Last post: 655 days
Last view: 194 days
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.

____________________
Kuribo64 - melonDS

want some revolution in your coffee?

Elemi
Posted on 05-27-12 04:05 PM, in Link | ID: 16004
Normal User

Jejfjsiejrjntnyns8fujrtnjs8f7eibrbtudiwie
Level: 37


Posts: 31/284
EXP: 319871
Next: 18382

Since: 01-05-12

Last post: 1598 days
Last view: 132 days
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
Developer
pancakes
Level: 83


Posts: 224/1868
EXP: 5395557
Next: 36664

Since: 01-05-12
From: France

Last post: 655 days
Last view: 194 days
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.

____________________
Kuribo64 - melonDS

want some revolution in your coffee?

Arisotura
Posted on 07-06-12 11:55 PM, in Link | ID: 19811
Developer
pancakes
Level: 83


Posts: 268/1868
EXP: 5395557
Next: 36664

Since: 01-05-12
From: France

Last post: 655 days
Last view: 194 days


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 :)

____________________
Kuribo64 - melonDS

want some revolution in your coffee?

Gohan
Posted on 07-06-12 11:59 PM, in Link | ID: 19812
Normal User


Level: 130


Posts: 719/5269
EXP: 25080298
Next: 650279

Since: 06-19-12

Last post: 2801 days
Last view: 2694 days



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
Developer
pancakes
Level: 83


Posts: 270/1868
EXP: 5395557
Next: 36664

Since: 01-05-12
From: France

Last post: 655 days
Last view: 194 days
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.

____________________
Kuribo64 - melonDS

want some revolution in your coffee?

Arisotura
Posted on 07-16-12 11:33 PM, in Link | ID: 20799
Developer
pancakes
Level: 83


Posts: 278/1868
EXP: 5395557
Next: 36664

Since: 01-05-12
From: France

Last post: 655 days
Last view: 194 days
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.

____________________
Kuribo64 - melonDS

want some revolution in your coffee?

Arisotura
Posted on 08-16-12 08:33 PM, in Link | ID: 23766
Developer
pancakes
Level: 83


Posts: 294/1868
EXP: 5395557
Next: 36664

Since: 01-05-12
From: France

Last post: 655 days
Last view: 194 days
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.

____________________
Kuribo64 - melonDS

want some revolution in your coffee?

Arisotura
Posted on 08-22-12 12:39 PM, in Link | ID: 24127
Developer
pancakes
Level: 83


Posts: 296/1868
EXP: 5395557
Next: 36664

Since: 01-05-12
From: France

Last post: 655 days
Last view: 194 days


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.

____________________
Kuribo64 - melonDS

want some revolution in your coffee?

Elemi
Posted on 08-27-12 05:21 PM, in Link | ID: 24533
Normal User

Jejfjsiejrjntnyns8fujrtnjs8f7eibrbtudiwie
Level: 37


Posts: 66/284
EXP: 319871
Next: 18382

Since: 01-05-12

Last post: 1598 days
Last view: 132 days
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
Developer
pancakes
Level: 83


Posts: 298/1868
EXP: 5395557
Next: 36664

Since: 01-05-12
From: France

Last post: 655 days
Last view: 194 days
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.

____________________
Kuribo64 - melonDS

want some revolution in your coffee?

Elemi
Posted on 08-28-12 08:01 PM, in (rev. 2 of 08-28-12 08:01 PM by Elemi) Link | ID: 24630
Normal User

Jejfjsiejrjntnyns8fujrtnjs8f7eibrbtudiwie
Level: 37


Posts: 71/284
EXP: 319871
Next: 18382

Since: 01-05-12

Last post: 1598 days
Last view: 132 days
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
Site Administrator

11 Hit Combo:
Mother's Rosario
Level: 108


Posts: 1122/3392
EXP: 13211102
Next: 309397

Since: 12-30-11
From: Akron, Ohio; USA

Last post: 115 days
Last view: 21 hours
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. :)

The Dynamic Profile Administratorâ„¢


"Never Knows Best"
Note: if you can see this my layout broke. ALL THE CREDITS WILL BE REVEALED!!
'Victory Noriko' by @thatsheepagain.
'Chibi Dance Noriko' by @Haru__Kitsu.
'Deity's Night Out (Featuring Gabbie)'
by @thatsheepagain
Noriko Emotes by @Haru__Kitsu.
Side Bar Noriko by @thatsheepagain
'Noriko's Nature Walk' by @projectTiGER_
Emotive Noriko by @thatsheepagain.
"Space Candy Noriko" by BerryVerrine.
"Super Sharp Noriko" by Xionfes.
A gift illustration from the wonderful EverKinzPony!
"Magical Girl Noriko" by @cute_hospital!
"Patient Chibi Noriko" by @Ruii_ki!
'Dapper '60s Noriko' by @thatsheepagain.
'Shiny Chibi Noriko' by @inioli.
'Flower Veil Noriko' by @Sushiee_.
'Noriko in Realism' by @_Sarybuu.
'Noriko's Midnight Adventure' by @projectTiGER_
'Yukata Noriko' by @yunyunmaru_
'Birthday Wishes Noriko' by @thatsheepagain

Arisotura
Posted on 08-31-12 04:59 PM, in Link | ID: 25090
Developer
pancakes
Level: 83


Posts: 299/1868
EXP: 5395557
Next: 36664

Since: 01-05-12
From: France

Last post: 655 days
Last view: 194 days
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.

____________________
Kuribo64 - melonDS

want some revolution in your coffee?

Arisotura
Posted on 09-05-12 07:21 PM, in Link | ID: 25589
Developer
pancakes
Level: 83


Posts: 300/1868
EXP: 5395557
Next: 36664

Since: 01-05-12
From: France

Last post: 655 days
Last view: 194 days
Just saying that Whitehole has finally been released. Try it out! ;)

____________________
Kuribo64 - melonDS

want some revolution in your coffee?
Pages: 1 2


Next newer thread | Next older thread
Main - General ROM Hacking and Emulation - Super Mario Galaxy editing -- Whitehole v1.1 released (3)


Acmlmboard v2.5.5 (10/04/2020)
© 2005-2024 Acmlm, Emuz, et al.

Page rendered in 0.101 seconds. (897KB of memory used)
MySQL - queries: 211, rows: 607/640, time: 0.072 seconds.