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rb3enhanced's Issues

Xbox 360 Crossplay with PS3/Wii

It would be nice to figure out how to enable crossplay for Xbox 360 and allow 360s to play with a PS3 or Wii. The current state of things here is that the game attempts to connect to a PS3 or Wii, both sides exchange some info (but not the JoinRequest packet), and then the connection attempt ceases, leaving both consoles in a sort of "half-connected" state where they occasionally ping each other to verify things are still alive. Much research needs to be done on this topic.

Support arbitrary instrument combos (4 drummers, etc.)

Allow selecting non-standard instrument combinations such as 4 drums or 3 guitars, much like Guitar Hero allowed you to do.

Checklist of what needs to be done before this can be closed out (the code for the following items is not in RB3E source yet)
✅ Change the logic of track assignment so the game won't crash when a duplicate instrument is selected
❌ Modify the part select screen logic so it doesn't "grey out" instruments when they have been selected by another player
❌ Genericize overshell slots so any instrument could go there, allowing you to connect e.g. 4 drumsets
❌ Remove the logic that checks for if the instrument slot is open in the gathering before joining a session
❌ Probably more I am forgetting

PS3 / RPCS3 Support Checklist

A sort of "living issue" to hold and discuss the progress of a PS3 port. Suggestions and PRs very appreciated!

  • Build system
    • The options here are between ps3toolchain+PSL1GHT, or the PS3 SDK.
      • ps3toolchain+PSL1GHT does not support building SPRX files by itself. (WIP Makefile is in the ps3 branch)
      • PS3 SDK lacks community support, open documentation and uses outdated compilers.
    • I've decided on using the PS3 SDK for now, for SPRX support - wanting to migrate to ps3toolchain+PSL1GHT ASAP.
  • Plugin loader for CFW PS3.
    • A decent way to load the SPRX into memory on a PS3 running CEX CFW. (Evilnat, as a baseline)
    • (There do exist raw EBOOT patches, and they will still work with disc games since the EBOOT is in the update.)
  • Handling of PS3 platform weirdness.
    • PS3 modules have their own table of contents (TOC) in r2, that the game binary is expected to load and restore. If r2 isn't correct, global accesses will fail from either game or plugin context.
    • There's more but I haven't got there yet.
  • Address and structure ports for both BLUS 1.05 and BLES 1.06 versions of the game.
    • Binaries appear to be mostly identical across the two regions, but they aren't 1:1 so will need double-checking.
    • If using PS3 SDK, will also have to account for outdated GCC weirdness compared to the Wii one.
  • Options for RPCS3 and HEN PS3.
    • RPCS3 has a JIT cache meaning memory patches will need some extra work.
    • HEN PS3 should just need a different syscall to be used and more care about where memory is executed from.

Invisible pause menu when playing on an instrument that doesn't match controller type

The in-game pause menu is invisible when you're playing on an instrument that is invalid for your controller type (such as when playing drums on gamepad). There must be a check somewhere that only draws this menu if controllerType == allowedTrackType as this behavior is seemingly not driven by scripting.

Figure out how to patch this check out so the pause menu can be drawn at all times.

Wii version not loading

The exploit refuses to work with Configurable USB Loader. I selected the alternate dol file, got in, but it just goes from the Harmonix boot logo to a black screen.

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