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Post by chaemelion on May 12, 2009 3:52:45 GMT -5
Unfortunatley... Anyhow, I looked at devkitPro and hardly know enough about programming for the wii to make it without help. Heck, I was lost just looking at the Hello World example... But let's just say I haven't stopped looking at a texture server
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Post by n64billy on May 12, 2009 8:04:53 GMT -5
Now wouldn't that be something... Then you could truly play online and see the other persons texture without hassles! Not possible. It is VERY possible silly! What I mean is, if I use my Deku Toon Link texture from FitToonLink02.pcs, and you play with MY deku link texture as your FitToonLink02.pcs, then you would see it.
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Vyse
Kitty Corp.© Admin
Posts: 885
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Post by Vyse on May 12, 2009 9:50:24 GMT -5
...No, that's not possible. You can't copy information from your opponent's SD card and save it to your own over Brawl's connection.
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Post by n64billy on May 12, 2009 9:55:17 GMT -5
...No, that's not possible. You can't copy information from your opponent's SD card and save it to your own over Brawl's connection. You don't get it. The goal is to either hack Brawl (the game) to connect to a separate server to get the files, or a file from the SD card to connect and download the files. Then both users run the game using the SD Loader to load the same file into the same 'slot' and play over wifi....
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Vyse
Kitty Corp.© Admin
Posts: 885
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Post by Vyse on May 12, 2009 11:57:42 GMT -5
Except Brawl doesn't use servers. At all. It's all P2P.
Even if it was possible... who cares? I put the textures I want to see in my game; I don't wanna see whatever you have.
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Post by roymaster4 on May 12, 2009 13:48:03 GMT -5
Well, yes, it is possible now in a sense. Both players will load whatever textures they have off the SD loader. While to one person, it may look like they're playing as Deku Link, to the other, they're playing as Vaati. Both SD cards would have to match to get all the textures right.
But there are probably a bunch of textures a lot of people have in the same spot. I'd bet a bunch of people out there have Meganess under the blue Ness...
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Post by chaemelion on May 12, 2009 14:29:35 GMT -5
Actually, you could probably make a homebrew application to connect to (our) server, tell it your ID and what textures you're using. Then when someone using the same app connects to your brawl game, it'll check the server for the ID of the opponent, and load the texture they're playing with.
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Post by KirbStomp on May 12, 2009 14:49:20 GMT -5
Except the textures you're using are only identified by "fittoonlink02.pcs." The app would first have to cross-reference it to a database on the SD card that identifies that file as the texture it is...
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Post by n64billy on May 12, 2009 15:49:00 GMT -5
Seee, now you're all thinking hard. But this IS possible (In whatever way)
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Post by chaemelion on May 12, 2009 16:21:30 GMT -5
Actually, that's where you're wrong. Take a look at my Texture manager. It wouldn't be hard to modify it to add a global texture ID number. In theory, you could have trillions of textures using an ID number as the name, and my prefix system to tell the wii where to put/name the files. For an example, my wii act's like a server and awaits someone to connect to it. My wii will then send a simple string to a server starting with the wii ID and ending with the IDs of all the textures on the SD card that I'm using. Someone connects to my wii and gets its ID. That wii then connects to the remote server, looks for the string with my wii ID, looks at the ID numbers for my textures, checks it's SD card to make sure it's using the same ones, and if it's not, downloads them from the server. The game then begins. When the game is over, both wiis tell the server to clear the data about them.
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