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04-25-24 06:08 PM |
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Main - Posts by Sparsite |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 201/270 EXP: 238786 Next: 14865 Since: 05-20-16 Last post: 2707 days ago Last view: 2567 days ago |
Posted by cros107 They also said they programmed a buggy, but unreleased editor that will edit ZMB files and it can move around objects. Posted by MrRean Here is the link to the ZMB/ZOB files for the starting level. (ZOB shouldn't matter but just incase) ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
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take your dumb self out of here. thank you. Level: 34 Posts: 202/270 EXP: 238786 Next: 14865 Since: 05-20-16 Last post: 2707 days ago Last view: 2567 days ago |
Metal Gear Pretty Damn Solid ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 203/270 EXP: 238786 Next: 14865 Since: 05-20-16 Last post: 2707 days ago Last view: 2567 days ago |
Posted by Louiskovskie Would you not just modify the dumped files and then recompile them? ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
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take your dumb self out of here. thank you. Level: 34 Posts: 204/270 EXP: 238786 Next: 14865 Since: 05-20-16 Last post: 2707 days ago Last view: 2567 days ago |
Posted by Louiskovskie Posted by Mariomaster ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
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take your dumb self out of here. thank you. Level: 34 Posts: 205/270 EXP: 238786 Next: 14865 Since: 05-20-16 Last post: 2707 days ago Last view: 2567 days ago |
Posted by CamTro 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. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 206/270 EXP: 238786 Next: 14865 Since: 05-20-16 Last post: 2707 days ago Last view: 2567 days ago |
Posted by CamTro 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 He was refering to the fact that you said "p.s 9" in your previous post. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
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take your dumb self out of here. thank you. Level: 34 Posts: 207/270 EXP: 238786 Next: 14865 Since: 05-20-16 Last post: 2707 days ago Last view: 2567 days ago |
Posted by CamTro 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. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 208/270 EXP: 238786 Next: 14865 Since: 05-20-16 Last post: 2707 days ago Last view: 2567 days ago |
Posted by StapleButter 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. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
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take your dumb self out of here. thank you. Level: 34 Posts: 209/270 EXP: 238786 Next: 14865 Since: 05-20-16 Last post: 2707 days ago Last view: 2567 days ago |
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? ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
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take your dumb self out of here. thank you. Level: 34 Posts: 210/270 EXP: 238786 Next: 14865 Since: 05-20-16 Last post: 2707 days ago Last view: 2567 days ago |
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.) ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
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take your dumb self out of here. thank you. Level: 34 Posts: 211/270 EXP: 238786 Next: 14865 Since: 05-20-16 Last post: 2707 days ago Last view: 2567 days ago |
Posted by StapleButter And then they announced the nintendo switch, which is essentially the Wii U, but portable. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
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take your dumb self out of here. thank you. Level: 34 Posts: 212/270 EXP: 238786 Next: 14865 Since: 05-20-16 Last post: 2707 days ago Last view: 2567 days ago |
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. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
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take your dumb self out of here. thank you. Level: 34 Posts: 213/270 EXP: 238786 Next: 14865 Since: 05-20-16 Last post: 2707 days ago Last view: 2567 days ago |
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? ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
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take your dumb self out of here. thank you. Level: 34 Posts: 214/270 EXP: 238786 Next: 14865 Since: 05-20-16 Last post: 2707 days ago Last view: 2567 days ago |
Posted by pacmainia&luigi All documentation comes within the program itself for quick and eays to access references. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
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take your dumb self out of here. thank you. Level: 34 Posts: 215/270 EXP: 238786 Next: 14865 Since: 05-20-16 Last post: 2707 days ago Last view: 2567 days ago |
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. 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 ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 216/270 EXP: 238786 Next: 14865 Since: 05-20-16 Last post: 2707 days ago Last view: 2567 days ago |
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. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 217/270 EXP: 238786 Next: 14865 Since: 05-20-16 Last post: 2707 days ago Last view: 2567 days ago |
Posted by pacmainia&luigi Yes, obviously. The game would be completely broken otherwise. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
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take your dumb self out of here. thank you. Level: 34 Posts: 218/270 EXP: 238786 Next: 14865 Since: 05-20-16 Last post: 2707 days ago Last view: 2567 days ago |
Posted by pacmainia&luigi 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. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
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take your dumb self out of here. thank you. Level: 34 Posts: 219/270 EXP: 238786 Next: 14865 Since: 05-20-16 Last post: 2707 days ago Last view: 2567 days ago |
Posted by FinalShroom81 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). ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
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take your dumb self out of here. thank you. Level: 34 Posts: 220/270 EXP: 238786 Next: 14865 Since: 05-20-16 Last post: 2707 days ago Last view: 2567 days ago |
Posted by FinalShroom81 http://nsmbhd.net/thread/1025-asm-hacking-project-template/ ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Main - Posts by Sparsite |
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