recording through wiird/gecko?

Started by codhacker, September 11, 2009, 08:05:49 PM

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codhacker

alright, well.... i recently have got my gecko and i knoticed you can take screen shots, would it be possible to record? or some sort of app? it would save me a whole lotta money not buying a cap card  O0

Thanks again guys.  ;D
ima fresh baked n00blet :'(
I HACK COD5 wii ;)
Help me make codes!!

HaXXeR

It has been discussed but the bandwidth is far to limited. It would render the game unplayable (i.e. 2-3 fps).

codhacker

aww i knew it wouldnt work! well, i have one other quesition how can i poke a memory viewer? i found my value, now how should i turn it into a code? thanks
ima fresh baked n00blet :'(
I HACK COD5 wii ;)
Help me make codes!!

conanac


See this video basic tutorial:

http://wiird.l0nk.org/forum/index.php/topic,508.0.html

Hope this helps, and have a fun tiime making codes with USB Gecko.


Link

Quote from: HaXXeR on September 11, 2009, 09:14:20 PM
It has been discussed but the bandwidth is far to limited. It would render the game unplayable (i.e. 2-3 fps).

That's even quite optimistic.. another problem is: we can only record a 2d picture rendered on the framebuffer of the Wii.. we cannot capture any audio.. and well.. what's a video without sound?

HaXXeR

480p resolution, 32 bits color.

640x480x32 = 9'830'400b ~ 1MiB

How much bandwidth does the USBGecko have? If it is USB 2.0 it should be well enough for 2-3 fps in any case. :P

Note: I'm just estimating as I now next to nothing about the technical specs pf TVs. I'm more of a computer geek.

Link

Quote from: HaXXeR on September 12, 2009, 08:21:27 AM
480p resolution, 32 bits color.

640x480x32 = 9'830'400b ~ 1MiB

How much bandwidth does the USBGecko have? If it is USB 2.0 it should be well enough for 2-3 fps in any case. :P

Note: I'm just estimating as I now next to nothing about the technical specs pf TVs. I'm more of a computer geek.

Wrong:

Size is depending on the game.. max size seen in the wild is 720x576:
720x576 at 16 bit YV color.. the USB Gecko has a bandwidth of a about 5 to 10 MBit/s - about 6 MBit each screenshot - however! The framebuffer moves.. each screenshot is a two-step dump therefore:

Dump video registers (very quick), anaylse them (also very quick) and dump it - 3 steps, 2 dumps!
You'll be happy if you get one screenshot in 0.5 seconds!

codhacker

Quote from: conanac on September 12, 2009, 03:04:24 AM

See this video basic tutorial:

http://wiird.l0nk.org/forum/index.php/topic,508.0.html

Hope this helps, and have a fun tiime making codes with USB Gecko.


yeah, i watched this and the breakpoints video. but noone of them told me how i should use the memory viewer, because im trying to change what my name says, i found the value of my name in memory viewer, is my only hope of doing this in a code search?
ima fresh baked n00blet :'(
I HACK COD5 wii ;)
Help me make codes!!

HaXXeR

Quote from: Link on September 12, 2009, 12:58:14 PM
Quote from: HaXXeR on September 12, 2009, 08:21:27 AM
480p resolution, 32 bits color.

640x480x32 = 9'830'400b ~ 1MiB

How much bandwidth does the USBGecko have? If it is USB 2.0 it should be well enough for 2-3 fps in any case. :P

Note: I'm just estimating as I now next to nothing about the technical specs pf TVs. I'm more of a computer geek.

Wrong:

Size is depending on the game.. max size seen in the wild is 720x576:
720x576 at 16 bit YV color.. the USB Gecko has a bandwidth of a about 5 to 10 MBit/s - about 6 MBit each screenshot - however! The framebuffer moves.. each screenshot is a two-step dump therefore:

Dump video registers (very quick), anaylse them (also very quick) and dump it - 3 steps, 2 dumps!
You'll be happy if you get one screenshot in 0.5 seconds!

I was calculating on a "best case scenario" (i.e. 480p) just to see if it was possible.

I thought the dump/analyse steps would be done on the wii/USBGecko. That would not be limited by the sending bandwith. Unless you mean the internal bandwith of the USBGecko (which sounds pretty low).

Man, that was some horrible grammar... :p

Romaap

Quote from: codhacker on September 12, 2009, 01:35:19 PM
Quote from: conanac on September 12, 2009, 03:04:24 AM

See this video basic tutorial:

http://wiird.l0nk.org/forum/index.php/topic,508.0.html

Hope this helps, and have a fun tiime making codes with USB Gecko.


yeah, i watched this and the breakpoints video. but noone of them told me how i should use the memory viewer, because im trying to change what my name says, i found the value of my name in memory viewer, is my only hope of doing this in a code search?
You just right-click on the address and choose poke, then go to the first tab and change it.
But if the memory viewer is set to ASCII mode, then you have to change it to hex mode before that.


Link

Quote from: HaXXeR on September 12, 2009, 03:25:38 PM
I was calculating on a "best case scenario" (i.e. 480p) just to see if it was possible.

I thought the dump/analyse steps would be done on the wii/USBGecko. That would not be limited by the sending bandwith. Unless you mean the internal bandwith of the USBGecko (which sounds pretty low).

Man, that was some horrible grammar... :p

In early versions analysation steps (pre WiiRd phase) were indeed done on Wii side.. that code was faster.. but it was a big chunk of memory.. and we want to keep the debugger as small as possible!

HaXXeR

Quote from: Link on September 13, 2009, 09:37:31 PM
Quote from: HaXXeR on September 12, 2009, 03:25:38 PM
I was calculating on a "best case scenario" (i.e. 480p) just to see if it was possible.

I thought the dump/analyse steps would be done on the wii/USBGecko. That would not be limited by the sending bandwith. Unless you mean the internal bandwith of the USBGecko (which sounds pretty low).

Man, that was some horrible grammar... :p

In early versions analysation steps (pre WiiRd phase) were indeed done on Wii side.. that code was faster.. but it was a big chunk of memory.. and we want to keep the debugger as small as possible!

May I suggest releasing it as a separate application if you have gotten far enough? It would certainly be interesting to take a look at.

codhacker

Quote from: HaXXeR on September 14, 2009, 05:41:03 AM
Quote from: Link on September 13, 2009, 09:37:31 PM
Quote from: HaXXeR on September 12, 2009, 03:25:38 PM
I was calculating on a "best case scenario" (i.e. 480p) just to see if it was possible.

I thought the dump/analyse steps would be done on the wii/USBGecko. That would not be limited by the sending bandwith. Unless you mean the internal bandwith of the USBGecko (which sounds pretty low).

Man, that was some horrible grammar... :p

In early versions analysation steps (pre WiiRd phase) were indeed done on Wii side.. that code was faster.. but it was a big chunk of memory.. and we want to keep the debugger as small as possible!

May I suggest releasing it as a separate application if you have gotten far enough? It would certainly be interesting to take a look at.
yeah, thats what i was thinking, like a sepperate app, or something along those lines.
ima fresh baked n00blet :'(
I HACK COD5 wii ;)
Help me make codes!!

HaXXeR

I feel I need to revive this topic.

Some interesting points have been made and I'd like to see if it would be possible to work further on this.

Codyk

ya i hope there is a seperate app for it but that would mean turnning usb gecko off
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