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03-29-24 05:25 AM
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Main - Posts by Sparsite

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Sparsite
Posted on 11-08-16 11:03 PM, in [BUG] Images display upside down at random when viewing a post. Link | #79574
Lol what the heck even is this thread

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

Sparsite
Posted on 11-09-16 08:25 PM, in Another Super Mario 3D [RELEASED] Link | #79603
Posted by CecilDaBomb1117
I did it and put it on my ds2 and it worked until i clicked on a file ( yes i had it in clean mode) and it crashed


Ive heard bad things about sm64ds hacks running on supercard ds two. My R4 card boots it up completely fine.

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

Sparsite
Posted on 11-09-16 10:42 PM, in Zelda DS Hacking [HELP] Link | #79604
Does anyone know if its possible to kill Linebeck in Phantom Hourglass? Theres a model just above linebeck's model called linedead.bin, it just contains a model.nsbmd and its a model of him lying face down, dead.

Creepy pasta time.

Interestingly, his assets are titled "Lineback" even though his name is spelt Linebeck.

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

Sparsite
Posted on 11-09-16 10:52 PM, in Another Super Mario 3D [RELEASED] Link | #79606
Posted by CecilDaBomb1117
O have no clue where i could get one

Can you put a pre patched download, it could be how i patched it


Yes, I will send you a prepatched ROM.

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

Sparsite
Posted on 11-12-16 08:35 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 6 of 11-12-16 08:38 PM) Link | #79665
Posted by FFIVGUY
OK thanks


#include "SM64DS.h"

void hook_020e50ac() //The code at this address runs every frame, we hook here so it runs the original code and our code every frame
{
if (CHARACTER == CHAR_Mario) //Can swap out for CHAR_Luigi, CHAR_Wario, or CHAR_Yoshi
{
PLAYER->forwardSpeed += 10000; //Set the player speed equal the current speed, plus the modified amount (10000)
}
}

//Modifying a RAM Address:
//This will make sure that the player is always Mario. (After any warp is used)
//0x0209CAE1 is the character address, you are simply always setting it to 0, which is Mario's character id.
//If the address is 1 byte, it is volatile byte, if its 2 bytes, its volatile short, and if its 4 bytes, its volatile int
//*((volatile byte*)(0x0209CAE1)) = 0;

put that code into a text document and save it as Whatever.cpp (make sure its a CPP file and not a text file)

Patching instructions are here

If you get stuck anywhere, just ask and I can help.

Posted by pacmainia&luigi
Can you send me it, too?

If you know C, you should already be able to do it yourself. Patching instructions are on the ASMPatchTemplate thread.

Posted by FireMario74
How would I make it so when for example Luigi goes into his own door Yoshi comes out? How would I make it so Mario comes out instead of Yoshi? Thanks


In the asm patch template, you would do

void hook_020BE1E0_ov_02()
{
asm
(
"cmp r1, #0x3 \t\n"
"moveq r1, #0x0 \t\n"
);
}

This hooks the method that is called when the player changes characters. If R1 (which has the character id) is equal to #0x3 (Yoshi's ID), then set it to #0x0, which is Mario's character id.

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

Sparsite
Posted on 11-12-16 11:28 PM, in Super Luigi 64 v1.0 Release Link | #79669
Posted by Pixelcraftian
Need help.

Super Luigi 64 won't work on Project64 Version 1.6, can you make so it works? :(


No, he can't. Looks like you are out of luck.

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

Sparsite
(post deleted) #79670

Sparsite
Posted on 11-13-16 12:02 AM, in SM64DS Editor Help Thread - Post your questions here (rev. 3 of 11-13-16 12:04 AM) Link | #79671
Posted by FireMario74
Could you convert this to hex for me? I have had troubles getting the asm template working. Thanks for the help man!

Turns out, that hook is completely unnecessary. There is a line of code that detects if a character enters their own door.

EUR:
02144588: moveq r1, #0x0

Search 03 10 A0 03 04 00 A0 E1 in your ROM and change the 03 to 00 for Mario, 01 for Luigi, 02 for Wario, and 03 for Yoshi.


Posted by pacmainia&luigi
I know C, I just don't know how it ties up with assembly. I know that it's easier to learn C first though.


Modifying the players speed doesn't involve assembly at all. Just look at the template, and the example Fiachra gave. I am fairly certain you can figure it out.

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

Sparsite
Posted on 11-13-16 10:09 PM, in SM64DS Editor Help Thread - Post your questions here Link | #79686
Posted by FireMario74
Worked like a charm! Thanks a lot man!
New problem. I want to replace the model for the key to Mario's door. Whereabouts would that model be located? Or does anyone know? Thanks

There is no model as far as I'm aware. I think it just loads a key model and Mario's hat model ontop. Not 100% sure though. If its anywhere it'd probably be in the special_obj folder.

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

Sparsite
Posted on 11-14-16 12:42 AM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 11-14-16 12:53 AM) Link | #79688
Use my file system documentation. I think I documented them. Otherwise, its probably in the special_obj folder.

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

Sparsite
Posted on 11-14-16 12:52 AM, in SM64DS Editor Help Thread - Post your questions here Link | #79690
Posted by StapleButter
did you really need to quote the post right above yours, including the two images?


Im just used to always pressing quote when replying, ill nuke it.

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

Sparsite
Posted on 11-14-16 01:16 AM, in SM64DS Editor Help Thread - Post your questions here Link | #79692
Posted by StapleButter
it's generally a good idea to snip big images/videos when quoting a post. or parts of the post irrelevant to what you're replying, if the post is big.


Alright, I'll do that from now on.

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

Sparsite
Posted on 11-14-16 02:49 AM, in WiiU gamepad haxing Link | #79695
So are you wanting to release a gamepad emu as well as a firmware patch so that people can use to play on their gamepad separate from the Wii U console?

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

Sparsite
Posted on 11-14-16 03:54 AM, in SM64DS Editor Help Thread - Post your questions here Link | #79697
Posted by FireMario74
I got the key replaced and working perfectly :D. But I have one more issue, does anyone know how to delete the Mario hat that spawns on top of the key? Thanks!


Fiachra would be the only one who would know how to do this. He gave me his BMD loading method a while back but even touching the registers of the function in the slightest bit crash the game.

The hat has no collision, so getting rid of only the model shouldn't be too hard. Maybe I could start digging through the behavior of the key and find out if there is some sort of loading method called.

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

Sparsite
Posted on 11-14-16 04:02 AM, in Zelda DS Hacking [HELP] (rev. 2 of 11-14-16 04:02 AM) Link | #79698
Latest progress: I've been digging through the games code documenting stuff. I've been trying to swap the top screen and the bottom screen. I've done it in real time modifying the memory, but I need to make some sort of patch.

I need to swap Bit 15 of the Graphics Power Control Register.

//Swapping Screens
Bit 15 at 0x04000304 tells the DS what screen is the main screen.
Default: 111100000010
Swapped: 111100000000

0202F0BC writes to reg when you pull your map with select+down
0202FB08 is writing to the reg, storing a 2 byte value
0202EFF8 writes to it
01FFBBE8 writing back
0202EFE8 writing back

on loading file:
021047BC
021047BE - the only call, this is in thumb mode

other general game stuff:

ROM Map:
020AE2E4 - Increment Rupee counter when green ruppee collected
020198F8 - Something that loads the level geometry
0213EEAC sets health
020A7D54 take damage
0213F538 calls take damage
0210F4A4 calls entire take damage function (somewhere above/below respawns link on land)
0210F2DC check if health is equal to 0
0210F2E0 branch to display gameover screen
0210F2F8 display gameover screen
0210F0B8
0201CC40 messes with rotation


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

Sparsite
Posted on 11-18-16 05:58 PM, in Cloud Cap in SM64DS! Link | #79765
Posted by Jesse
This assembler does pretty much what you describe and very good
https://github.com/Kingcom/armips


Yeah, I'm aware of armips. I was really only making mine because I wanted to try making a disassembler but it is dead now. I believe you can disassemble NDS ROMs in IDA Pro too.

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

Sparsite
Posted on 11-19-16 10:33 PM, in Spin Jump on Command ASM Hack Link | #79784
Posted by pacmainia&luigi
why does it only work with luigi?


Because this was based off of Kaze's Super Mario Bros. 3D hack and only Luigi can spinjump

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

Sparsite
Posted on 11-19-16 11:51 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 3 of 11-20-16 12:33 AM) Link | #79785
How come decompressing all the overlays crashes the ROM after the boot logo on an R4 card?

EDIT: Nvm, I was just using an older wood firmware.


Erm... all my textures are invisible? What new bullshit model importing errors will sm64ds come.

How do I fix this?

[image]

It's looks perfectly fine in SM64DSe. I exported DAE from blender.

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

Sparsite
Posted on 11-20-16 04:26 AM, in Normal Day in SM64DS (rev. 2 of 11-20-16 04:29 AM) Link | #79791
[image]]

White christmas part 2 (set bit 5 at 0x04000060 to 0)

[image]

its playable

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

Sparsite
Posted on 11-20-16 09:23 PM, in Modify Title Screen Link | #79804
Posted by pacmainia&luigi
Figured out the error- I had to edit some of the image settings.


SM64DSe's Minimap Editor is still picky and crap. I recommend NSMBe5 either way.

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP
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Main - Posts by Sparsite

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