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Posts by GamecubeKid

GamecubeKid's Profile → Posts

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I need a small help. After discovering DouBOL-Dash (Shibbo if you read me this tool is amazing), I wanted to try it myself.

I managed to get all the tools in the right place (and working !), basically, I was able to reproduce all the amazing screenshots I was seeing here and there on the web (e.g. https://gamingreinvented.com/news/mario-kart-double-dash-level-editor-released/)

But, after a small edit in the BOL file, I wanted to launch it. But I could not find a way to "un-rarcdump" (turning Koopa.arc_dir in Koopa.arc again), and re-importing in the iso of the game (using GameCube Rebuilder, per example)

I am sorry if I missed an obvious step/tutorial, but any help would be greatly appreciated !
gamecubemod.org where I hack Gamecube games

My YouTube channel where I publish random stuff
Thank you so much ! But I am facing a new issue now :(

I modified the .bol file in the arc directory, repacked it (with ArcPack), replaced the original .arc in the "root" folder (after ISO extraction) and rebuilt the ISO with GC Rebuilder, but when launching the game, the course remained identical...

I tracked my changes making sure that the file size (of the modified .bol and recompressed .arc) were different. After recompression the new iso, however, had the same file size as the first one...

EDIT : I modified both Luigi.arc and LuigiL.arc separately, but it did not work in both cases
gamecubemod.org where I hack Gamecube games

My YouTube channel where I publish random stuff
Thank you ! I did not know about BOLEditor. I will give it a try tonight.

I just had to launch the exe (the debug one - the release one did not work) available after downloading the git repo of DouBOL-Dash (I could not recompile it, I think it was an issue with OpenTK, since some functions were missing when I tried to build the solutions)
gamecubemod.org where I hack Gamecube games

My YouTube channel where I publish random stuff
Thank you so much (once again). I downloaded your file, recompressed the course (ArcPack), rebuilt the iso (gc rebuilder), and now, when I launch the first Grand Prix, Dolphin crashes (unable to resolve write address 818c006c PC 508)

I am working with an ISO of the US version.
gamecubemod.org where I hack Gamecube games

My YouTube channel where I publish random stuff
I tried this configuration, with all alignements (auto, 4bytes, 32 bytes, 32k) without any success :( ... I tried with Dolphin 5.0 and the latest build, no success either... You worked on Luigi, LuigiL, Luigi2 or Luigi2L ?
gamecubemod.org where I hack Gamecube games

My YouTube channel where I publish random stuff
I love this game. The multiplayer is amazing. The conquest mode is insanely cool. This is just another gamecube hidden gem. So, I wanted to enjoy this game as much as possible and started to look for modding options.

I navigated through the files of the ISO of Star Wars Clone Wars. (I made sure that this ISO was supported by Dolphin). In the ISO, I found very interesting (and self explaining) config files. In "CIS_tank_fighter_multi.odf", which can be opened with notepad, we can see the variables encoding the behavior of the vehicle.

Code
[GameObjectClass]
classLabel = "cw_hover"
geometryName = "cis_tank_fighter_multi.msh"
geometryScale = 1.8
eyePoint = "hp_eyepoint"
unitName = "Tank"
aiProcess = "offensive"
flagCastShadow = 1

[Weapons]
weaponObj1 = "hp_cannon_1" "REP_blaster_fighter1_multi" 0 1 0
weaponObj2 = "hp_cannon_2" "REP_blaster_fighter1_multi" 0 1 0
weaponObj3 = "hp_cannon_1" "REP_missile_fighter1_multi" 1 2 0
weaponObj4 = "hp_cannon_2" "REP_missile_fighter1_multi" 1 2 1

[Status]
maxHull = 700 //Health
maxShield = 150 //Temp Health
addShield = 3 //regen per second
maxAmmoSecondary = 15
addAmmoSecondary = 0.0
minAmmoSpecial = 1.0 //min level to activate
maxAmmoSpecial = 3.0
addAmmoSpecial = 0.2 //regen
impact = .3 //Amount of Knockback caused by hits
impactMaxDamage = 20.0 //Max amount of Knockback

[and much more]


I keep digging and, even better, it seems that the playable characters are parameters as well ! Per example, in MultiplayerButtons.cfg (which seems to encode all the multiplayer missions) :


Code
Mission()

  {
Title("Geonosis");
Descrition("ACADEMY");
ButtonTexture("geonosis2_button.tga");
MissionFile("multi17.wld");
Mode("JEDIACADEMY");
ScoreLimit(0, 0);
TimeLimit(0, 0);
Teams(0, 0);
Powerups(1, 0);
Bonus(4, 20); // usage: Bonus( bonusID, #objectives to unlock);
PlayerODF("rep_inf_anakin_multi","REP_inf_anakin_icon.tga");
PlayerODF("rep_inf_mace_multi","REP_inf_mace_icon.tga");
PlayerODF("rep_inf_obiwan_multi","REP_inf_obiwan_icon.tga");
PlayerODF("rep_inf_jedi_multi","REP_inf_jedi_icon.tga");
PlayerODF("rep_inf_yoda_multi","REP_inf_yoda_icon.tga");
PlayerODF("rep_inf_amidala_multi","REP_inf_amidala_icon.tga"); 
PlayerODF("rep_inf_clone_multi","REP_inf_clone_icon.tga");
PlayerODF("kas_inf_wookiee_gun_multi","kas_inf_wookiee_icon.tga");
PlayerODF("cis_inf_droid_multi","cis_inf_droid_icon.tga");
PlayerODF("cis_inf_sbdroid_multi","cis_inf_sbdroid_icon.tga");
 }


(this looks like a constructor call!)

So, I play with some parameters (starting with gravity related ones, I expect the characters parameters to cause more trouble at runtime), save my files, rebuild the ISO, launch it, and... NOTHING :s

I tried the decompression/recompression of the ISO with various tools : GCIT, GCRebuilder 1.0, 1.1, no success. I take one step back, just decompress the ISO and recompress it, but it still won't work. The crashes differ accoring to the method used :
- GCIT does not go beyond the first loading screen
- GCRebuilder and GCREex allows me to go until the "Pandemic" title screen, and then the game freezes.

Note that I also tried to launch it on a Wii and had the same problem (using GCRebuild)


Any help would be greatly appreciated !

EDIT. I also recorded a screencast, if it helps... https://youtu.be/Cji-St-KuK0
gamecubemod.org where I hack Gamecube games

My YouTube channel where I publish random stuff
The difference was that I was using rarcdump instead of ArcExtract. I switched from GCIT to GCREeX (a command line tool, but it really does not take any parameters :) ) which is much faster and it works :) :) :) thank you so much for your patience !
gamecubemod.org where I hack Gamecube games

My YouTube channel where I publish random stuff
The first purpose was to write a complete tutorial for modifying the tracks, without previous knowledge of ROM hacking (I was amazed by douBOL, but unfortunately, it was not obvious to make it work for someone without experience in ROM hacking).

Then, just having fun. Maybe Making a Mario Kart Double Dash Master Quest :) Or reversing the course. The mirror mode sucked, but maybe if it consisted in doing the track backwards it could be funnier (though impossible on tracks such as the rainbow road or dk mountain). I have some experience in C# and I could try to write sthg like this on top of douBOL...

Anyways, I will link the tuto soon, and maybe write a couple of article blogs, if I ever produce decent modes :)

Thanks for helping !

EDIT, best achievement so far (don't expect much) : https://youtu.be/0Fr3pj6FNuc
gamecubemod.org where I hack Gamecube games

My YouTube channel where I publish random stuff
Here it is :) http://www.gamecubemod.org/article_modding_mkdd

I hope it is accurate enough to help modders setting up the right environment ! Based on douBOL source, I also wrote a small piece of code that reverses the track used by computers : https://youtu.be/IJJFORh6Oss
gamecubemod.org where I hack Gamecube games

My YouTube channel where I publish random stuff
Yes, I made some minor changes to the source of douBOL (I just got rid of the graphic interface and reversed some lists to create my new BOL files ;) ). I also noted that the "write" method of some files contained some hardcoded values which did not correspond to the initial values (explaining why the starting line had a strange orientation on modified tracks).

And yes, I started a blog. I am amazed by the efforts deployed to have cool tools (douBOL, but there also is a wind waker editor), I wanted to keep track of these projects.

And for now, I am mostly busy with http://www.gamecubemod.org/article_modding_swcw

Without any experience in the field, I don't think I will reach anything, but it is quite fun so far !
gamecubemod.org where I hack Gamecube games

My YouTube channel where I publish random stuff
As you may know, some demo disc were released by Nintendo during the golden age of the gamecube. I was always puzzled by the Mario Kart Demo Version, it contained many courses (12, when navigating the ISO), but only 1 (!) was playable.

The disc did not allow to use right and left in the selection menu, the last four tracks were hidden, and the game would stop after one course. But importing the images in the ISO of a commercial version and using an AR code did the job !

The tracks do not differ, but the previews of these tracks do. I attached a link to a video below

https://youtu.be/21jdr98g2B4
gamecubemod.org where I hack Gamecube games

My YouTube channel where I publish random stuff
I spent some time navigating through demo versions of Mario Kart Double Dash and finally got an early version of the Sherbet Kingdom track to work :) All the details are here :

GamecubeMod

Your feedbacks are welcome. I will produce another article soon about custom imports in Double Dash (if I can get the tools to work better...)
gamecubemod.org where I hack Gamecube games

My YouTube channel where I publish random stuff
How come douBOL Dash is not on this list ? (the Mario Kart Double Dash track editor)
gamecubemod.org where I hack Gamecube games

My YouTube channel where I publish random stuff
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