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04-25-24 06:08 PM
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Main - Posts by Sparsite

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Sparsite
Posted on 10-15-16 05:54 PM, in Zelda DS Hacking [HELP] (rev. 2 of 10-15-16 05:57 PM) Link | #78785
Posted by cros107
IIRC, ray and freeze just did model importing, and didn't mess around with objects.
Anyway, try editing files in NSMBe. It should work a charm if you're just doing hex editing, and it should save just fine.

I was going to suggest getting in touch with ray or freeze via social media or NSMBHD, but they seem to have quit the internet. Not sure what you should do about that.




They also said they programmed a buggy, but unreleased editor that will edit ZMB files and it can move around objects.

Posted by MrRean
if you want, send me a zmb in a pm and I can take a quick peek.


Here is the link to the ZMB/ZOB files for the starting level. (ZOB shouldn't matter but just incase)

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Sparsite
Posted on 10-16-16 12:44 AM, in Good Games Link | #78796
Metal Gear Pretty Damn Solid

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Sparsite
Posted on 10-16-16 10:42 PM, in How to create .3ds/.cxi files for citra Link | #78829
Posted by Louiskovskie
yes. But i want to build a cxi with a hacked rom.


Would you not just modify the dumped files and then recompile them?

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Sparsite
Posted on 10-17-16 07:24 PM, in How to create .3ds/.cxi files for citra Link | #78871
Posted by Louiskovskie
This is, what want to do, but i don't know, how i should recompile it


Posted by Mariomaster
Doesn't Braindump dump cardridges as .cxi?



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Sparsite
Posted on 10-17-16 07:51 PM, in Mario Party Modding (rev. 2 of 10-17-16 07:52 PM) Link | #78875
Posted by CamTro
on-topic: why do anyone keep saying MP8?





p.s 9 is only one game moddable currently.


pls check ur eyes, idiots


MP8 is a wii game, it can't be that hard to hack (just look through the fs). Same goes for the others.They're all "moddable" but no one has really done anything.


Please check your spelling and english


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Sparsite
Posted on 10-18-16 12:15 AM, in Mario Party Modding (rev. 2 of 10-18-16 12:17 AM) Link | #78891
Posted by CamTro
Please, listen to me, you sir, yes I know there's two Mario Party games for Wii, but MP8 file format is same as GCN one, but MP9 is moddable because it has completely different file format rather than using Hudson's special bin file format. And it is hard to figure the Hudson's bin file, don't tell me that can't be hard, just ask my friend, MasterF0x.


I was assuming that most wii/gcn games followed the same format for models, textures, etc. (Including MP8) so I was assuming you could just replace models in the file system with some sort of already-existing converter.

MP9 is not the ony moddable mp game, take mario party ds for example, I would assume it uses nsbmd, nsbca, nsbtx, and other common ds file formats. Gericom (or someone) has already programed a (pointless) board viewer, which means the map files can't be that hard to modify, especially with existing documentation.

Posted by CamTro
Your whole post layout seem confusing and PlayStation 9 isn't existed....yet?


He was refering to the fact that you said "p.s 9" in your previous post.

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Sparsite
Posted on 10-18-16 02:29 AM, in Mario Party Modding Link | #78894
Posted by CamTro
Do not assume anything will happen.

You're like a Dario twin to me, so I dont want to say anymore, because you are clearly don't know something few people and I do know that, but you can't really exactly assume all games should have same things. P.S. - not all games are the same engine.


uh p.s = plus


How fucking retarded are you?

From my experience, all DS games share the same formats: BMD, NSBMD, etc. I was not assuming anything will happen, I was using common sense and thinking "most gamecube games probably use the same format, so importing models shouldn't be too hard." Same with music files, animations etc. Does it not make sense to you? Why wouldn't games on the same system share formats? It saves the devs a lot of time for generic model files.

Besides, minigame hacking is also not related to any file fromats, just learn some asm, reverse some of the basic games functions, etc. (For mario party hacking, I recommend you make some sort of ROM/RAM Map for people wanting to make custom minigames) that seems like the main point of mario party hacking, custom minigames.



PS stands for post scriptum


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Sparsite
Posted on 10-18-16 07:20 PM, in Mario Party Modding Link | #78915
Posted by StapleButter
Sparsite, the people who make editors owe you nothing.


Just clarifying that I wasn't saying I deserved anything from the people who programmed the editors, (nor am I interested in mario party ds hacking other than general assembly hacking.) Just venting about Gericom.

Ill stay on the thread topic now.

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Sparsite
Posted on 10-19-16 11:50 PM, in ask shit to StapleButter, get answer 3 months later (rev. 3 of 10-20-16 12:46 AM) Link | #78952
I saw a car today that had the first four letters of it's license plate as BXLR (Just like the ARM instruction BX LR)

What are you're opinions on putting an assembly op code in your license plate? Would you do it?

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Sparsite
Posted on 10-21-16 07:56 PM, in 3D Mario NX / Switch Discussion Link | #79008
Lmao, this looks like a fan made a mario game in unreal engine. The animations don't look very natural either. (Just look at that long jump.)

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Sparsite
Posted on 10-22-16 01:21 AM, in WiiU gamepad haxing Link | #79024
Posted by StapleButter
The idea is to program a WiiU gamepad, but as a standalone device.


And then they announced the nintendo switch, which is essentially the Wii U, but portable.

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Sparsite
Posted on 10-22-16 08:35 PM, in Super Mario Sunshine 64 DS Link | #79043
Fiachra, you should move the FLUDD HUD and Coin counter to the bottom screen since the DS screen is small and very limited in pixels so it could get annoying at times.

Also, how are you handling the counter for the fludd pack. Are you using some sort of print integer function? I've debugged how the game handled the coin counter, and each digit is handled separately. You should make an example of how to do this because if your handling each digit individually it could get confusing for some people.

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Sparsite
Posted on 10-22-16 10:42 PM, in SM64DS ASM Hacking Template (rev. 5 of 10-22-16 10:44 PM) Link | #79044
How does the compiler know which offset is which in the player structure?

All you're typing is:

Struct {
void* vtable;
u32 Value1; //0x004
u32 Value2; //0x008
u32 Value3; //0x00C
};

How does it know that Value1 is 0x004, Value2 is 0x008, Value3 is 0x00C, etc.

I noticed that you missed several values, such as 0x6ED, would the structure not have some sort of desync if you didnt add those offsets?


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Sparsite
Posted on 10-25-16 11:14 PM, in [Tutorial] How to Replace Mario's Model with a Custom Model Link | #79180
Posted by pacmainia&luigi
is there, like, a tutorial somewhere that teaches how to use it?


All documentation comes within the program itself for quick and eays to access references.

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Sparsite
Posted on 10-26-16 01:35 AM, in Zelda DS Hacking [HELP] (rev. 3 of 10-27-16 12:09 AM) Link | #79183
Not sure if anyone has found this this crash screen before but it was not mentioned on The Cutting Room Floor.

I was digging in the decompressed ARM9.bin and found debug screen text (exactly like the SM64DS crash screen text which is also in ARM9.bin)

If anyone knows of this or has a vid of this crash screen, post it. Pretty cool if it hadn't been found yet though.

[image]

This was also not mentioned anywhere on the cutting room floor, but spirit tracks had the debug font mentioned on it's TCRF page, so I'm assuming no one has found this yet. Debug font is located at root/menu/UI_main/DbgFntm.bin

[image]

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Sparsite
Posted on 10-27-16 09:05 PM, in Zelda DS Hacking [HELP] (rev. 2 of 10-27-16 09:32 PM) Link | #79214
UPDATE: Ok, so, I was finally able to figure things out, somewhat.

The documentation Ray and Freeze posted was correct, except you need to re LZ compress the file once you modify the decompressed version, otherwise it crashes.

However, this only works for Desmume, no$gba wont even boot if its recompressed but desmume does it just fine.

Anyone have any ideas on getting it to run in no$gba debugger? Otherwise, hacking will be limited and I want to do some ASM hacking with this game.

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Sparsite
Posted on 10-30-16 04:45 PM, in SM64DS ASM Hacking Template Link | #79293
Posted by pacmainia&luigi
did you make hover with limit for your sunshine port?


Yes, obviously. The game would be completely broken otherwise.

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Sparsite
Posted on 10-30-16 05:42 PM, in SM64DS ASM Hacking Template (rev. 3 of 10-30-16 05:43 PM) Link | #79307
Posted by pacmainia&luigi
no- I meant, "is the hover with limit patch the same as the hover nozzle in his sunshine hack?"


No. The one in his hack has to be refilled by standing in water after a while (you can see his fludd counter on the top screen in the bottom right). The patch example he released just lets you hover for a few seconds and there's no limit to it how much you can do it.

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Sparsite
Posted on 10-30-16 09:34 PM, in What kind of skills do I need? (rev. 2 of 10-30-16 09:35 PM) Link | #79321
Posted by FinalShroom81
What do you mean? Understanding memory management or something like that?


You couldn't just write in c++ right away. You'd need to reverse the game in assembly first and make some sort of template. You also need to be able to patch the code somehow.

NSMB DS would be a good reference. See how that game handles things (look through the header files and code examples).

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Sparsite
Posted on 10-31-16 12:10 AM, in What kind of skills do I need? Link | #79325
Posted by FinalShroom81
Sounds cool. Were can I find those code examples and header files?


http://nsmbhd.net/thread/1025-asm-hacking-project-template/

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Main - Posts by Sparsite

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