(10-10-2012, 02:49 AM)CarlKenner Wrote: That is really awesome. If we could get a generic 3D driver working on the Wii itself, that would be great. And I'd really like to get a generic Rift driver working on the Wii.When I have some free time (midterms are this week and next week), I'll see if I can make a better 3D patch for GameCube/Wii (hopefully with support for more than one game). It'll be a good chance to gain familiarity with the GX stuff.
Oculus Rift support
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10-10-2012, 08:08 AM
10-10-2012, 04:12 PM
(10-10-2012, 08:08 AM)biolizard89 Wrote: When I have some free time (midterms are this week and next week), I'll see if I can make a better 3D patch for GameCube/Wii (hopefully with support for more than one game). It'll be a good chance to gain familiarity with the GX stuff.I just checked out the svn code for USB Loader GX, and set up devkitpro again, and I got it compiling. So I can try to study how they're hooking into the game, and see if I can inject my own code that does something with the projection matrices and viewports. So far it's not very clear how they're doing it. But it will be cool to get something running on the Wii itself, so I'll keep at it. 10-10-2012, 05:11 PM
Awesome stuff guys!!! Glad to know there's some serious interest in getting FGX support into the Rift!! Just think what we could have a year from now when the retail version of the Rift hits stores!!!
10-11-2012, 04:36 PM
I had a go at getting the helmet and HUD working properly for the Rift in Metroid Prime 1 of Metroid Prime Trilogy.
I had to hack my ISO dump though, because Metroid Prime Trilogy won't even run on Dolphin, which is disappointing. All the game loaders on the Wii itself support loading of alternate dol files, but strangely Dolphin doesn't. I couldn't find the parts I'd need to change to add that feature though, and pulling the ES_Launch branch didn't help. So I had to use WiiScrubber to extract the other dol files and then choose replace on the main.dol file. Anyway, I've mostly got it to detect when it's rendering the helmet and the visor, and to adjust the matrix correctly so it's like you're wearing an actual helmet. It seems like Samus wouldn't be able to see the whole HUD from each eye though, since it looks like it's projected with a high FOV on the surface of the visor itself right next to your eye. I'm not sure how well that would work in real life. The crosshair and target lock are rendered separately from the HUD, so they still match up perfectly with the world. Quote:It seems like Samus wouldn't be able to see the whole HUD from each eye though, since it looks like it's projected with a high FOV on the surface of the visor itself right next to your eye. The HUD in the Prime games works differently than most. You can tell when you turn on the widescreen hack and compare it to say windwaker. The Prime HUD is a 3D element that sits in front of the camera. If you use the free look you can pull out and rotate and see it from the side. Very cool. But yea, different from other HUDs. Also, you might want to use Prime 1 GCN instead of Trilogy for any Prime based testing. Prime 1 has the fewest glitches of the Prime games (pretty much just LLE now), and Trilogy has the most. Specifically, the Squishing/Back Bar problem could really screw up visual testing. Intel Xeon w7-3465X OC | Asus Pro WS W790-E Sage SE | NVIDIA GeForce RTX 4090 FE | 8x16GiB G-Skill Zeta R5 DDR5-6000 | Windows 11 22H2 | (details)
MacBook Pro 14in | M1 Max (32 GPU Cores) | 64GB LPDDR5 6400 | macOS 13
10-12-2012, 10:28 AM
(10-11-2012, 05:30 PM)MaJoR Wrote: The HUD in the Prime games works differently than most. You can tell when you turn on the widescreen hack and compare it to say windwaker. The Prime HUD is a 3D element that sits in front of the camera. If you use the free look you can pull out and rotate and see it from the side. Very cool. But yea, different from other HUDs.Well, I made it so if you use free look, the helmet and HUD stay attached to your head, so I can use free look for head tracking. Quote:Also, you might want to use Prime 1 GCN instead of Trilogy for any Prime based testing. Prime 1 has the fewest glitches of the Prime games (pretty much just LLE now), and Trilogy has the most. Specifically, the Squishing/Back Bar problem could really screw up visual testing.The GameCube version has black bars on the cinematic scenes. But the Wii version doesn't seem to. I don't want the black bars, since I'm deliberately rendering at 16:20 aspect ratio. I haven't encountered the black bar/squishing problem in Trilogy yet. What regions is the New Play Control version available in? I haven't seen it in shops. 10-12-2012, 12:19 PM
I think he is referring specifically to New Play Control versions of the Prime games. And those are Japan only, sorry dude.
Intel Xeon w7-3465X OC | Asus Pro WS W790-E Sage SE | NVIDIA GeForce RTX 4090 FE | 8x16GiB G-Skill Zeta R5 DDR5-6000 | Windows 11 22H2 | (details)
MacBook Pro 14in | M1 Max (32 GPU Cores) | 64GB LPDDR5 6400 | macOS 13
10-12-2012, 12:32 PM
10-12-2012, 03:40 PM
(This post was last modified: 10-12-2012, 03:41 PM by biolizard89.)
(10-10-2012, 08:08 AM)biolizard89 Wrote:(10-10-2012, 02:49 AM)CarlKenner Wrote: That is really awesome. If we could get a generic 3D driver working on the Wii itself, that would be great. And I'd really like to get a generic Rift driver working on the Wii.When I have some free time (midterms are this week and next week), I'll see if I can make a better 3D patch for GameCube/Wii (hopefully with support for more than one game). It'll be a good chance to gain familiarity with the GX stuff. Can someone familiar with the GameCube/Wii's GX graphics subsystem tell me which GX calls are typically used by games to set the camera position? I figured that it would be the matrix memory ( http://hitmen.c02.at/files/yagcd/yagcd/c...#sec5.11.3 ), but based on some debugging with F-Zero GX, the only functions which I can find which access that memory are passing GX an identity matrix. I hooked one of those functions and passed it an X translation, and it did 3 things: (1) the player's machine moved left/right relative to the viewport; (2) the level moved relative to absolute X direction (not relative to the viewport); and (3) the player inside the machine (in my case Octoman) didn't seem to move at all, so he was rendered outside of his machine sitting in thin air. Clearly I'm hooking the wrong GX call... can anyone tell me which GX call should be interesting me? Thanks. |
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