Lol, look at this source, Does anybody wanna optimize it? - Printable Version +- Mario Kart Wii Gecko Codes, Cheats, & Hacks (https://mariokartwii.com) +-- Forum: Hacks/Modding (https://mariokartwii.com/forumdisplay.php?fid=14) +--- Forum: Code Support / Help / Requests (https://mariokartwii.com/forumdisplay.php?fid=61) +--- Thread: Lol, look at this source, Does anybody wanna optimize it? (/showthread.php?tid=1447) |
Lol, look at this source, Does anybody wanna optimize it? - Vega - 01-27-2020 This is for a better color transition in my most recent code that I co-created w/ Sponge, the Mii Head rainbow color cycler. I was able to achieve Max Color 'Fluidity' with the source below, but it is very unoptimized. The code (C0 type) WORKS btw. I was under the impression that Xor, Xori, and Xoris had RC options, but they don't. So ofc, there's something I'm doing that is not correct for optimization. The rainbow color spectrum startsand ends at Red. Sorry for lack of notes. Code: lis r12, 0x8000 RE: Lol, look at this source, Does anybody wanna optimize it? - JoshuaMK - 01-28-2020 I may try just for the practice. Also, as far as my testing has gone, the cache only needs to be cleared if instructions are being edited, since the game has these stored in the cache (which it never actually updates on it's own due to the game never dynamically relocating executable code), and the cache thus needs to be updated for new instructions to function properly. If the CPU reads the memory instead of running over it as code, it will read the proper value since it grabs the value from the RAM and not the cache. At least this is what I've gathered about the cache anyways RE: Lol, look at this source, Does anybody wanna optimize it? - Vega - 01-28-2020 Afaik, cache effects data too, not just instructions. Fyi, for some reason, this source only works on Dolphin. RE: Lol, look at this source, Does anybody wanna optimize it? - JoshuaMK - 01-28-2020 Interesting to know. At least it must be waaaay less likely to fail then cause I've never had issues with memory EDIT: Maybe the compatibility issue is the same thing that plagued the Code Patcher and RAM Watch codes? RE: Lol, look at this source, Does anybody wanna optimize it? - Vega - 01-28-2020 Ye it's something with the gecko code handler for the Wii console. W/e the issue is, somehow Dolphin can 'bypass' it. I had a person on Discord try diff hooktypes and the source would still jack up the colors. RE: Lol, look at this source, Does anybody wanna optimize it? - JoshuaMK - 01-28-2020 Which codehandler is being used? Why not try injecting dolphin's codehandler.bin through riivolution? Or if you'd like, I can patch it into a main.dol for you to try. Because it's time for us big boiz to figure this crap out. It's time to stop working around it, and to stop discontinuing support for codes because of this problem. RE: Lol, look at this source, Does anybody wanna optimize it? - Vega - 01-28-2020 I'm out of town for a few days without my laptop so there's not much I can do. Work will take up the bulk of my time. First I think we should try running this source on the memcpy address via standard C2 ASM code. If it works on that then we know for certain it's a code handler issue and another issue to chalk down with C0 codetype. We could... rewrite the Gecko code handler and get rid of all bugs with C0 and F6 codes. Plus get rid of unused stuff. The only problem is we need the dev of USB loader gx (cyan on gbatemp iirc) to update the code handler in the next version update or add our modified one as an option in ocarina. Hell, at that point we could write a new code handler from scratch, one made just for mkwii. RE: Lol, look at this source, Does anybody wanna optimize it? - JoshuaMK - 01-28-2020 (01-28-2020, 03:10 PM)Vega Wrote: I'm out of town for a few days without my laptop so there's not much I can do. Work will take up the bulk of my time. First I think we should try running this source on the memcpy address via standard C2 ASM code. If it works on that then we know for certain it's a code handler issue and another issue to chalk down with C0 codetype.I think it's a project worth taking up. I don't know why people haven't tried to fix it sooner I think if we cleaned up the code handler, got rid of the unused codetypes (like you said), and added a way (which I have some ideas) to have HUUUGE code space, I think a lot of people would be thankful/happy. Ofc we would use the one found in Dolphin as a base to work from since it seems to be the least buggy. Also, for any code types that edit instructions/memory mid game (00, 02, 04, 06, 08, so on) we would have it properly update the cache. Because when I was using the Wiimm's SZS Tools codehandler in a modified DOL on Dolphin, the instructions weren't working properly and it was very frustrating lol. |