Kuribo64
Views: 14,036,545 Home | Forums | Uploader | Wiki | Object databases | IRC
Rules/FAQ | Memberlist | Calendar | Stats | Online users | Last posts | Search
04-06-21 12:15 AM
Guest:

Main - Posts by Sparsite

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Sparsite
Posted on 09-01-16 02:42 PM, in Just stop trying, Google Link | #76770
The fucked up part is that they will most likely keep monetization on popular channels that actually make them lots of money off of ads.

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

Sparsite
Posted on 09-01-16 09:56 PM, in Land Lord GB (Super Mario Land Editor Progress) Link | #76788
Some promotional art for Land Lord:
[image]

I hope I made the right marketing decisions :P

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

Sparsite
Posted on 09-04-16 03:54 AM, in Normal Day in SM64DS (rev. 2 of 09-04-16 03:56 AM) Link | #76866
missingno. boss fight in sm64ds

[image]

looks like a weird megaman stage lol

[image]

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

Sparsite
Posted on 09-04-16 06:22 AM, in Super Mario Galaxy DS Link | #76869
Posted by PSISly
Pardon me for butting into the thread, but I was wondering if you had ever made any progress on how the gravity would work?
I was thinking about those pillars in Shifting Sand Land, and how you're able to run straight up them, and it made me wonder if there's anything useful in the way that those work that could help you with the gravity issues.


Those pillars are just barely sloped, so when you run up it, it acts as a hill, except it doesnt slide you down, however you do get pushed off if you try to stand on the sides.

SMG gravity will almost certainly never be coded in sm64ds, so dont hold your breath.

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

Sparsite
Posted on 09-04-16 06:28 AM, in Land Lord GB (Super Mario Land Editor Progress) Link | #76872
Posted by GamesWithIsaac
[image]
I made a logo/ promotional art!
this looks like a cool project!
to see it better( http://kuribo64.net/get.php?id=VTVetJgXaNmIBwcT )


fuck, dude! I was just going for a pulp fiction reference, but the promotional art you made is really sick. I appreciate it! Ill add it to the main post when I have some more screenshots to show off.

Additional updates: Text reading is almost fully functional in land lord, just a few tweaks to it and the text editor will be half complete. Still need to code importing text.

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

Sparsite
Posted on 09-04-16 08:30 AM, in Land Lord GB (Super Mario Land Editor Progress) (rev. 2 of 09-04-16 08:31 AM) Link | #76876
Posted by GamesWithIsaac
oh, I just realized I did. ._.

Sparsite Do you want me to change the sprites I used?


no, the SML2 one is more detailed. its fine, it looks better that way.

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

Sparsite
Posted on 09-05-16 03:11 PM, in Modify Title Screen (rev. 3 of 09-05-16 03:14 PM) Link | #76905
Decided to look at the other aspects of the title screen:

I had a disable minigame button tweak but it stopped working and it seems it's impossible to create tweaks for disabling vs. and rec. room button since it doesn't write directly to the ram addresses.


02291C84 - Current Character On Title Screen (0 = Mario, 1 = Yoshi, 2 Causes Black Screen). This value is also read when you click on the title screen face and it does the sketch. (ex. clicking Mario and changing the value to 1 draws Yoshi's face over Mario's)
0229267C - Adventure Button Transparency Value, 2 byte (0 - 4096)
022927DC - VS. Button Transparency Value, 2 byte (0 - 5886)
0229293C - Rec Room Button Transparency Value, 2 byte (0 - 4096)
0229301C - Settings Wrench Transparency Value, 2 byte (0 - 4096)
022F5A24 - Draw A Picture! Screen Ink Left (0 - 4096)
0229317C - Draw A Picture! Related (locking at 0 disables draw a picture mode)

Co-ordinates (Hitboxes do not change):
0229284C - Adventure Button X Position
02292840 - Adventure Button Y Position
02292934 - VS. Button X Position
02292938 - VS. Button Y Position
0229293C - VS. Button also Position related

020AEAEC - This command seems to move HUD elements like VS. button and the title screen text.

Should be easily manipuble via ASM

I'm also pretty sure the title screen buttons have an edge marking effect. Unable to find what sets this either.

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

Sparsite
Posted on 09-06-16 03:48 PM, in Misc. Tweaks/Patches Thread Link | #76920
Posted by FroggestSpirit
I just came up with one for always reading the touch screen joystick as if the origin is the center of the screen (useful for emulators that have a joystick to touch function, as this prevents the joystick from dragging the origin around).

0202b444 = e3a02080 (Mov r2,#0x80) This sets the X value
0202b458 = e3a01060 (Mov r1,#0x60) This sets the Y value

This is for the US version. The graphics of the joystick will still move and drag, but the input should stay put.


All assembly hacking is done on EUR. Skeluxes modded rom already locks the circle where ever you touch, the furthest you can run is at the top of the blue circle in when you touch down, so locking it to the middle isnt very necessary.

This tweak would still be useful, but I'd need the EUR offsets.

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

Sparsite
Posted on 09-06-16 03:50 PM, in RVLution gets nowhere. Link | #76921
Aha, derpfork of coinkiller? What exactly did they do? Add some pointless buttons or something?

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

Sparsite
Posted on 09-07-16 02:16 AM, in Misc. Tweaks/Patches Thread (rev. 3 of 09-07-16 02:18 AM) Link | #76932
Posted by FroggestSpirit
Im still pretty new to this scene, but out of curiosity, why is most ASM hacking done on the EUR version? I should be able to get those offsets tomorrow though. Also, haven't tried skeluxes mod, but the main reason i did mine is so it can be used with a joystick to touchpad function, since when the joystick is in neutral position, it reads as center


Fiachra and Skelux both used EUR so I used EUR (the 3 of us are the only sm64ds asm hackers atm), using versions like US could get confusing too incase someone mistakes EUR offsets for US offsets. Additionally, the asm patch template was made specifically for EUR so all US assembly would have to been done in a hex editor since nothing can compile raw arm code to NDS roms.

Also, skelux released his controls with a joystick to touch screen controls program. And the circle doesnt move with his controls either.

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

Sparsite
Posted on 09-08-16 04:06 PM, in Modify Title Screen Link | #77037
Posted by Fiachra
Thanks for posting, these should be useful.


Do you think the game has ncl/ncg/nsc loading functions? Perhaps we could debug them with some sort of DmaCopy command or something.

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

Sparsite
Posted on 09-08-16 04:22 PM, in Flash forward in 2025 Link | #77038
2025, people are still asking Skelux when star road 2 is coming out

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

Sparsite
Posted on 09-10-16 08:09 AM, in Normal Day in SM64DS (rev. 3 of 09-10-16 08:15 AM) Link | #77087
[image]

playing with the graphical settings, nice. (Thanks GBATEK)

white christmas

[image]

from what I can tell:
02044B64 - set texture palette base address
02044B70 - set texture params

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

Sparsite
Posted on 09-10-16 12:16 PM, in SM64DS ASM Hacking Template (rev. 6 of 09-10-16 12:19 PM) Link | #77094
You should add some sort of key reading function, it'd be very useful, something like this:
public void ReadKeyInput(unsigned int key)
{
unsigned int KeyPressed = 0;
asm
(
"ldr r0,=#0x4000130 \t\n"
"ldrh r0, [r0] \t\n"
"ldr r1,=key \t\n"
"and r0, r0, r1 \t\n"
"str r0,=KeyPressed \t\n"
);
}

then people could just go:
unsigned int AKey = 1;
ReadKeyInput(AKey);
if (KeyPressed == 0)
{
//code here
}


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

Sparsite
Posted on 09-11-16 06:28 AM, in Modify Title Screen (rev. 2 of 09-11-16 06:30 AM) Link | #77115
internal file IDs? How do you get those? debugging should be easy if it uses the file ids. presumably, r0 = screen, r1 = id, r2/r3 = x/y

moving them should be easy since I posted some sort of offset that breaks whenever and ncl/ncg moves. (havent debugged registers though

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

Sparsite
Posted on 09-11-16 09:26 AM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 09-11-16 09:29 AM) Link | #77119
Ok, update: I found using NSMBe is a million times easier and better than using SM64DSe's minimap editor. (I think Fiachra should just fork the NCG/NCL code from NSMBe.)

1. Open your ROM in NSMBe
2. Double-click on an NCG file
3. Go back to the main NSMBe window and click on corresponding palette (currently documenting for file system documentation)
4. Click LZ Compress
5. Double click the palette
6. Click add all
7. Go to the window with the NCG open and check "View in 4pbb"
8. Go through the palettes at the side (should only take about 5 seconds)

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

Sparsite
Posted on 09-11-16 04:17 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 09-11-16 04:17 PM) Link | #77131
Posted by Fiachra


Well, of course I've read those. It just never worked and always threw an unhandled exception, so I used NSMBe.

Anyways, any idea why my textures look darker in-game?
[image]

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

Sparsite
Posted on 09-11-16 04:34 PM, in SM64DS Editor Help Thread - Post your questions here Link | #77134
Posted by pacmainia&luigi
It could be the vertex colors.


I imported as obj so there can't be vertex colours.

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

Sparsite
Posted on 09-11-16 05:34 PM, in Modify Title Screen (rev. 2 of 09-11-16 05:47 PM) Link | #77136
I tried it with one of the wipes to try to find a play transition command (cause idk where the file select buttons are and I can't find them atm) but it didn't work.

EDIT: just tried it for an NCG and it didn't work

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

Sparsite
Posted on 09-11-16 07:01 PM, in Minigame Hacking (rev. 3 of 09-29-16 03:49 PM) Link | #77140
Post anything regarding minigame hacking here.

As of right now, all the minigames code needs to be documented before we can start making custom minigames. Graphics in root/MG are not as important, they will come in the next release of the file system documentation.

Minigame Hacking (EUR) Document By Sparsite

RAM Addresses:
0229293C - Rec Room Button Transparency Value on title screen, 2 byte (0 - 4096)
0209B304 - Which Minigame Screen (0 = first, 1 = second)
02191CA0 - Which Character Face Is Selected
02191CB4 - Yellow Moving Left And Right Arrow Animation Frame (0-63 frames)

Offsets:
BL 0x020214A4 (star and life count)
BL 0x02020994 (larger images like marios face)
BL 0x02021024 (images like back arrow)

Registers for offsets:
R0 determines the screen. 0 = top, 1 = bottom
R1 determines image loaded
R2 determines X location
R3 determines Y location

R1 Values:
Luigi Minigame Page Head Not Selected - 020C2C48
Mario Minigame Page Head Not Selected - 020C2DB0
Yoshi Minigame Page Head Selected - 020C2DF8
Wario Minigame Page Head Not Selected - 020C2E40
NEW Text - 020C2F68
Touch To Start Text - 020C2FD0
Back Arrow On Bottom Screen - 020C2E8C

ROM Map:
020C0EF4 - Set back arrow to bottom screen
020C0EF8 - Set back arrow's X position
020C0EFC - Set back arrow's Y position
020C0F00 - Branch to HUD Loading function for the back arrow

Tweaks:
//All Minigames Unlocked
EUR: ROM 0x13644 to 0xFF00A0E3
US: ROM 0x13520 to 0xFF00A0E3
US 1.1: ROM 0x13598 to 0xFF00A0E3
JAP: ROM 0x13598 to 0xFF00A0E3

//Disable Touch To Start Text
020C0B90: nop

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14

Main - Posts by Sparsite

Page rendered in 0.027 seconds. (2048KB of memory used)
MySQL - queries: 22, rows: 138/138, time: 0.021 seconds.
[powered by Acmlm] Acmlmboard 2.064 (2018-07-20)
© 2005-2008 Acmlm, Xkeeper, blackhole89 et al.