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04-16-24 11:49 PM
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Main - Posts by StarPants

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StarPants
Posted on 05-29-18 01:48 PM, in Download play question Link | #94479
I'm pretty sure there's documentation for that somewhere in here.

StarPants
Posted on 05-29-18 02:48 PM, in Download play question Link | #94481
Ok nevermind. It might be game specific then.

StarPants
Posted on 06-02-18 06:01 PM, in First Person View [v0.1 RELEASED] Link | #94506
I haven't done much progress since the last update because I've been working on other things, but I decided to finally upload the current version anyway. See the first post.

StarPants
Posted on 06-20-18 08:57 AM, in Start as Mario/Mario Only ASM Hack? Link | #94791
^ Not true

also, that question is answered here: https://kuribo64.net/board/thread.php?pid=94176#94176

StarPants
Posted on 06-25-18 04:10 PM, in SM64DSe Problem Link | #94832
which version of the rom are you using?

you could wait until someone fixes that bug or try with a rom from a different region

StarPants
Posted on 06-25-18 08:11 PM, in Russmars2' s Waluigi Hack - Unofficial V5 Link | #94834
door borders and letters are colored with vertex colors i think

you could put the upside down L in the level model if importing and exporting go cleanly. If not, you can make a custom platform with the custom platform tutorial

StarPants
Posted on 06-27-18 11:50 AM, in Russmars2' s Waluigi Hack - Unofficial V5 Link | #94863
These things aren't really related to ASM hacking, but i still recommend learning that since it could give you more freedom with this hack.

Yeah, vertex colors are related to 3D modeling. You can edit them in blender in the vertex paint mode. Idk how bmd stores them, but that isn't necessary to know.

Was the bmd model you tried to load from the rom file system? If so, it shouldn't give an error unless the model is corrupted or something. The model importer can't import external bmd models afaik, but you can replace bmd models with external bmd files with the rom file system viewer or whatever it's called.

Don't worry about the "invalid rom header" warning. I think it happens because the rom size that the header tells is different than the actual rom size. The editor probably changes the rom size but doesn't bother to change the number in the header too, because that doesn't really matter.

StarPants
Posted on 07-26-18 01:00 PM, in ASM requests (rev. 2 of 07-26-18 01:01 PM) Link | #95201
1. As others said, this is hard but i might want to try it in the future

2. Tiny and huge islands are different levels, so the silver stars kinda have to respawn unless you do some trickery. Even if they didn't, it wouldn't work so well. If you switched from huge to tiny, the stars would be too far away from the mountain to collect, and if you switched from tiny to huge they would be inside the mountain. You would have to make it so that their position vectors are divided and multiplied accordingly when changing the level.

3. As Gota said there's an additional patch for that, but i personally prefer asm patches so i've made a one that does the same thing:

/*overwrite

ovr_02013df4:
orr r1, r1, #0x88

overwrite*/

4. I made a code for this because it felt interesting

/*overwrite

ovr_020b1950_ov_02:
add r13, r13, #0x18
pop {r4, r14}
bx r14

overwrite*/

6. dy has already found out what needs to be changed in here

StarPants
Posted on 07-26-18 10:56 PM, in ASM requests Link | #95207
Those images dy posted show what needs to be changed, but not excactly how. I made this code based of them since i'm probably gonna need it too at some point

/*overwrite

@ Spawn a feather and not a power flower

ovr_02149ab0_ov_66:
mov r4, #0
b 0x02149ac4

@ Don't despawn it if the player isn't Mario

ovr_020b2ed0_ov_02:
cmp r0, r0

@ Give wings if collected

ovr_020e03e4_ov_02:
cmp r0, r0

overwrite*/

StarPants
Posted on 07-26-18 11:42 PM, in ASM requests Link | #95211
he's most likely to replace the level model with something else, i was dumb writing my first post lol

but there's still a problem of silver stars getting stuck inside walls unless the two levels are gonna be the same model with different textures or something

StarPants
Posted on 08-03-18 01:09 AM, in New Mario 64 DS hacker here. Wondering if people would help me with a special community project? (rev. 2 of 08-03-18 01:12 AM) Link | #95309
Firstly, luigi's mansion ds and galaxy ds (the rom hack, not sure about the homebrew game) are ded afaik. Sunshine ds would probably be too if some people weren't continuing it.

Also, the community is not big in any way, but it's still pretty active for its size. (it still doesn't happen to be that active here anymore).

Most of the community, as long as i'm avare of, hangs out in the sm64ds hacking discord server. Some people in there might be interested in doing this, but might be not. (Some of us are developing a system for making custom cutscenes with a scripting language hidden in the game btw)

StarPants
Posted on 08-03-18 10:20 AM, in New Mario 64 DS hacker here. Wondering if people would help me with a special community project? Link | #95311
I have a couple of small projects at the moment, and i'm planning to make a major hack in the future, but maybe i can do something like that at some point

StarPants
Posted on 08-26-18 05:18 PM, in Kuribo64 Town Square Link | #95734
yesterday i downloaded splatoon 1 with a years old download code i found lying around

i gotta say it's really fun to play, but it feels like it lets me win too easily because i'm new :p

StarPants
Posted on 09-04-18 02:33 PM, in melonDS Link | #95795
i was messing around with download play and suddenly audio in the whole os stopped working

funnily enough, windows 10's troubleshooter started automatically but ofc it didn't do shit

Reinstalling drivers was enough to fix that though

StarPants
Posted on 09-21-18 12:41 PM, in SM64DS Editor Help Thread - Post your questions here Link | #95969
1. If you want to make asm hacks, use other peoples asm hacks or make custom cutscenes then the european version is the best option. It doesn't have as much free ram as some other versions though.

2. You can skip the intro with that one "additional patch" in the editor

3. See this for the first thing. For the wall jumps, try this code i made

#include "SM64DS_2.h"

extern "C" bool wallSlideOrNot()
{
static short angle;

if ((unsigned)(PLAYER_ARR[0]->currState) != Player::ST_WALL_JUMP || PLAYER_ARR[0]->ang.y != angle)
{
angle = PLAYER_ARR[0]->ang.y;
return true;
}

PLAYER_ARR[0]->ang.y += 0x8000;
return false;
}

void nsub_020c1dbc()
{
asm
(
"push {r1-r12, r14} \n\t"
"bl wallSlideOrNot \n\t"
"pop {r1-r12, r14} \n\t"
"cmp r0, #0 \n\t"
"beq 0x020c1e28 \n\t"
"bne 0x020c1dc8 \n\t"
);
}

btw it prevents you from wall jumping from the same wall twice while staying in air because otherwise you could climb the walls infinitely with luigi

Idk about the luigi backflip thing, but it sounds possible

StarPants
Posted on 10-01-18 08:54 AM, in Yoshi and the Bob-omb War Link | #96065
hey how is this doing?

StarPants
Posted on 07-04-19 01:37 PM, in Luigi, Wario Wall Jump Hack Possible? Link | #97905
this code will do that

#include "SM64DS_2.h"

extern "C" bool wallSlideOrNot()
{
static short angle;

if ((unsigned)(PLAYER_ARR[0]->currState) != Player::ST_WALL_JUMP || PLAYER_ARR[0]->ang.y != angle)
{
angle = PLAYER_ARR[0]->ang.y;
return true;
}

PLAYER_ARR[0]->ang.y += 0x8000;
return false;
}

void nsub_020c1dbc()
{
asm
(
"push {r1-r12, r14} \n\t"
"bl wallSlideOrNot \n\t"
"pop {r1-r12, r14} \n\t"
"cmp r0, #0 \n\t"
"beq 0x020c1e28 \n\t"
"bne 0x020c1dc8 \n\t"
);
}

how to insert: https://youtu.be/eOo3bF7l3lM

StarPants
Posted on 07-11-19 05:09 PM, in SM64DS Online (rev. 2 of 07-11-19 05:14 PM) Link | #97922
might as well post this here in case someone happens to be interested :P


I've been working on an application that allows you to play sm64ds online with people (kinda like Net64), and it's somewhat functional.


the reveal trailer:




a video with actual online gameplay:




It works in a peer-to-peer fashion, and the communication happens over UDP on IPv6. Using IPv6 makes it a bit easier for people to host a game from their computer, but since some ISPs still don't support that i'm gonna make it compatible with IPv4 too.

Also, a lot of the games code seems to be written for 4 players, so it's gonna take some work to get it work with more than that.

Feel free to ask me something

StarPants
Posted on 07-13-19 04:20 PM, in SM64DS Online Link | #97929
it doesn't work on real hardware at the moment since the DS wifi isn't exactly easy to work with, but i might look into it once the first PC version is released

StarPants
Posted on 08-10-19 11:50 AM, in SM64DS Online Link | #98000
the release date? it's either later this year or sometime in 2020
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Main - Posts by StarPants

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