Phantom Wings
Smash Apprentice
- Joined
- Jul 29, 2008
- Messages
- 150
Just dropping by to let you guys know that I'm still alive.
No new codes or fancy cinematics this time around - my Wii has all but been used as a dust collector since the New Year. I just had a long weekend off, so thought about working on the clone engine for a bit.
Trust me, it's not nearly as pretty as it looks. His B moves cause the game to freeze, no articles are allowed to appear (the clawshot being the exception) and the process of getting him to the actual working stage is about as convoluted as Greek history.(okay, not that bad) Hopefully the Module Editor I'm working on will speed up that process, but it will only help slightly.
It's far from completed as I want to add a memory viewer, execution simulator, and search function for certain lines of assembly.(very important when it comes to adjusting the files for cloning) Currently it can only view the files and how they're related to each other. Any modifications need to made through a hex editor.
On the topic of modules, here's what I've figured out about them so far.
.rel stands for relocatable (at least that's what all thrown errors refer to them as) because the files can be placed anywhere in memory and not suffer any drawbacks concerning relative offsets. At the end of the file is a script set that determines which values in the file need to be increased or deacreased in order to accomadate the changing locations of the offsets. This becomes rather tedious as one .rel file may reference another .rel file in order to obtain the correct address. Aside from that though, the files appear to share the same general format.
I think Almas put it best in that I try to to wait until I have something to show you guys before posting. But I'll see about dropping by a bit more often to see if I can help out here or there (but of course, therin lies the problem as I'm not much help if I'm not able to touch grounds in hacking. -_-)
Let me know what's been going on around here. From what I've seen so far, model importing seems to be coming along pretty smoothly.
No new codes or fancy cinematics this time around - my Wii has all but been used as a dust collector since the New Year. I just had a long weekend off, so thought about working on the clone engine for a bit.
Trust me, it's not nearly as pretty as it looks. His B moves cause the game to freeze, no articles are allowed to appear (the clawshot being the exception) and the process of getting him to the actual working stage is about as convoluted as Greek history.(okay, not that bad) Hopefully the Module Editor I'm working on will speed up that process, but it will only help slightly.
It's far from completed as I want to add a memory viewer, execution simulator, and search function for certain lines of assembly.(very important when it comes to adjusting the files for cloning) Currently it can only view the files and how they're related to each other. Any modifications need to made through a hex editor.
On the topic of modules, here's what I've figured out about them so far.
.rel stands for relocatable (at least that's what all thrown errors refer to them as) because the files can be placed anywhere in memory and not suffer any drawbacks concerning relative offsets. At the end of the file is a script set that determines which values in the file need to be increased or deacreased in order to accomadate the changing locations of the offsets. This becomes rather tedious as one .rel file may reference another .rel file in order to obtain the correct address. Aside from that though, the files appear to share the same general format.
I think Almas put it best in that I try to to wait until I have something to show you guys before posting. But I'll see about dropping by a bit more often to see if I can help out here or there (but of course, therin lies the problem as I'm not much help if I'm not able to touch grounds in hacking. -_-)
Let me know what's been going on around here. From what I've seen so far, model importing seems to be coming along pretty smoothly.