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03-28-24 08:02 PM
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0 users reading None-code data in arm9.bin | 1 bot

Main - General SM64DS hacking - None-code data in arm9.bin Hide post layouts | New reply


Hiccup
Posted on 02-13-16 07:04 PM Link | #67748
Offsets (hex) File Type Identification (USA) CRC32/DL
xxxx xxxx xxxx xxxx

Arisotura
Posted on 02-13-16 07:16 PM Link | #67749
wtf

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Hiccup
Posted on 02-13-16 07:35 PM Link | #67754
sorry. I accidental posted it before I actually added any "files" to the table.

Sparsite
Posted on 08-30-16 05:28 AM (rev. 9 of 08-30-16 06:08 AM) Link | #76662
Some interesting stuff I found, some is code related, but this is probably the best place to post this info:

EUR:
0x95E24: "WFSi_ForceWakeupCard() called! (unknown bug has been force-recovered)...rom"

0x8B670: Internal object names

0x8E2D8: Internal stage names

0x8A504: Debug Screen text

0x71398: Download Play text

0x8A7A8: Making calls to update model rendering?

825F0: Font related, lists all characters

0x8B278: NCG file directory

0x8AA30: 10dFdDummy_c....10dFdColor_c....15dFdBrightness (Property related)

0x954D4: Buildtime related?

0x926A2: Letters, maybe font related? (they continue down for a while)

0x8B46C: Callbacks being made

0x8D4A0: Error related?


Arm7.bin

0xDFC4: "xV4.Failed sound alarm OS_SendMessage"

Other interesting info:

In overlay 006, some objects have internal names prefixed with ScMg such as ScMgTeresa or ScMgSound.

0x7FC30: makes reference to ScMgTrampoline, no objects internal names are trampoline however. Theres also a ScMgTrampoline2

Perhaps referencing the Mario trampoline minigame.

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Hiccup
Posted on 08-30-16 10:32 AM Link | #76669
Teresa is obviously the boo minigame
Sound is the sound-effect-making treasure chest minigame

And a correction to avoid confusion: the names at 0x8B670 are for what everyone generally calls "actors". Objects are the things that represent actors that you place in the level. I dunno if that is the proper terminology, but that is what is used

Sparsite
Posted on 08-30-16 01:53 PM (rev. 2 of 08-30-16 01:53 PM) Link | #76670
Posted by Hiccup
Teresa is obviously the boo minigame
Sound is the sound-effect-making treasure chest minigame

And a correction to avoid confusion: the names at 0x8B670 are for what everyone generally calls "actors". Objects are the things that represent actors that you place in the level. I dunno if that is the proper terminology, but that is what is used


objects, actors, same thing (only time actor ids are used is in assembly afaik). Also, yeah, I now realize ScMg is used to prefix minigame assets.

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP


Main - General SM64DS hacking - None-code data in arm9.bin Hide post layouts | New reply

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