Hacking NEWER Super Mario Bros. Wii

Tagg7

Well-Known Member
Member
Joined
Jun 24, 2007
Messages
398
Trophies
1
XP
253
Country
United States
The custom world maps sound really great. Can't wait to see those.
smile.gif
 

Treeki

Well-Known Member
Member
Joined
Aug 1, 2007
Messages
203
Trophies
0
Location
Rogueport
XP
255
Country
Gibraltar
I may as well post this here...


We are looking for people who can help us with coding some of the new features we have planned for Newer -- most notably the new world map engine.

Knowledge of C++ is required, since NSMBW is written in C++. GX and/or OpenGL would be helpful as well.
PowerPC ASM knowledge is also useful, but not necessary -- I can take care of the required reverse-engineering myself, but I am the only coder on the team and I cannot do every single thing.

Here's an example of what you would be dealing with: http://pastie.org/private/o4jfc5qdpb0ttteszepia

PM me (either here or on rvlution.net) if you would like to help.
 

Yoshi Party

Active Member
Newcomer
Joined
Jul 27, 2008
Messages
43
Trophies
0
XP
71
Country
Gambia, The
I'm a hobby C++ coder, so I guess I don't have enough experience....

Am I wrong or can you just compile your classes and inject the machine code directly into the iso files?
ohmy.gif

how are dealing with the linker? Do you have to calculate all pointers on your own?
 

Pop006

Well-Known Member
Member
Joined
Aug 11, 2009
Messages
197
Trophies
0
XP
50
Country
Canada
FGOD: Did you read the post?
tongue.gif


You need to know C++, that's not wii code, that's computer code


"Knowledge of C++ is required, since NSMBW is written in C++. GX and/or OpenGL would be helpful as well.
PowerPC ASM knowledge is also useful, but not necessary --"


EDIT: Yoshi - into the Riivolution files***, not ISO
wink.gif
 

Yoshi Party

Active Member
Newcomer
Joined
Jul 27, 2008
Messages
43
Trophies
0
XP
71
Country
Gambia, The
of course into the riivolution files, you are right....

But these files are in the end injected or lets say they replace the original files from the iso, don't they?
So you actually have to reverse a whole file before you can make a self coded one? omg sounds pretty hard.

What do even want to change in the code? Changing values isn't enough for you or what
biggrin.gif
?


EDIT:
could you ie. manipulate the game to call a function/a thread in another file->extend the iso in other words?
 

TempusC

Well-Known Member
Member
Joined
Nov 22, 2006
Messages
229
Trophies
0
Website
www.FatalFrame4.net
XP
91
Country
Canada
Like all programs, games are split into resources and compiled machine code.

Resource files on disk replace no code, and are handled by Riivolution. You are right, they can be created from scratch or they can replace an existing resource. There are several relocatable binaries that NSMBWii uses that contain code, but we have a way to handle this, as they are always loaded into memory at the same location at specific and predictable times (at launch).

The system we have in place allows you to define a hook to an existing function, and then insert a blr which will be directed to your compiled C++ code, located at a separate address. You may call existing functions by any existing symbols, including self-defined ones, or by addresses in memory.


I can’t really answer your questions better than that, because they’re stupid.



To be more specific about what we need:

We need someone who knows how to code in C++. You must be able to make applications with it.


You DO need to be familiar with XML files, and know how to run python scripts.

You DO NOT need coding experience with the Wii. We will set you up with any libraries and compiling tools that you will need, but you can mostly ignore them. You can treat the game itself as a library, except with no documentation at all and sometimes we don’t know what the functions are called. >.>

You DO NOT need to deal with low level stuff, though understand how pointers and memory allocation work at a low level is a definite benefit.

It would HELP if you are familiar with OpenGL, or better yet, GX.

It would HELP if you are familiar with DevkitPro and Libogc.

It would HELP if you are familiar with Qt.

It would HELP if you have any experience with using 3D libraries at all in any shape or form, or have used 3D programs to make models.

It would HELP if you have used IDA Pro, or have any knowledge of PPC Assembly.

It would also HELP if your friends would not describe you as a douche, and if any questions you ask are pertinent and reflect an understanding of your own limits.
 

Yoshi Party

Active Member
Newcomer
Joined
Jul 27, 2008
Messages
43
Trophies
0
XP
71
Country
Gambia, The
"I can’t really answer your questions better than that, because they’re stupid."

lol sorry for that, I just wanted to know what you are doing with the code in general
wink.gif


well, I had IDA Pro and knowledges of C++ (also with OpenGL and the Irrlicht engine). I have even made a homebrew for the Wii a long time ago, BUT as I see from my questions already, I might not have the experience for such a project, yet....I'm sorry for taking your time :/
 

Treeki

Well-Known Member
Member
Joined
Aug 1, 2007
Messages
203
Trophies
0
Location
Rogueport
XP
255
Country
Gibraltar
I use my own toolkit for compiling and assembling hacks (based off GCC, a bunch of Python scripts, and a few other tools). All core C++ language features are accessible. A limited subset of the C standard library is available. STL is not available.

I have reverse-engineered header files for:
- Most of the 2D Layout API (used to render .brlyt/.brlan files -- the menus, HUDs, etc)
- The base engine classes for creating actors and controller objects
- Accessing the save file
- Reading data from the Wiimote

I've also written my own 3D engine (because it is easier than reversing the NW4R 3D API and writing a .brres creator) and figured out how many parts of the game work.

Injecting code is easy: replacing functions is simple (adding one entry to a .yaml file), Modifying functions without entirely replacing them requires ASM patches. I can take care of these where needed.

Hacks are automatically compiled for every supported region (at the moment: NTSCv1, NTSCv2, PALv1 - more coming soon).
 

Pop006

Well-Known Member
Member
Joined
Aug 11, 2009
Messages
197
Trophies
0
XP
50
Country
Canada
P.S.
I love it when someone happens to mention piracy and the debate and comments go on for 10+ pages, but when we post Smart stuff in this thread, no one on the website has anything to say...
 

The Frenchman

Well-Known Member
Member
Joined
Apr 13, 2008
Messages
783
Trophies
1
XP
1,988
Country
Canada
welcome on GBATemp...

I got this game for my dad last fall and I copied it for myself, and I got my own as soon as Reggie came out.

I can't believe how pirates can act, I've had clients mad at me because they wanted X accessory that is normally bundled with X game, and they "already had" the said X game. funny how no one wants to pay for anything.
 

VashTS

Beat it, son
Member
Joined
Mar 14, 2009
Messages
4,308
Trophies
1
Age
39
Location
Upstate NY
XP
3,756
Country
United States
soooo..since this was necrobumped, hows the dev coming along?

i was really anxious for this game, now it's kind of fizzled, but i'm sure i will be excited when its released. any new teasers? any news at all?
 

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
    SylverReZ @ SylverReZ: Or Genesis.