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 09-12-16 05:02 AM, in WiiU gamepad haxing (rev. 2 of 09-12-16 05:02 AM) Link | #77164
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

Sparsite
Posted on 09-13-16 05:49 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 09-13-16 05:50 PM) Link | #77270
Posted by Platinatic
Lighting maybe?
I think (but i'm not too sure) that MKDS also has this because of the lighting.


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

Sparsite
Posted on 09-16-16 08:04 PM, in SM64DS Editor Help Thread - Post your questions here Link | #77500
Posted by pacmainia&luigi
Maybe its just the editor being weird/glitchy. I was Importing a level i made and some of the textures colors got messed up. I can't remember how I fixed it, though.


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

Sparsite
Posted on 09-17-16 11:53 AM, in SM64DS Editor Help Thread - Post your questions here Link | #77526
Posted by pacmainia&luigi
I can't quite understand how to replace the image for the title screen. I don't get what to do after I locate the image in the hex editor.
Can someone please clarify? i'm trying to import this image:[image]


Posted by Fiachra
There's no set format for overlays - they can contain anything in no particular structure.

In the case of the title images; you need to first use the minimap editor;
- The minimap editor doesn't let you work with overlays so you need to import the title image over some existing image (any).
- The image must be 256x192 pixels, BPP is 8, neither the NCG nor NSC files should be compressed. The first colour in the palette should be the (transparent) background colour.
- Import image.
- Export the imported image files (NCG, NCL and NSC).
- Decompress and export overlay 7.
- You then use a hex editor to overwrite the content of overlay 7 at the addresses specified here with the contents of the exported images.
- Import the modified overlay over the original.




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

Sparsite
Posted on 09-17-16 11:58 PM, in guess what I found in Minecraft Wii U edition? Link | #77573
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

Sparsite
Posted on 09-20-16 07:10 PM, in Super Mario Galaxy DS Link | #77679
Posted by pacmainia&luigi
For anything that is a complete sphere, use a texture and make it always face the camera, like the bobombs.


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

Sparsite
Posted on 09-20-16 07:40 PM, in Super Mario Galaxy DS Link | #77687
Posted by pacmainia&luigi
He could find something that already rotates towar the camera, make a spere around it in the collision and just changing its collision to 0 (the object)


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

Sparsite
Posted on 09-20-16 10:38 PM, in Normal Day in SM64DS Link | #77707
I printed the wrong hud element to the screen, now it looks like Yoshi is censored and doing something inappropriate, looool.

[image]

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

Sparsite
Posted on 09-21-16 03:50 PM, in Modify Title Screen Link | #77752
Posted by pacmainia&luigi
You mean by using the minimap editor? This happened when I tried:

[thumbnail]
This is the original image:

[thumbnail]


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

Sparsite
Posted on 09-22-16 04:59 PM, in Land Lord GB (Super Mario Land Editor Progress) Link | #77804
uh...

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

Sparsite
Posted on 09-22-16 05:02 PM, in WiiU gamepad haxing Link | #77805
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

Sparsite
Posted on 09-22-16 06:51 PM, in WiiU gamepad haxing Link | #77807
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

Sparsite
Posted on 09-22-16 08:28 PM, in SM64DS ASM Hacking Template Link | #77811
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

Sparsite
Posted on 09-23-16 01:39 PM, in SM64DS ASM Hacking Template (rev. 2 of 09-23-16 01:59 PM) Link | #77848
Posted by TheKoopaKingdom
u32* is a pointer to a 4-byte number. I've also seen people use (vu32*), aka (volatile u32*) meaning a volatile pointer, meaning that it exists outside of your code, and that the compiler won't optimize it and screw things up.

Here's a better explanation.

Also, the u and s stand for signed and unsigned respectively.


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

Sparsite
Posted on 09-23-16 01:44 PM, in WiiU gamepad haxing Link | #77849
Are you worried about bricking it at all?

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

Sparsite
Posted on 09-23-16 02:13 PM, in Cloud Cap in SM64DS! (rev. 4 of 09-28-16 07:59 PM) Link | #77850
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

Sparsite
Posted on 09-23-16 05:41 PM, in SM64DS ASM Hacking Template Link | #77867
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

Sparsite
Posted on 09-23-16 08:50 PM, in Normal Day in SM64DS Link | #77887
Posted by StapleButter
no. he's obviously fapping.


Aha, thats what I was going for.

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

Sparsite
Posted on 09-23-16 09:38 PM, in Street Fighter V comes with a giant security hole. Link | #77888
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

Sparsite
Posted on 09-24-16 10:09 PM, in Super Mario Galaxy DS Link | #77964
Posted by pacmainia&luigi
Changing the collision to 0 is the same thing as giving it no collision.


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
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: 21, rows: 137/137, time: 0.021 seconds.
[powered by Acmlm] Acmlmboard 2.064 (2018-07-20)
© 2005-2008 Acmlm, Xkeeper, blackhole89 et al.