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04-27-24 01:28 PM
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Main - Posts by Sparsite

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Sparsite
Posted on 09-25-16 02:28 AM, in SM64DS Editor Help Thread - Post your questions here (rev. 3 of 09-25-16 02:29 AM) Link | #77966
I swear to fucking god im going to murder somebody.

The lighting was a bad enough problem, but this is a whole new level of retarded.

How does this texture (64x64): [image]

go to this ingame???:
[image]

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Sparsite
Posted on 09-25-16 02:11 PM, in SM64DS Editor Help Thread - Post your questions here Link | #77974
Posted by Platinatic
Maybe it has too many colours, so the game tried to reduce the amount of colours in some way.
If that's not it, then i don't know.


perhaps, but that texture ingame is only abour 2 colors, so I doubt the game would knock it down that much.

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ASMR:
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Sparsite
Posted on 09-25-16 04:49 PM, in SM64DS Editor Help Thread - Post your questions here Link | #77979
Posted by Platinatic
Yeah, I found that a little strange.
It's like to the point where it's 8-bit.
I can still see some gray dots in there though.


There has to be something wrong when importing. Why would sm64ds allow up to 128x128 textures and only allow a palette of about 5-10 colours.

This, plus the lighting, plus the fact that white textures get filtered red. If these aren't fixable I'm done trying to import custom levels.

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ASMR:
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move r0 r7
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Sparsite
Posted on 09-26-16 12:27 AM, in Minigame Hacking (rev. 5 of 10-15-16 11:37 PM) Link | #77989
Ok, looks like we are making progress, some new notes!

Minigames appear to reside in overlays, most of which I have found in overlay 6. I decided to put my focus on the sound chest minigame, just to get a feel of how it works.

It appears minigames have constructors. This seems to be where the tile data is stored for minigames. In overlay 6, at 0x7F484, you will see 12dScMgSound_c

Everything after _c seems to follow the whole minigames behaviour (most likely with some branch instructions). The tiles follow a pattern of XX 00 YY 00 (or maybe its 00 XX 00 YY but it shouldn't matter).

NOTE: Hitboxes DO update when these positions are changed so we are in luck

Overlay 06:

0x5C7B0 - Health On New Level Loaded
0x5CC40 - Starting Health On Game Loaded (Deafault 03)

0x7F858 - Top Left Chest X Position
0x7F85A - Top Left Chest Y Position

0x7F85C - Top Middle Chest X Position
0x7F85E - Top Middle Chest Y Position

0x7F860 - Top Right Chest X Position
0x7F862 - Top Right Chest Y Position

0x7F864 - Bottom Left Chest X Position
0x7F866 - Bottom Left Chest Y Position

0x7F868 - Bottom Middle Chest X Position
0x7F86A - Bottom Middle Chest Y Position

0x7F86C - Bottom Right Chest X Position
0x7F86C - Bottom Right Chest Y Position

Incase some were unaware, the game later swaps between 6 chest and 8 chest, these 8 chests are completely different objects from the 6 layout chests.

0x7F88C - Outer Top Left Chest X Position
0x7F88E - Outer Top Left Chest Y Position

0x7F890 - Inner Top Left Chest X Position
0x7F892 - Inner Top Left Chest Y Position

0x7F894 - Inner Top Right Chest X Position
0x7F896 - Inner Top Right Chest Y Position

0x7F898 - Outer Top Right Chest X Position
0x7F89A - Outer Top Right Chest Y Position

0x7F89C - Outer Bottom Left Chest X Position
0x7F89E - Outer Bottom Left Chest Y Position

0x7F8A0 - Inner Bottom Left Chest X Position
0x7F8A2 - Inner Bottom Left Chest Y Position

0x7F8A4 - Inner Bottom Right Chest X Position
0x7F8A6 - Inner Bottom Right Chest Y Position

0x7F8A8 - Outer Bottom Right Chest X Position
0x7F8AA - Outer Bottom Right Chest Y Position

Sound ID's are located below all the chest coordinates, I have not documented all of them but here is what I have so far.

Sound ID offsets:
Sound IDs follow a pattern of XX 00
0x7F928 - Return to lobby sound
0x7F92A - Enter warp pipe sound
0x7F92C - Bowsers laugh
0x7F92E - Enter secret level
0x7F930 - Collecting a red coin
0x7F932 - Collecting a secret
0x7F934 - Bwee sound
0x7F936 - Enter regular level

Variants
00 = Pause sound
46 = Return to lobby sound
47 = Enter warp pipe sound
48 = Bowsers laugh
49 = Enter secret level
4A = Collecting a red coin
4B = Collecting a secret
4C = Bwee sound
4D = Enter regular level

I also remember knocking out some sort of end detection where the text was always perfect even if I got some wrong. I'll look at this after all the sound is documented.

In NO$GBA Debugger, I found out a little bit of info:
(you can ignore this mess lol)
020B2638 - Branch to functions that load health hud
020AF948 - Beginning of some sort of minigame hud function
020AFA0C - Load Hearts in top left
020AFB0C - Loads "(A) RULES" text at the top. NOP to get rid of that text.
020B036C8 - Loads musical notes when treasure chest is touched
020B0288 - Branch to hud loading stuff
0211B904 - Subtract 1 from the health counter (r1)
0211B908 - Store r1 in r2, r2 being the health address
0211B90C - Update health if wrong treasure chest
0211C678 - set health related?
0211CB00 - set health to 3 on minigame boot
0211C054 - Play Chest Sounds

Sounds use method 0x02011E28

Somewhere below all the co-ordinates, there are sound IDs that are played, setting them all to 00 only plays the pause sound.

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ASMR:
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move r0 r7
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POP

Sparsite
Posted on 09-26-16 07:37 PM, in Super Mario 64x4 Beta Replica (rev. 4 of 09-26-16 11:23 PM) Link | #77994
Posted by SuperGoomba4357
THIS IS A REALLY GOOD BETA REMAKE


Can't tell if sarcasm or spammer, but this hack is garbage. Considering most of the beta showed 4 characters, a true beta restoration would require 4 player adventure mode. Not to mention the creators lack of effort to even create proper maps, but instead give everything a texture thats only purpose is to be of worse quality to restore the "beta textures".

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ASMR:
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Sparsite
Posted on 09-27-16 02:59 AM, in The predict the future thread Link | #78018
Nintendo will still be rehashing NSMB games and changing the level themes in order of appearance.

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Sparsite
Posted on 09-29-16 10:12 PM, in Normal Day in SM64DS Link | #78083
LOL. what have I done?!?!

[image]

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ASMR:
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Sparsite
Posted on 09-29-16 11:32 PM, in Editor development (rev. 2 of 09-29-16 11:33 PM) Link | #78085
For some reason, your unable to view the animation root/data/enemy/togezo/togezo_attack.bca in the animation editor, unsure why. Perhaps it has happened with other animations too but I don't know for sure.

Also, was is Staple who came up with the form's inspector gadget title reference or Fiachra? lol.
[thumbnail]


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Sparsite
Posted on 09-30-16 08:03 PM, in Cloud Cap in SM64DS! Link | #78106
Posted by maor322
So, basically, does this have its own slot or does it replace the wing?

If it does replace the wings, how will the final level look like?

Great job, though.


It replaces the wing cap. It could be possible to have it not replace the wing cap depending on the parameter, but custom behaviors seem to be retarded when it comes to compiling the code, so your code essentially always gets over-written, so even if I wanted to, I couldn't until there is a better way to assemble code.

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ASMR:
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move r0 r7
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POP

Sparsite
Posted on 10-01-16 02:44 AM, in Cloud Cap in SM64DS! (rev. 4 of 10-01-16 03:07 AM) Link | #78117
Posted by pacmainia&luigi
how did you learn asm? where can I learn it?


Learned ARM Assembly/C/C++, looked at the sm64ds header files, learned debugging tricks, and the rest was pretty much hours and hours of me in no$gba debugger experimenting and figuring out what does what and how things work. It was a lot of trial and error.

Also, I'm currently working on an NDS ARM disassembler/assembler so this can allow ASM hackers to write in pure ASM directly into the ROM instead of doing dumb devKitPro compiling. I can currently disassemble all types of MOV opcodes like MOVGT, MOVEQ, etc. and addition/subtraction op codes.

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ASMR:
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move r0 r7
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load register r4 into r0
POP

Sparsite
Posted on 10-01-16 04:59 PM, in Normal Day in SM64DS Link | #78147
Posted by Super-toad 65
Aaaaaaaagh.

Poor toad -.-

shall i get into SM64DS hacking a make a hack called "Super Toad 65"?


Please do make a hack. You can complain about technical stuff like the below 6k face count requirement, the 48k of VRAM for textures, the white textures being filtered red, the textures being darkened for no reason, the textures looking like complete shit when imported, etc.

Don't even get me started on asm hacking.

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ASMR:
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move r0 r7
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POP

Sparsite
Posted on 10-02-16 04:59 AM, in SM64DS Editor Help Thread - Post your questions here Link | #78174
SM64DSe crashes when I open a specific obj file. Why?

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ASMR:
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move r0 r7
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POP

Sparsite
Posted on 10-02-16 04:53 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 10-02-16 04:53 PM) Link | #78179
Posted by Super-toad 65
What file is that? Is that original or custom? I found something similar on NSMBe a lot of time ago


Not sure what you mean by original or custom. The map is completely fine and I can import it in both sketchup and blender without errors but sm64dse crashes like a little bitch. (Im fed up with level importing if you couldn't tell, lol.)

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ASMR:
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move r0 r7
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POP

Sparsite
Posted on 10-02-16 04:56 PM, in Street Fighter V comes with a giant security hole. Link | #78180
I really dont see what problem they have with cheating in single player. Besides, its a fighting game, so cheating should be very limited and unentertaining besides maybe a moon jump.

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ASMR:
*quietly whispers*
move r0 r7
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POP

Sparsite
Posted on 10-02-16 06:57 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 10-02-16 06:57 PM) Link | #78182
Posted by pacmainia&luigi
Cheeck the poly count and the normals.


poly count is 2k, not sure what you mean by normals but i'd assume its something in the .mtl file

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ASMR:
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move r0 r7
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POP

Sparsite
Posted on 10-02-16 08:31 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 4 of 10-04-16 02:09 AM) Link | #78184
Posted by Platinatic
Normals are the way the faces are facing, if they face the wrong way you will fall through them because collision is only one sided.


Not sure what that has to do with the model importer crashing with a specific obj file but my normals are fine.

EDIT: Ok so apparently, my obj is crashing blender too. Which makes sense (it doesnt actually) and all because I exported it from blender and then try to import it back in and it doesn't work. Anyway, selecting the OBJ file crashes the editor, and reopening and checking the stage permanently fucks up my stage to the point where nothing loads and I cant even press the red X in the top right without getting an error.

[image]

Tryed a .dae and it crashes too.

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ASMR:
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move r0 r7
push r4 to r14
load register r4 into r0
POP

Sparsite
Posted on 10-04-16 11:49 PM, in Whitehole v1.4.2.3 Link | #78224
Posted by StapleButter
to be honest, I don't think Whitehole needs a logo or anything like that, that is mere fancy for what it is. however it's up to whoever's coding it to decide.


I don't think it needs a logo either, but it's fun for the designer to make, and share with the readers of the thread.

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ASMR:
*quietly whispers*
move r0 r7
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load register r4 into r0
POP

Sparsite
Posted on 10-06-16 01:12 AM, in Super Mario galaxy: Kazio edition?? (rev. 2 of 10-06-16 01:13 AM) Link | #78259
Posted by Super Hackio
What I'm doing is adding a bunch of:
1. TROLLS!!!
2. Random switches
3. Bob-ombs. (And fire flowers)
4. SECRETS...
5. A whole bunch of enemies. (Goomba's being the main attraction here)

Well, that be sounds exactly like a kaizo hack. I wouldn't call it chaos edition because the standard for "chaos edition" titled hacks is random assembly code that usually messes up the code in a minor or major way and it would be misleading. Enemies, random switches, trolls, secrets, etc. Is what people expect a kaizo to be filled with.

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ASMR:
*quietly whispers*
move r0 r7
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load register r4 into r0
POP

Sparsite
Posted on 10-06-16 09:21 PM, in Super Mario galaxy: Kazio edition?? Link | #78283
Posted by Super Hackio
Well... I haven't heard of such thing... Is there already a Super Mario Galaxy: Kaizo Edition?


That is true...

You choose the right sling star, or the left sling star...
Why not both? XD


Well, thats not up to the standards for a chaos hack. Its a kaizo hack. I have never heard of a super mario galaxy kaizo edition, but google it to check if it exists

Bad things that result in a players death is essentially the definition of kaizo hacks.

Chaos titled hacks are programmed to corrupt data and make the player laugh or go "wtf". My opinion is: dont call it chaos because you will be misleading people.

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ASMR:
*quietly whispers*
move r0 r7
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POP

Sparsite
Posted on 10-06-16 11:02 PM, in Super Mario galaxy: Kazio edition?? Link | #78285
Posted by Super Hackio
Good idea then...

(Googles it)

By the looks of things it doesn't exist, but people want it to.

So perhaps I can make it happen.


Seeing as you have never heard of a kaizo hack, I suggest you look up kaizo mario world. Its the hack that started it all. If you need ideas, kaizo mario 64 could be a good reference to see what works well and what doesn't.

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ASMR:
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move r0 r7
push r4 to r14
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POP
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Main - Posts by Sparsite

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