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Main - Archived forums - General SMG hacking - Adding SMG1 Objects Hide post layouts | New reply

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Marionumber1
Posted on 01-24-13 01:05 AM (rev. 2 of 01-24-13 01:06 AM) Link | #9154
I'm going to try doing that in my code. Let's see if it works.

Nope, this code still doesn't work.

li r20, 0x249C
oris r20, r20, 0x8108
lwz r20, 0(r20)
li r21, 1
stb r21, 21(r20)
blr

Phantom Wings
Posted on 01-24-13 01:26 AM (rev. 4 of 01-24-13 01:48 AM) Link | #9158
Your hook point is being called prematurely. The start of the game seems to call it to load something up, but 8108249C hasn't been initialized yet. The write to the resulting null address is what's causing the game to crash.

Marionumber1
Posted on 01-24-13 01:27 AM Link | #9160
So, where do you suggest I should hook it? Possibly the power up class constructor?

Phantom Wings
Posted on 01-24-13 01:48 AM Link | #9172
Try hooking your code to 802d20c0. That's the end of the power-up preload function. The only thing you need to remember is that you need at least one power-up in the level to load Ice Mario.

Marionumber1
Posted on 01-24-13 02:00 AM (rev. 2 of 01-24-13 02:04 AM) Link | #9173
Unfortunately, that doesn't work either. Is it possible for you look at my patch and find out what's wrong?

https://www.dropbox.com/s/49diqe973yvkx47/SB4E01.xml

Also, I should add that it freezes when I choose the star.

Phantom Wings
Posted on 01-24-13 02:13 AM Link | #9175
Well, with the exception of your write offset being 0x15 when it should be 0x1B, your code checks out. But I don't have a Wii to test it on, so I only tested it using Dolphin.

Marionumber1
Posted on 01-24-13 02:18 AM Link | #9178
I'm pretty sure it should be 0x15, because 18 + 3 = 21, and 0x15 is 21 in hex.

Phantom Wings
Posted on 01-24-13 02:29 AM (rev. 4 of 01-25-13 04:07 AM) Link | #9179
Sorry about that, I listed it in the Wiki as 18, but it's 0x18. 0x18 + 0x3 = 0x1B...

EDIT:

Hey MN1, if you haven't got it running already, can you try patching the game using these patch strings and seeing if it works?


<memory offset="0x802D20C0" value="484284A8"/>
<memory offset="0x803B6E80" value="38800003"/>
<memory offset="0x806FA568" value="3A80249C66948108829400003AA000019AB4001B4E800020"/>
<memory offset="0x803C84E8" value="3BFE15083BBE1518"/>
<memory offset="0x803C8568" value="4800005C"/>
<memory offset="0x803C9BA8" value="389F1624"/>
<memory offset="0x803C9BD8" value="389F163C"/>

MK7tester
Posted on 01-25-13 04:10 AM Link | #9627
Phantom Wings, could you try getting the object FirePressureRadiate into SMG2?

NWPlayer123
Posted on 01-25-13 04:15 AM Link | #9628
It's not that simple SSL. This is existing code that is being corrected and called in teh right order to work again. That has no real code, we would have to look extensively to reverse engineer, then find functions in SMG2 that are the same, send new info to them, and patch it. This thing that he did in a few nights? Yeah, that will probably be a few months, so check back then.
I don't think you quite understand ASM hacking, so I would kindly ask you to put your childish desires aside and have patience while we gather info on more functions to make this POSSIBLE.

____________________
"I hate playing musical chats" ~ Quote of the month

MK7tester
Posted on 01-25-13 04:18 AM Link | #9629
>.< But all you guys focus on is the powerups, I just'd be happy to see something else for once, like the bubbles, or Ray, etc.

NWPlayer123
Posted on 01-25-13 04:24 AM Link | #9630
Well think of it this way. It's not about the powerups. It's a way to test what we know and can do on something that has existing code but is broken. It's basically step 1. Once we have the basics down then we can move onto something simple that we can port. We would debug to find memory values and then find functions. Once we know what functions an object uses then we can find the same functions in SMG2 and start to call it and patch in teh new code. However, debugging takes time since PW is the only one with a USB gecko to make it easy. MN1 and MM are doing it by dolphin and by hand. So it takes even longer. It's for this reason that you have to have patience. Once we finally port a simple object over to SMG2, we can move onto something bigger, and try again. We would repeat this process and eventually have lots of functions and we can do a lot. But this point of knowing a lot is YEARS off.


Take Bean and chadderz for example. For the multiplayer they are doing the same thing, they are editing and changing the memory to make existing code work in new ways. It's the same way with the powerups.

____________________
"I hate playing musical chats" ~ Quote of the month

MK7tester
Posted on 01-25-13 04:25 AM Link | #9631
Split Screen doesn't exist in coded form in SMG2 O.o

NWPlayer123
Posted on 01-25-13 04:31 AM Link | #9632
Yes, however, all they did was resize screen dimensions, which is simple, and create 2 running instances of cameras and stuff. All it is is simple resize and "duplication", though duplication is a very specific context.

____________________
"I hate playing musical chats" ~ Quote of the month

Phantom Wings
Posted on 01-25-13 06:58 AM Link | #9645
I should probably mention that I don't have a Wii anymore - it's part of the reason why I quit most forms of serious hacking. These days it's just manually looking at data files or using Dolphin.

Marionumber1
Posted on 01-25-13 12:07 PM (rev. 2 of 01-25-13 07:14 PM) Link | #9656
Posted by Phantom Wings
Sorry about that, I listed it in the Wiki as 18, but it's 0x18. 0x18 + 0x3 = 0x1B...

EDIT:

Hey MN1, if you haven't got it running already, can you try patching the game using these patch strings and seeing if it works?


<memory offset="0x802D20C0" value="484284A8"/>
<memory offset="0x803B6E80" value="38800003"/>
<memory offset="0x806FA568" value="3A80249C66948108829400003AA000019AB4001B4E800020"/>
<memory offset="0x803C84E8" value="3BFE15083BBE1518"/>
<memory offset="0x803C8568" value="4800005C"/>
<memory offset="0x803C9BA8" value="389F1624"/>
<memory offset="0x803C9BD8" value="389F163C"/>


I haven't actually gotten a chance to test my code with 0x1B instead of 0x15. I will when I get home, and if that doesn't work, I'll try your code.

Nope, looks like your code doesn't work.

Phantom Wings
Posted on 01-25-13 10:37 PM Link | #9860
Alright, I'm going to remove a possible source of error, but I have a feeling that we may be stuck if we don't have someone who can use Gecko. Try this patch:



<memory offset="0x803B6E80" value="38800003"/>
<memory offset="0x803C84F8" value="60000000"/>
<memory offset="0x803C84E8" value="3BFE15083BBE1518"/>
<memory offset="0x803C8568" value="4800005C"/>
<memory offset="0x803C9BA8" value="389F1624"/>
<memory offset="0x803C9BD8" value="389F163C"/>


Stygmax
Posted on 01-25-13 10:59 PM Link | #9875
I have Gecko OS, if that would help.
Status: It was really, really fun, guys - thanks for the ride!

shibboleet
Posted on 01-25-13 11:00 PM Link | #9876
I think he's talking about somebody with a USB Gecko.

____________________
a

Marionumber1
Posted on 01-26-13 02:56 AM Link | #9904
Posted by Phantom Wings
Alright, I'm going to remove a possible source of error, but I have a feeling that we may be stuck if we don't have someone who can use Gecko. Try this patch:



<memory offset="0x803B6E80" value="38800003"/>
<memory offset="0x803C84F8" value="60000000"/>
<memory offset="0x803C84E8" value="3BFE15083BBE1518"/>
<memory offset="0x803C8568" value="4800005C"/>
<memory offset="0x803C9BA8" value="389F1624"/>
<memory offset="0x803C9BD8" value="389F163C"/>



Unfortunately, with that patch, Starship Mario doesn't load.
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Main - Archived forums - General SMG hacking - Adding SMG1 Objects Hide post layouts | New reply

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