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03-28-24 07:28 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: 81/270 EXP: 237631 Next: 16020 Since: 05-20-16 Last post: 2679 days ago Last view: 2539 days ago |
Opinions on Skelux? ____________________ 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: 82/270 EXP: 237631 Next: 16020 Since: 05-20-16 Last post: 2679 days ago Last view: 2539 days ago |
Posted by pacmainia&luigi Try importing it as an obj ____________________ 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: 83/270 EXP: 237631 Next: 16020 Since: 05-20-16 Last post: 2679 days ago Last view: 2539 days ago |
Posted by pacmainia&luigi It would be in the change logs. Im pretty sure Fiachra added 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: 84/270 EXP: 237631 Next: 16020 Since: 05-20-16 Last post: 2679 days ago Last view: 2539 days ago |
If the .btp didn't work, then its probably the .bca animations. (and also the
btps) You can either animate yourself and import the animations and head model, or you can export the mario head model as a .dae and keep all the bones (armature) but delete the mario head model and put yours. Info on option 2 can be found here ____________________ 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: 85/270 EXP: 237631 Next: 16020 Since: 05-20-16 Last post: 2679 days ago Last view: 2539 days ago |
Piranha Plant doesn't wanna eat his vegtables
____________________ 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: 86/270 EXP: 237631 Next: 16020 Since: 05-20-16 Last post: 2679 days ago Last view: 2539 days ago |
So lately, I've been looking into object behaviours, and it's pretty wacky in sm64ds.
Many thanks to Fiachra for all the offsets. I'll release a .txt file when there are more behaviours documented (presumably by me, lol) Misc. Info and Offsets: Finding an object's address: Some Behaviours: ____________________ 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: 87/270 EXP: 237631 Next: 16020 Since: 05-20-16 Last post: 2679 days ago Last view: 2539 days ago |
Super Box 64 DS Technical Info: SM64DS has a camera object pointer that is a 4 byte hex value. It points to the players address most of the time. However, I forced it to a box address, this is super useful for cutscenes. EUR: player base address = 0209B450 camera object pointer = base address value - A8 ALSO, the HUD glitch in the first post is possible to perform and you can still play. Force the address 0209F394 to 00000000 ____________________ 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: 88/270 EXP: 237631 Next: 16020 Since: 05-20-16 Last post: 2679 days ago Last view: 2539 days ago |
what about Ocarina of Time 3rd Quest?!
____________________ 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: 89/270 EXP: 237631 Next: 16020 Since: 05-20-16 Last post: 2679 days ago Last view: 2539 days ago |
Posted by Hiccup Probably not, the best way to find behaviour of a moving object is get their address, and then add 0x5C, 0x60, or 0x64 to their object address for their XYZ pos. Its similar for their speeds and rotations, just different offsets to add. It's pretty object specific. For other objects like coins, silver stars, etc. just simple []! breakpoints work to find 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: 90/270 EXP: 237631 Next: 16020 Since: 05-20-16 Last post: 2679 days ago Last view: 2539 days ago |
I know hes banned know but is it posisble that the .bca is trying to move non existent bones in his model or something? ____________________ 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: 91/270 EXP: 237631 Next: 16020 Since: 05-20-16 Last post: 2679 days ago Last view: 2539 days ago |
So I started making this tool a while back just for fun, but quit. Now I decided to bring it back. A Super Mario Land Hacking tool. It also comes with a list of compiled information such as: Level Structure, Object Data, ROM Map, RAM Map, Text Editing, etc. (almost all of it is not by me, I just compiled it, I contributed a tiny bit though)
Currently, Land Lord GB has no tile based interface, its written in C#, and I've only implemented object ID editing. (not position editing). If I happen to want to do more after its done, Ill make an actual user interface where you can move around the actual tiles and stuff. Don't know if/when this will be finished, just thought I'd show it off anyway. ____________________ 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: 92/270 EXP: 237631 Next: 16020 Since: 05-20-16 Last post: 2679 days ago Last view: 2539 days ago |
Posted by Anthe I've continued since the first post, I've fixed a few bugs, and the program now reads object positions. However, I still need to implement writing object positions. The most time consuming part is going through the level data and finding which object is which. I'd really like to make a tile based interface in the future, but we'll see. I have no clue how I would do any of that. ____________________ 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: 93/270 EXP: 237631 Next: 16020 Since: 05-20-16 Last post: 2679 days ago Last view: 2539 days ago |
Posted by Hiccup Even if you could somehow manage to get that working, getting objects and enemies to stay where they are supposed to be would be very finicky. ____________________ 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: 94/270 EXP: 237631 Next: 16020 Since: 05-20-16 Last post: 2679 days ago Last view: 2539 days ago |
I know its not sm64ds specific, but whenever I apply a .xdelta patch for sm64ds rom hacks, it gives me "xdelta3: target window checksum mismatch: XD3_INVALID_INPUT"
Patch is obviously the .xDelta file, tried source as a vanilla EUR SM64DS, didn't work, opened it in sm64dse, still get the same error. Path name is "blahblah.nds" Patches are the reasons we can't have nice things. ____________________ 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: 95/270 EXP: 237631 Next: 16020 Since: 05-20-16 Last post: 2679 days ago Last view: 2539 days ago |
Posted by MrRean Oh shit, I wanna look at Wii U roms now since I know a lot of ARM. Is there some sort of Wii U rom debugging emulator? ____________________ 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: 96/270 EXP: 237631 Next: 16020 Since: 05-20-16 Last post: 2679 days ago Last view: 2539 days ago |
Well idk how to reverse engineer stuff without emulation (breakpoints specifically), guess ill just wait for no$you debugger ____________________ 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: 97/270 EXP: 237631 Next: 16020 Since: 05-20-16 Last post: 2679 days ago Last view: 2539 days ago |
happened with your deku link hack, which I know you use eur. And yes, I tried a clean rom, but it didnt work, so I opened it in sm64dse, and it gives the same error. Not exactly sure what it means, but I got the same error with the two star land xdelta patches, and another hack, cant remember the name of it. ____________________ 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: 98/270 EXP: 237631 Next: 16020 Since: 05-20-16 Last post: 2679 days ago Last view: 2539 days ago |
What ASM stuff do you want done specifically? I said I would never associate with any SMGDS projects, but I'm growing bored of making Misc. ASM hacks that aren't used in any hacks. All I ask is a credit in return. ____________________ 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: 99/270 EXP: 237631 Next: 16020 Since: 05-20-16 Last post: 2679 days ago Last view: 2539 days ago |
So are you gonna give Yoshi eatable fruit power-ups? Doesn't seem very hard, just tedious. ____________________ 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: 100/270 EXP: 237631 Next: 16020 Since: 05-20-16 Last post: 2679 days ago Last view: 2539 days ago |
Posted by Resilixia Those don't sound too hard to make, except the code would have to be very specific as I need to know where to shoot the player. I could just make several behaviours and based on parameter 1 of the object, it could shoot you to different places. I'll experiment and probably PM you about further development discussion. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Main - Posts by Sparsite |
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