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04-06-21 12:15 AM |
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| Main - Posts by Sparsite |
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take your dumb self out of here. thank you. Level: 32
Posts: 141/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
You should post all your notes and findings, something similar to GBATEK but for the gamepad. It'd be interesting to read. ____________________ 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: 142/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
Posted by Platinatic I don't really care whats causing it, I just wanna fix it so my stage doesn't look trashy. (Theres no known way to edit lighting, would probably require rewriting some shit in the level graphical settings.) ____________________ 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: 143/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
Posted by pacmainia&luigi Probably. Been looking at graphical settings to try and fix this. 02044968 - Affects Shading (with NOP) 02044B30 - Beginning of some sort of texture function 02044B48 - Set Polygon Attributes 02044B4C - DIF_AMB - MaterialColor0 - Diffuse/Ambient Reflect (40004C0h) 02044B58 - SPE_EMI - MaterialColor1 - Specular Ref. & Emission (40004C4h) 02044B64 - Set Texture Palette Base Address (40004ACh) 02044B70 - Set Texture Parameters (40004A8h) 02044BA8 - End of some sort of texture function 02044D7C - Set Texture Coordinates of some sort I'll probably make a thread for hardware settings soon. ____________________ 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: 144/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
Posted by pacmainia&luigi Posted by Fiachra ____________________ 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: 145/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
I`m more shocked that you actually bought minecraft on wii u than what you actually found ![]() ____________________ 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: 146/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
Posted by pacmainia&luigi 1. this requires asm knowledge and replacing objects and stripping the behaviour and modifying it without making it crash (the template is kinda fucky when it comes to overlays) 2. if you were to go about this, im assuming you place a branch and link instruction in the objects constructor to the RotateTowardsMario function every frame.. I believe I've found it before but I never confirmed it or noted it down. ____________________ 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: 147/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
Posted by pacmainia&luigi It would look really shit. And anyways, I'm pretty sure all objects that rotate toward the camera have no collision and you can't import collision for an object that doesn't have 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: 32
Posts: 148/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
I printed the wrong hud element to the screen, now it looks like Yoshi is censored and doing something inappropriate, looool.
![]() ____________________ 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: 149/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
Posted by pacmainia&luigi You could try it in NSMBe, but I think the NSC editor is pretty broken (You can probably still import stuff though). SM64DSe minimap editor is shit for non minimap files. ____________________ 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: 150/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
uh... ____________________ 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: 151/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
did you just find a cheap one on ebay or something or did you do some digging? ____________________ 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: 152/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
Aha, I ordered an r4 and had been waiting for around 2 monthes wondering if I had been scammed until my mom randomly says, "oh yeah, theres a package at the post office for my you." Usually they just deliver all the shit to my door, but I guess not this time, 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: 153/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
How do all the data types work?
From what I can tell: u8 is 1 byte s16 is 2 bytes u32 is 4 bytes but what is u32*? I'm tryna check the players animation but it wont compile because of some integer pointer error or something like that ____________________ 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: 154/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
Posted by TheKoopaKingdom ok, thanks, I understand the template addresses much more now. It was just me neglecting to learn more c++ as usual lol. Problem is, I'm viewing the address as unsigned 4 bytes in desmume and I got the value I want to check and its still not letting me compile the code because of "ISO c++ forbids comparison between pointer and integer" ____________________ 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: 155/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
Are you worried about bricking it at all? ____________________ 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: 156/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
Are there any alternative NDS patch programs other than xDelta? Because xDelta won't work for shit, and I'd like to release a patch for this.
EDIT: ugh, just what I thought... welp... ____________________ 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: 157/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
Found out the real problem:
currentActionAddress_1 isn't a pointer, currentActionAddress_1 changes when the player changes animations. The real problem was that it was *u32 in the header files when it should've been just u32. Just changed it and my code compiles now. ____________________ 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: 158/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
Posted by StapleButter Aha, thats what I was going for. ____________________ 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: 159/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
What the hell.
It's amazing to see what some companies think is "innovative". ____________________ 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: 160/270 EXP: 187245 Next: 19197 Since: 05-20-16 Last post: 1592 days ago Last view: 1452 days ago |
Posted by pacmainia&luigi What are you talking about? There is no way to give an object collision if it doesn't have an already existing collision. And it would look super shitty so that idea is scrapped. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
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