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04-18-24 11:49 AM |
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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: 21/270 EXP: 238486 Next: 15165 Since: 05-20-16 Last post: 2700 days ago Last view: 2560 days ago |
here is the model I used ____________________ 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: 22/270 EXP: 238486 Next: 15165 Since: 05-20-16 Last post: 2700 days ago Last view: 2560 days ago |
I have modified the Wiggler boss fight to spawn the Wario key instead of a regular star. You could easily do this with all the other mini bosses as well.
Not exactly sure why it says the star is breath taking view from the bridge(from tall, tall mountain), but I haven't bothered to look into it. This was mainly inspired from Super Mario Star Road's first two bosses, as they were just mini bosses reprogrammed to give you a key when defeated. Video: Source Code: ____________________ 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: 23/270 EXP: 238486 Next: 15165 Since: 05-20-16 Last post: 2700 days ago Last view: 2560 days ago |
You patch it to your rom with the ASM Patch Template
Obviously, this only works with the Wiggler though. If you want it to work for other mini bosses, you can either do it yourself, or ask me. ____________________ 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: 24/270 EXP: 238486 Next: 15165 Since: 05-20-16 Last post: 2700 days ago Last view: 2560 days ago |
y'now? changing random values and stuff? (Thought I'd share this result, was just changing 1's to 0's. It was very, ugh... interesting to say the least.) ____________________ 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: 25/270 EXP: 238486 Next: 15165 Since: 05-20-16 Last post: 2700 days ago Last view: 2560 days ago |
I will make #3.
Also, Patch #2 seems very silly, why would you want an 8th star in the first place? If it ain't broke, don't fix it. (It would be complicated to figure out, and really not worth it is what im saying.) ____________________ 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: 26/270 EXP: 238486 Next: 15165 Since: 05-20-16 Last post: 2700 days ago Last view: 2560 days ago |
Heheh, I corrupted the game in playable way, StapleButter.
Yes, I flattened the game, and its playable! This is so cool, I need to make a video of this. If anyone wants to try this, just replace the offset 0x02053524 (i did it in no$gba debugger) and load a file. code] ____________________ 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: 27/270 EXP: 238486 Next: 15165 Since: 05-20-16 Last post: 2700 days ago Last view: 2560 days ago |
no, not really, lol. The difference is that Nintendo is not asking someone else to do it for them, and adding seventh mission is hella easy for them especially because they built the engine from scratch and are not modding an existing engine. ____________________ 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: 28/270 EXP: 238486 Next: 15165 Since: 05-20-16 Last post: 2700 days ago Last view: 2560 days ago |
There should be an option in the editor settings to toggle user friendly object names.
Ex. Kuribo changes to Goomba, Dokan changes to Warp Pipe Its really annyoing having to refer to the object database everytime I want an object that doesn't have an identifiable name. ____________________ 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: 29/270 EXP: 238486 Next: 15165 Since: 05-20-16 Last post: 2700 days ago Last view: 2560 days ago |
It should be an option thats quickly togglable via the editor settings. You still need the internal names for checking the object banks. ____________________ 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: 30/270 EXP: 238486 Next: 15165 Since: 05-20-16 Last post: 2700 days ago Last view: 2560 days ago |
Actually, I'm working on that. Gimme some time ;^) ____________________ 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: 31/270 EXP: 238486 Next: 15165 Since: 05-20-16 Last post: 2700 days ago Last view: 2560 days ago |
Posted by Hiccup Anything that doesnt affect the game I just wrote "cmp r1,r2" as it compares registers 1 and 2 but doesn't execute anything. I did it in no$gba debugger, its pretty simple to figure out the offset in hex in no$gba debugger (which I never did). ____________________ 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: 32/270 EXP: 238486 Next: 15165 Since: 05-20-16 Last post: 2700 days ago Last view: 2560 days ago |
Yep, I programmed the cloud cap in SM64DS. Credits to Stomatol for the cloud model, and also suggesting improvements as I made this! (clap clap)
So currently the Cloud Cap still has some things to fix, (like removing previous clouds) but it works really well! You can only spawn clouds when you have the Wing Cap on. I know it should be replacing balloon Mario, but I wanted to see how well this would work before diving deeper into the idea, so I just replaced the wing cap. Because of this, I wont release a download/source. UPDATE: Some updates on a newer cloud cap version, Minato Namikaze made me a Cloud Cap model, which means Mario no longer has wings on his hat! Second thing, which is minor but breathes much more life into the clouds, Stomatol added a face to the clouds. In addition to these aesthetics, I've also been reworking the code so only 3 clouds may exist at a time. I'm also making the clouds despawn when the timer runs out. Next update, I will release the source code. Screenshots: Finally imported the cloud flower, turns out I needed to scale it much larger than before. ____________________ 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: 33/270 EXP: 238486 Next: 15165 Since: 05-20-16 Last post: 2700 days ago Last view: 2560 days ago |
yo, this animation editor is pretty cool!
bowser finally loses it (crying in a fetal position) the treasure chest is hungry? looking for someone? nodding its head no? ____________________ 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: 34/270 EXP: 238486 Next: 15165 Since: 05-20-16 Last post: 2700 days ago Last view: 2560 days ago |
aha, who knew the chest was an asm god.
Thanks for the tip though, I thought cmp was basically a nop without a moveq, movne, beq, bne, etc. following, but I guess not. Ill use mov r0,r0 when debugging from now on. ____________________ 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: 35/270 EXP: 238486 Next: 15165 Since: 05-20-16 Last post: 2700 days ago Last view: 2560 days ago |
I used to destroy the maps a while back. I remember it had some sort of rampage mode where it turned you big and you just got to destroy stuff, but I didn't spend too much time on the game. I just did this on the demo.
I didn't know you could script blocks though. Guess its similar to roblox. I know quite a bit of LUA, what language does blockland use for block scripting? ____________________ 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: 36/270 EXP: 238486 Next: 15165 Since: 05-20-16 Last post: 2700 days ago Last view: 2560 days ago |
LOL, the fact that people are bootlegging this rom hack and selling it for money is really funny. They probably don't even know what SM64DSe is either. ____________________ 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: 37/270 EXP: 238486 Next: 15165 Since: 05-20-16 Last post: 2700 days ago Last view: 2560 days ago |
Whenever I import a model over the feather (inside the red powerup box) the model is invisible. There's also no associated .bca animation file with the model so i'm assuming the associated animation is hardcoded. Any idea whats up with this? ____________________ 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: 38/270 EXP: 238486 Next: 15165 Since: 05-20-16 Last post: 2700 days ago Last view: 2560 days ago |
1. You are not able to import anything over pokeys. It says there is no head.bmd, even though there is a head.bmd and a body.bmd in the pokeys folder, so im pretty sure this is a bug with the editor.
2. *suggestion deleted because skelux told me to not post his code on kuribo* 3. Update SM64DS.h (let me know if you need help) 4. words: drop to ground button (its basically impossible to have a pushable metal block.) 5. this is for the US 1.0 rom but I think its the same for EUR so these should work with the asm patch template because on US 1.0 its base + 5c for player X pos and thats the same on eur. address size (bytes) description base+$8 1 which character are you playing with base+$5c 4 character X base+$60 4 character Y base+$64 4 character Z base+$8e 2 character model angle base+$94 2 character motion angle base+$98 4 forward speed base+$a4 4 character X speed base+$a8 4 character Y speed base+$ac 4 character Z speed base+$370 12 I think these have to do with what mode you're in (walking/jumping/swimming/crouching/etc.) The following are actually less than base; this means they are probably in a separate object, so they might not always be at the same place relative to base (although they are consistent in limited testing). address size description base-$12c 4 camera X base-$128 4 camera Y base-$124 4 camera Z base-$3a 2 camera up/down angle Us1.1 values that probably apply for eur rom too. base + 0x69d = Y run timer (size: 1 byte) base + 0x308 = Base address of held object base + 0x310 = Base address of eaten object base + 0x676 = Yoshi swallow countdown (size: 2 bytes) UPDATE: So I added current character (+008) to marios actor struct and it works. Although its useless, I'm now fairly certain the 1.0/1.1 addresses work the same on EUR. EDIT: Motion angle (+094) is confirmed working too ____________________ 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: 39/270 EXP: 238486 Next: 15165 Since: 05-20-16 Last post: 2700 days ago Last view: 2560 days ago |
SpongeBob: "Hey Patrick, what am I now?"
Patrick: "Um... Stupid?" SpongeBob: "No, I'm texas!" Patrick: "What's the difference?" aahhahahahhaha ____________________ 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: 40/270 EXP: 238486 Next: 15165 Since: 05-20-16 Last post: 2700 days ago Last view: 2560 days ago |
Very weird isssue I'm having, I replaced the red coin model, and it looks perfect in SM64DSe, but in-game, it still loads the red coin model from far away.
EDIT: I found a low poly version of the red coin and imported over the low poly version and it still has the graphical issue below, except its smaller. When I get closer to it, the texture is screwed up. I have set to "Best Quality" and I tried both vertically flip textures and, without it. Its supposed to be a dragon coin but the top gets cut off and puts it at the bottom. please, Lord Fiachra, or anyone, help me! EDIT: Dumb ASM error, updating an objects position isn't working properly. In my code I have this: short int const X_LOC_OFFSET = 0x5C;
short int const Y_LOC_OFFSET = 0x60; short int const Z_LOC_OFFSET = 0x64; later on... cloudOne = SpawnActor(CLOUD_ACTOR_ID,param01,TmpPos,TmpRot); later on... *((volatile int*)(cloudOne + X_LOC_OFFSET)) += PLAYER->xPos; *((volatile int*)(cloudOne + Y_LOC_OFFSET)) += PLAYER->yPos - 500000; *((volatile int*)(cloudOne + Z_LOC_OFFSET)) += PLAYER->zPos; It moves the position of the cloud but not to the location im telling it to(I dont know where its teleporting to). I spawn the cloud fine with SpawnActor, but when I use the exact same coordinates to move the object under me again, it completely disappears. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Main - Posts by Sparsite |
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