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04-06-21 12:15 AM |
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| Main - Posts by Sparsite |
| Sparsite |
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take your dumb self out of here. thank you. Level: 32
Posts: 121/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
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 |
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take your dumb self out of here. thank you. Level: 32
Posts: 122/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
Some promotional art for Land Lord:
I hope I made the right marketing decisions ![]() ____________________ 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: 32
Posts: 123/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
missingno. boss fight in sm64ds
looks like a weird megaman stage lol ![]() ____________________ 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: 32
Posts: 124/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
Posted by PSISly 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 |
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take your dumb self out of here. thank you. Level: 32
Posts: 125/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
Posted by GamesWithIsaac 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 |
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take your dumb self out of here. thank you. Level: 32
Posts: 126/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
Posted by GamesWithIsaac 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 |
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take your dumb self out of here. thank you. Level: 32
Posts: 127/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
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. 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 |
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take your dumb self out of here. thank you. Level: 32
Posts: 128/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
Posted by FroggestSpirit 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 |
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take your dumb self out of here. thank you. Level: 32
Posts: 129/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
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 |
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take your dumb self out of here. thank you. Level: 32
Posts: 130/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
Posted by FroggestSpirit 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 |
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take your dumb self out of here. thank you. Level: 32
Posts: 131/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
Posted by Fiachra 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 |
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take your dumb self out of here. thank you. Level: 32
Posts: 132/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
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 |
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take your dumb self out of here. thank you. Level: 32
Posts: 133/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
playing with the graphical settings, nice. (Thanks GBATEK) white christmas
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 |
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take your dumb self out of here. thank you. Level: 32
Posts: 134/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
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 |
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take your dumb self out of here. thank you. Level: 32
Posts: 135/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
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 |
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take your dumb self out of here. thank you. Level: 32
Posts: 136/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
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 |
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take your dumb self out of here. thank you. Level: 32
Posts: 137/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
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? ![]() ____________________ 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: 32
Posts: 138/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
Posted by pacmainia&luigi 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 |
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take your dumb self out of here. thank you. Level: 32
Posts: 139/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
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 |
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take your dumb self out of here. thank you. Level: 32
Posts: 140/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
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 |
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