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Hello Guys
I am currently trying to help the dolphin Vr dev team by finding an AR code or another hack which can remove the culling from the game
because the geometry disappear when you turn your head outside of the main rendering viewport. 

I got a metroid demo and find a 3 differents .map files containing some interesting functions.



I am trying to work with AR codes but which .map file refering to the .dol ?
There is three different versions ..I am confused.
Somebody can help?Laughing
Thread title: 
Edit history:
Aruki: 2014-12-13 03:18:36 pm
Aruki: 2014-12-13 03:18:00 pm
Aruki: 2014-12-13 03:17:54 pm
None of them refer to the dol. They're all from different builds.

Someone else commented asking about this on one of my YouTube videos. I dunno if it was you, but I'll tell you the same thing I told them - I know where most of the functions in the demo are located so just tell me which one you're looking for in particular and I'll tell you where it is in the demo's dol.

Also, your pictures are broken because they don't actually lead to images + can't download them without an oculus account. Try using imgur instead.
Edit history:
aminemo: 2014-12-13 03:38:25 pm
Hi thanks a lot for your answer !!!
It was not me but I asked the same question on the oculus forum.
https://forums.oculus.com/viewtopic.php?f=42&t=11241&start=600
I can tell the dolphin vr team to ask you directly then.
But what the problem is we are trying to prevent the game to remove the geometry when we want to see behind us with the dk2 headset.
Then we need to find the proper function that could disable the culling.
metroid prime is amazing in VR but the culling make the objects and world diseapearing when you want to totate your head outside of the main view.
Have you understood the problem?

 

No, I know what the problem is, but I'm saying I don't know what function you're looking for. Presumably, you do, so just look in the map file and tell me what you want.
Edit history:
aminemo: 2014-12-13 03:44:11 pm
Thats this function



Edit history:
Aruki: 2014-12-13 03:44:46 pm
Aruki: 2014-12-13 03:44:37 pm
Ok, CGameArea. That's going to control terrain geometry. 0x80057E7C

Not sure if you would also need something else to avoid objects being culled. Also mind this is only for the demo disc, I don't know where anything is on the final.
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aminemo: 2014-12-13 03:49:43 pm
Thanks a lot that's a good starting point anyway.
BTW if we could avoid the objects being culled that would be great.
If we could start with metroid demo I think we could work later on the final game.
Then I need to find this function in the default .dol?
Edit history:
Aruki: 2014-12-13 03:52:03 pm
To be honest, I'm not sure if that one's actually gonna do the trick. Try CFrustumPlanes::BoxInFrustumPlanes() instead, at 0x802A2DD4. It checks whether a CAABox is inside frustum planes; it's called by the various AddToRenderer() functions and it's likely used for pretty much all culling related stuff. So if you set that to always return true hopefully it'll do what you want.

If it works I'll try finding it in the final game for you as well.
Edit history:
aminemo: 2014-12-13 04:00:05 pm
aminemo: 2014-12-13 03:57:24 pm
aminemo: 2014-12-13 03:55:56 pm
aminemo: 2014-12-13 03:53:23 pm
ouaou!!!
carl kenner is going to be happy"and me also of course :)" he is the main dev of dolpin VR!!!
I will try this but I am not an Ar code expert at all....
Thank you so much!!!Very Happy
Edit history:
aminemo: 2014-12-13 05:05:29 pm
aminemo: 2014-12-13 05:04:57 pm
aminemo: 2014-12-13 05:02:50 pm
aminemo: 2014-12-13 05:01:37 pm
https://forums.oculus.com/viewtopic.php?f=42&t=11241&start=620
Thank you so much...you are a hero!!!!Applause
Quote:
"Oculus forum" by fugazi » Sat Dec 13, 2014 11:52 pm

Its working!!!!!!!

042A2DD4 38600001
042A2DD8 4E800020

Please ask him to search the function in the original games.
And tell him that he is our hero!!!!!
Try 0x803451D0 in the final game (NTSC 0-00).
Quote:
by fugazi » Sun Dec 14, 2014 12:47 am
It dont works in my metroid version, its revision 2, im going to find the right version, can you try this i f you have another version?
043451D0 38600001
043451D4 4E800020
Edit history:
Aruki: 2014-12-13 05:53:30 pm
yeah 0-02 is player's choice, that's a different version of the game and probably requires a different code. The address I posted is only for the original 0-00 NTSC gamecube release.

FWIW I just tried it on 0-00 and it works.
Edit history:
aminemo: 2014-12-13 06:04:36 pm
I forwarded just waiting for their answer....
unfortunately I am not in my personal computer.
I wait their test or mine before partying....gah
By the way, if you run into any further culling issues, there are a couple more CFrustumPlanes functions that might be relevant. 0x80345188 is an overload of CFrustumPlanes::BoxInFrustumPlanes() that seems to be used for some particle stuff. 0x8034502C is CFrustumPlanes::SphereInFrustumPlanes(), which seems to only be used by CWallcrawlerSwarm (parasites, scarabs, tallon crabs); so if you're having problems with those being culled, try disabling that function. 0x80344FCC is CFrustumPlanes::PointInFrustumPlanes() which is used by Special Function objects. Then finally, 0x80345098 looks like another relevant function. It's not in the demo, so I don't know what it's called or what uses it, but I can presume it's another frustum planes function.
Edit history:
aminemo: 2014-12-13 06:10:13 pm
Congratulation!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Quote:
Yes!!!!!!!
thank you aminemo, please send him our gratitude!!!!!
He is our emu-VR hero!!!!
Now Its absolutely amazing looking around!!!!
Now Im downloading the latest commits from cegli and 2eyeguy!!!! so much fun!!!
Its a great day to be an emu-nerd!!!
thanks to all you guys, I love you!!!

https://forums.oculus.com/viewtopic.php?f=42&t=11241&start=620
Sweet. :P Relay my last post, if you would, just in case there's any other problems with it.
Edit history:
aminemo: 2014-12-13 06:16:27 pm
aminemo: 2014-12-13 06:15:25 pm
aminemo: 2014-12-13 06:14:27 pm
aminemo: 2014-12-13 06:14:02 pm
https://forums.oculus.com/viewtopic.php?f=42&t=11241&start=620
Its done ...
Its an historical day for Metroid and Vr fan!!!!!
You have the gratitude a billion of players!!!
THANK YOU!!!aiwebs_017
So I just checked, and yeah, wallcrawlers still get culled. You'll need a code for SphereInFrustumPlanes() to fix that.
Thanks so much for the help Paraxade!  It was me who asked you on youtube, but I got distracted by working on a different feature that decouples head tracking frame rate from the game's frame rate.  People are quite happy for this code!  Also, each code we get will make it easier to get codes from the other games.  I imagine there must be some overlap in function naming/culling assembly between some games...  Thanks again!
Edit history:
Aruki: 2014-12-13 07:08:43 pm
Hopefully it's not hard to extend this to Prime 2/3 and Trilogy too, then, though I'm not sure I'd know how to do that. I imagine a lot of people would like to play Trilogy with VR... Trilogy's a weird one, since it actually has a separate executable for each game.
Thank you everyone.
Fixing culling in Metroid makes a huge difference in Virtual Reality. In other games it wouldn't matter so much, but for an exploration game like Metroid, it is really important to be able to look around and see the whole environment.
Should we be using Action Replay codes though? Or should we be using patches?
Edit history:
Aruki: 2014-12-14 04:24:52 am
AR codes are more accessible than patches IMO. And less destructive.
Just curious- could you use this "phonebook" of AR codes to find one that disables bloom in Prime 3?
When I said phonebook in the Oculus thread I meant Prime 1 assembly functions. I don't know anything about making AR codes and I don't know anything about any games other than Prime 1.