What's new

Melee Arcive Viewer (MAV) in development project.

OP
Tcll

Tcll

Complexity == Fun >:3
eh...
I guess just wait for my importer then... :/

it wouldn't work too good for chars anyways X(
 
OP
Tcll

Tcll

Complexity == Fun >:3
some info on face types:

these were from Brawl, but they have the same structure and what not :/
they may be useful in melee...

0x20 - Position matrix
0x28 - Normal matrix
0x30 - Texture matrix
0x38 - Light matrix
0x80 - Quads
0x90 - Triangles
0x98 - Tristrip
0xA0 - Trian
0xA8 - Lines
0xB0 - Linestrip
0xB8 - Points
 

Myuutsuu

forever.
Were the forums busted for anyone else...?

Anyway, INB4MILUN


So cool. :D
Now if there was a way to drastically expand Mushroom Kingdom II... get rid of Shy Guys (and I guess Randall) from Yoshi's Story... expand the blast lines for Green Greens... OMG, so much potential. :'D
 
OP
Tcll

Tcll

Complexity == Fun >:3
YAYZZ... they're back up :D

yea...
I saw that vid already... he emailed it to me :p

but yea...

it seems brawl is actually not even as similar as I predicted before :|
the format between them is actually quite differant...

so yea...
I may get back to learning melee soon...
seeing as I'm having so many probs with brawl...

but right now, I'm using my brawl know-how to decipher a new file type...
(REFF and REFT (more REFT right now))

^those are found in Pika's final smash...

>_> I kinda want to implement that into melee...
but of course I have alot to learn :p
_____

trying to bring this thread back to topic...

I currently have no new progress on my dat importer...

but some good news:
I'm getting a tad bored of brawl and want to get back to the basics of melee. :D

I'll post what I know on the melee dat format in my next post...

I'll at least try to get verts to import...

but I need revel's help on an equation to tell the converter what it's converting...

with the way the relocation table is,
the very first vert XYZ position starts at 0x20 D:>
how does it know that's not a material, or a bone??

there has to be something...

unless the reads from the relocation table have something to do with it :/

uugh... stuff like this causes my mind to spiral... DX>
 

Spinal83

New member
Hi all,
since this is the only active thread, I thought I'd post here since it's semi-related.

I did some ROM extracting some time ago, back then mostly Mario Sunshine. I just got a Wii (finally! ^^) and thought I'd try extracting Mario Galaxy, Mario Kart, etc.
I did my dumps myself (GDR-8162B using RawDump 2.0) and tested them in Dolphin: they work so I assume they are proper dumps.

However, when I try to extract the ROMs using WiiSO, all I get is errors:
- New SMB Wii says "this is not a Wii game"
- Mario Kart Wii/Mario Galaxy/Wario Land:Shake It say "Disc seems to be encrypted (or invalid)"

I know brubo was able to extract the Galaxy files from this thread: http://www.emutalk.net/showthread.php?t=43273
The readme file for WiiTools says WiiEd needs the key.bin file, but does not say WiiSO needs it. However, if this is the problem I will try this.
I extracted keys.bin from my Wii but am not sure what to do with it, so could anyone give me some pointers?
 
OP
Tcll

Tcll

Complexity == Fun >:3
Hi all,
since this is the only active thread, I thought I'd post here since it's semi-related.
I'm like the only active member here D:>
I know brubo was able to extract the Galaxy files from this thread: http://www.emutalk.net/showthread.php?t=43273
The readme file for WiiTools says WiiEd needs the key.bin file, but does not say WiiSO needs it. However, if this is the problem I will try this.
I extracted keys.bin from my Wii but am not sure what to do with it, so could anyone give me some pointers?

you put the key file in the app directory... most likely...

but yea...
this thread is about melee dat importing/converting...

if you want some attention, try PM-ing and active usr,
since creating a thread won't work :/

I think I'm the most active on this forum, even though I'm just on this thread...
 
OP
Tcll

Tcll

Complexity == Fun >:3
i want a meleebox :C

I'm sry man... srsly...
I really can't program a GUI...

the best I can do is HTML/JS apps...
(I've made 1 GUI, but there's nothing interesting about it)

but my coding skills there suck balls...

I'm better at coding in Py...
just can't build GUI's...

see my prob D:>

EDIT:
hmm...
there is a way to link HTML to Py...

I have a (local) Python server...
but tht does it...

I need to learn more about that though... :/
 
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Myuutsuu

forever.
Hmm
I know there are much bigger things going on in the topic at the moment, but just to throw it out there... anyone know of a way of getting rid of Link's chest utility belt? To the best of my knowledge, he never wore one in OoT (Young Link did in Majora's mask, even if Link did in the artwork), so it'd be neat to see him without it.

Just... throwing it out there, for anyone with some spare time. :)

Really glad to hear you're looking back into the Melee stuff Tcll, even if progress is slowly going. Definitely appreciate the effort! :D
 

Spinal83

New member
anyone know of a way of getting rid of Link's chest utility belt? To the best of my knowledge, he never wore one in OoT (Young Link did in Majora's mask, even if Link did in the artwork), so it'd be neat to see him without it.

Extract the model, open it in modeling software, delete the belt, import it again? Should be possible afaik
 

GameWatching

New member
I'm sry man... srsly...
I really can't program a GUI...

the best I can do is HTML/JS apps...
(I've made 1 GUI, but there's nothing interesting about it)

but my coding skills there suck balls...

I'm better at coding in Py...
just can't build GUI's...

see my prob D:>

EDIT:
hmm...
there is a way to link HTML to Py...

I have a (local) Python server...
but tht does it...

I need to learn more about that though... :/

can you find who can do it ?
 
OP
Tcll

Tcll

Complexity == Fun >:3
can you find who can do it ?

that would take some asking around :/

I'm not the type to just go around asking random people
"Hey... can you program a GUI??"

most people usu don't want to get involved :/

EDIT...
hmm...
however...

I could ask someone who can program a GUI (in Py/Tk) to teach me :/
they just might if they have the time :D

well...
when my projects hit a downfall, I'll do that :)
 
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OP
Tcll

Tcll

Complexity == Fun >:3
we need some action on here :/

I'ma work on importing melee once I finish my REFT hex table =_=

it's currently at 79%
^the main structure is done...
I just have to finish the highlights and the revisions ;)

the revisions will make it load faster...
and get rid of unneeded code :)
 
OP
Tcll

Tcll

Complexity == Fun >:3
HEY GUYS!!!

I'm starting dev on this a little more before I move to dae :D

I'VE JUST HAD A BIG IDEA!
about the faces

you rmbr when I talked about these right:
80 00 0C
09 04 2C 03 A7 05 8C
0C 07 D6 07 A8 05 8C
0C 07 D7 07 A9 05 8D
09 04 2E 03 A9 05 8D


well, I may have been wrong about alot :/

for one face:
09 04 2C 03 A7 05 8C

0x00(2): index (vert,normal,UV)
0x02(2): ?? (deals with materials)
0x04(2): ??
0x06(1): group index (best guess)

that's my plan now, and I'm going to test it :3
 

Myuutsuu

forever.
Ooh, sounds like a plan, Tcll. >.>
Doesn't hurt to try. I got my epiphanies like that overnight, so can always happen here too. XD
 
OP
Tcll

Tcll

Complexity == Fun >:3
YAAAARRRG!!!
you know... I'm about fed-up with this thing D:<

here's what I did:

I started out with the face write set to write uv indexes as vert indexes:
code: return v+"/"+nor+"/"+v

here's what I got:
QmXNhc6rZ9sZSdn2QLTNqvN6XDa2Ei8GufjiUsYscsC6pJ


then I switched it to write uv indexes (as normal)
code: return v+"/"+nor+"/"+uv

and here's what I got:
QmPrC3APv27JFro66EqCULe4W4nPpjhtpix6Hpa3YB8ZFx


freakin NO CHANGES! D:
I'ma bout to trash this thing and start over ):<
(doing things right this time)

here's the data for one polygon object in the file:
90 000C
0253 0269 02B8
0252 0268 02B7
0259 026F 02BD
0602 0618 06BC
0601 0617 0250
0200 0216 0265
02A4 02BA 030D
05AF 05C5 0668
05C5 05DB 0181
02E7 02FD 034F
02C3 02D9 0329
048C 04A2 053B


^that's what's in that text document in the 2nd image (in the taskbar)
but yea...
the offsets arn't the same, so the data should be differant...
unless...

when I was looking through the data, I saw that the trophy I was importing had bones...
(there are offsets before the poly's with headers that have 'BH' in them)
^heh... BH... Bone Header... heh... heh...

anyways...
since I'm using a brute force method to convert...
maybe my converter is getting a mis-read, and getting something like '00008000' within the bone data :/

that still doesn't explain the indexes entirely though :/
 
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OP
Tcll

Tcll

Complexity == Fun >:3
alright...
so I've restarted...

the code is being re-written alot cleaner and nicer.

AND
I've gotten a dialog box to work as well :D
no more having to rename the dat :3
now you can just select it...

so that's what's up now
 

Myuutsuu

forever.
In regards to your question about lz77, the only thing I remember of that program is it being an olllllllld application for Brawl hacks (lz77ex).
And all I remember it being useful for was when you had no PAC file; you'd drag-drop the PCS file onto lz77ex, and it would spit out the PAC file.

Of course, pretty ancient stuff now, no clue if it would have any impact on Melee's stuff. Or if any of that was of any help. XD
 
OP
Tcll

Tcll

Complexity == Fun >:3
I just wanna know how it works... :/

this is why:
QmaFgDG8L33q1EsiDy53uEe5Tea8a6qEHDo97bgBrpeeYx


it should look like this:
QmRMEdK7t9zpE7fQvMcnC15PE1XrxaGysFLAkG8HPgQQ7X


see my prob :/
 
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OP
Tcll

Tcll

Complexity == Fun >:3
OK...

so I've looked through about 7-10 dat files
(Ty and Pl)

so far, all offsets have been as follows:

off1: verts
off2: normals
off3: uv's (sometimes formatted oddly)
off4: bone1

the poly's come after the bones...
so that offset's kinda random

so that's what's known so far ;)

I'm assuming the offsets are universal...
and I've found a big prob with brute forcing...
so big that it's in the trasn now...

the first normal always returned X=0.0
so yea...

on to the table :p
 

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