Post by bonzai on May 23, 2009 13:09:29 GMT -5
Sorry if this doesn't belong on this board. Just move it.
Anyways, SSBB texture hacking gained a lot of popularity. So much, that a Wiird hacker created a code to make them commonplace.
In that time, MKWii textures came out.
Unfortunately, there is no [glow=red,2,300] Dynamic SD Loader[/glow] for MKWii.
So, since I'm bored, I figured I'd try my hand at trying to make one.
Okay, original SSBB DSDL 2.1b
225664EC 00000000
0401BFE0 4858BE20
065A7E00 00000038
38610008 9421FF80
*BC410008 4BA74DE9
*7C7C1B78 2C030000
4082000C 38210080
48000014 B8410008
38210080 4BA74319
*7C7C1B78 4BA74220
043EE9D8 48000014
043EEBD4 48000014
043D8B9C 48000018
043E9B4C 38600000
043E9D38 38600000
043D8C80 60000000
0401CD0C 4858B1F4
065A7F00 00000018
2C030000 4182000C
*4BA7DD51 48000008
8078000C 4BA74DFC
E0000000 80008000
Asterisks are lines I don't understand what they are doing.
I have outlined what needs to be done below:
Outline:
[] Disassemble 2.1b
[] Define in layman’s terms
[] find which parts are game specific
[] figure out how Phantom found those specifics
[] apply logic to MKWii
[] Create Code
And this is what I've disassembled so far:
If 805664EC not equal 0:
Write 4858BE20 to 8001BFE0
Set 00000038 byte string to 805A7E00:
If 16 bit equal 80610008:
idk
idk
Load into base address
Load into pointer
If 16bit equal:
idk
Loads several values into close locations
Begin String
If Greater
idk
Set Register
Terminate
Nevermind, I'll tweak the brawlsnapshot method for Miis.
Basically discuss this and I'll get an idea of what to do from here.
Anyways, SSBB texture hacking gained a lot of popularity. So much, that a Wiird hacker created a code to make them commonplace.
In that time, MKWii textures came out.
Unfortunately, there is no [glow=red,2,300] Dynamic SD Loader[/glow] for MKWii.
So, since I'm bored, I figured I'd try my hand at trying to make one.
225664EC 00000000
0401BFE0 4858BE20
065A7E00 00000038
38610008 9421FF80
*BC410008 4BA74DE9
*7C7C1B78 2C030000
4082000C 38210080
48000014 B8410008
38210080 4BA74319
*7C7C1B78 4BA74220
043EE9D8 48000014
043EEBD4 48000014
043D8B9C 48000018
043E9B4C 38600000
043E9D38 38600000
043D8C80 60000000
0401CD0C 4858B1F4
065A7F00 00000018
2C030000 4182000C
*4BA7DD51 48000008
8078000C 4BA74DFC
E0000000 80008000
Asterisks are lines I don't understand what they are doing.
I have outlined what needs to be done below:
Outline:
[] Disassemble 2.1b
[] Define in layman’s terms
[] find which parts are game specific
[] figure out how Phantom found those specifics
[] apply logic to MKWii
[] Create Code
And this is what I've disassembled so far:
If 805664EC not equal 0:
Write 4858BE20 to 8001BFE0
Set 00000038 byte string to 805A7E00:
If 16 bit equal 80610008:
idk
idk
Load into base address
Load into pointer
If 16bit equal:
idk
Loads several values into close locations
Begin String
If Greater
idk
Set Register
Terminate
Nevermind, I'll tweak the brawlsnapshot method for Miis.
Basically discuss this and I'll get an idea of what to do from here.