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Dolphin emulator mac documents folder
Dolphin emulator mac documents folder










dolphin emulator mac documents folder

copy disc:/ntd/cardemoN.dol to disc:/main.dol.rename disc:/CarDemo/f50.act to disc:/CarDemo/.If I were to extract these files and adjust the files on the service disc as follows: If I were to look at bass.arc from AWL, it contains all of the needed files (an act, a gpl, and tpl). With this in mind, I should be able to (in theory) replace some of the models in the cardemo with files from AWL.Į.g. disc:/CarDemo/f50.gpl) by replacing the main executable on the disc ( disc:/main.dol naming might vary depending on the tool used) with a special version of the Car Demo program ( disc:/ntd/cardemoN.dol). However, I can get it to load the 6012001 versions (e.g. disc:/gxDemos/CarDemo/f50.gpl) for the default Car Demo program ( disc:/CarDemo/cardemo.dol). When booting the disc normally, it seems to load the v12012000 gpl files (e.g. Upon analysis of this disc, I’ve found that it contains gpl files created using version 12012000 of the geometry library (same as the Dolphin SDK), as well as version 6012001 (same as A Wonderful Life). Preliminary Analysis of gpl files on the Service DiscĪfter a bit of research on gpl models, I’ve been lead to the Gamecube Service Disc v1.0/03. I’ve compiled all of these dumped textures into a Dolphin-compatible pack, which can be downloaded. There are a total of 4115 unique texture images from Harvest Moon: A Proud Life (lesbian version).

dolphin emulator mac documents folder

Extracting a texture to a png image using BrawlBox, using naming information provided by QuickBMS + QuickHashĪfter going through every CLZ, ARC, and TPL file, I beleive I’ve been able to dump/rename (almost) every texture in the game. Here’s a visual demonstration of the file naming convention, and where the different parts can be found. Output file extention – output image file, should always be “.png”.format – original texture image format as named in output from the BMS script above.hash – xxHash64 of the raw original texture data (as output from the BMS script once fed through a tool such as QuickHash GUI).width x height – dimensions of the original texture, can be found in the file output from the BMS script above.Naming Type – denotes the texture naming scheme used by Dolphin, should always be “tex1”.The naming convention will be as follows: Once you’ve determined the file hashes, you can extract the textures from your TPL as PNG files using a tool like BrawlBox or Wexos’s Toolbox. Comparison of BMS-extracted texture data vs Dolphin-dumped files

#Dolphin emulator mac documents folder full

QuickHash GUI) using the xxHash64 algorithm.Ĭombining the data from the script with the hash will provide you with the full filename that Dolphin would normally generate. Once extracted, these files can be hashed with a tool (e.g. I’ve created a QuickBMS script that can take any input TPL file, and output the extracted raw texture data. This bypasses the need to typically play through and manually come across every texture in-game. I’m going to try creating a QuickBMS script to extract raw image data from TPL files to somewhat automate the process.Įventually this means that I should be able to generate hashed filenames for every texture on the game’s disc. To my surprise, this actually worked and the hashes matched! Extracting the image data from the first image contained in the logo.tpl file (the Marvelous logo) and comparing hash values to the dumped Dolphin texture filename. Once I extracted this data (via manually copy/pasting in a hex editor), that I’m was able to feed it into the xxhash64 algorithm. I’ve found that, using information about the TPL file format, I’m able to extract the raw image data from the TPL files. When the emulator dumps textures, it creates a file name that includes a hash of the texture data. I’ve been playing around with the “Dump Texture” feature in Dolphin recently.












Dolphin emulator mac documents folder