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04-05-21 11:31 PM |
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| Main - Posts by isceptul |
| isceptul |
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![]() Red Paragoomba Sparsite dupe Level: 16 Posts: 41/54 EXP: 17661 Next: 2595 Since: 11-02-15 Last post: 1779 days ago Last view: 1632 days ago |
Fiachra, I PMed you a question about custom objects because im not sure how long the convo will go on for.
Also, im very confused on updating a spawned objects position even after looking at the text file. This is my code #include "SM64DS.h"
const int silverstars = 0209F310; const short int OBZ_ZZZ_ACTOR_ID = 0x00B3; short int param01 = 0x0000; short int TmpRot[3] = { xRot, yRot, zRot }; int TmpPos[3] = { xPos + 5, yPos + 5, zPos + 5 }; void hook_020e50ac() { if silverstars > 0{ unsigned int spawnedObject = SpawnActor(OBJ_ZZZ_ACTOR_ID, param01, TmpPos, TmpRot); } } I dont know how to address my spawned objects position to update it. |
| isceptul |
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![]() Red Paragoomba Sparsite dupe Level: 16 Posts: 42/54 EXP: 17661 Next: 2595 Since: 11-02-15 Last post: 1779 days ago Last view: 1632 days ago |
ok i will experiment with position updating. On the other hand, is the "if silverstars > 0 {" line correct? Or is there some other way i have to check the value of an address? |
| isceptul |
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![]() Red Paragoomba Sparsite dupe Level: 16 Posts: 43/54 EXP: 17661 Next: 2595 Since: 11-02-15 Last post: 1779 days ago Last view: 1632 days ago |
So would that be the same for writing values? Ex.
(*((volatile byte*)(SILVER_STARS)) = 0)
also what if i wanted to increment by 1? ex. SILVER_STARS = SILVER_STARS + 1, would it be: (*((volatile byte*)(SILVER_STARS)) = (*((volatile byte*)(SILVER_STARS)) + 1
? |
| isceptul |
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![]() Red Paragoomba Sparsite dupe Level: 16 Posts: 44/54 EXP: 17661 Next: 2595 Since: 11-02-15 Last post: 1779 days ago Last view: 1632 days ago |
@pacmainia&luigi im currently still learning asm, but look up ARM Assembly, study it closely, and play around with it. To do stuff in game you will need to use both no$gba debugger, and desmumes ram search feature. Also, you can learn a lot from NSMBHD, http://nsmbhd.net/forum/8-asm-hacking/ make sure you read the ASM hacking files that come with the patch template too like SM64DS.h, Hover example, etc.
I'm currently still pretty noob-ish with asm, but the above steps have helped me learn. Fiachra has helped me a lot. Go check my "Custom behaviour" thread. Fiachra explains some of the basics and you can try an ASM excercise. |
| isceptul |
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![]() Red Paragoomba Sparsite dupe Level: 16 Posts: 45/54 EXP: 17661 Next: 2595 Since: 11-02-15 Last post: 1779 days ago Last view: 1632 days ago |
Ok @fiachra I have made the asm code you pmd me to make, it compiles correctly and works too! It gives 2 coins instead of 1. |
| isceptul |
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![]() Red Paragoomba Sparsite dupe Level: 16 Posts: 46/54 EXP: 17661 Next: 2595 Since: 11-02-15 Last post: 1779 days ago Last view: 1632 days ago |
I imported my level, and got a white screen, so I removed all texture animations, and now the character falls right through the floor of the map and dies instantly. This was a unmodified rom (before i imported the level.) |
| isceptul |
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![]() Red Paragoomba Sparsite dupe Level: 16 Posts: 47/54 EXP: 17661 Next: 2595 Since: 11-02-15 Last post: 1779 days ago Last view: 1632 days ago |
Posted by Fiachra The collision map isnt scaling with the model. I dont see any option to set the collision scale. EDIT: Went into kcl editor and imported my obj as a collision map and scaled it to the same scale and it gives me a white screen. EDIT#2: I'm having a problem with my code. I'm trying to use the position values in sm64ds.h but when i try to compile it in Msys it says xPos was not declared in this scope (same for Y and Z) I have #include "SM64DS.h" at the very top of my code. and also I have a line that goes: unsigned int spawnedObject = SpawnActor(OBJ_ZZZ_ACTOR_ID, param01, TmpPos, TmpRot);
but it says that spawnedObject is an unused variable, how do I fix these errors? |
| isceptul |
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![]() Red Paragoomba Sparsite dupe Level: 16 Posts: 48/54 EXP: 17661 Next: 2595 Since: 11-02-15 Last post: 1779 days ago Last view: 1632 days ago |
Anyone know why my input isnt working? Its supposed to give me 5 coins when I press Y but nothing happens.
my code: #include "SM64DS.h"
#include "keys.h" const unsigned int COINS = 0x0209F358; void hook_020e50ac() { if (CHARACTER == CHAR_Mario) { myScanKeys(); if(keysDw & KEY_Y); { *((volatile byte*)(COINS)) += 5; } } } my keys.h file: #include<nds.h> static int keys, oldKeys, keysDw; static bool first = true; void myScanKeys() { first = false; int keys = ~REG_KEYINPUT; if(first) oldKeys = keys; keysDw = keys & ~oldKeys; oldKeys = keys; } int myKeysHeld() { return keys; } int myKeysDown() { return keysDw; } |
| isceptul |
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![]() Red Paragoomba Sparsite dupe Level: 16 Posts: 49/54 EXP: 17661 Next: 2595 Since: 11-02-15 Last post: 1779 days ago Last view: 1632 days ago |
Post cheesy ROM editor names, for example:
A Majora's Mask text editor could be called "Majora's Mouth" A Super Mario Land editor could be called "Land Lord" Post them here, no matter how cheesy they are! |
| isceptul |
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![]() Red Paragoomba Sparsite dupe Level: 16 Posts: 50/54 EXP: 17661 Next: 2595 Since: 11-02-15 Last post: 1779 days ago Last view: 1632 days ago |
Fiachra, ye ive tried. I looked through some of the devkit pro files for the ds inputs and found the inputs listed as "KEY_A, KEY_B, etc." but I couldnt get those to work, so I asked a thread and some guy told me to use the keys.cpp that comes with nsmb so I did it and it still doesnt work. I couldnt find anything else about key presses. |
| isceptul |
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![]() Red Paragoomba Sparsite dupe Level: 16 Posts: 51/54 EXP: 17661 Next: 2595 Since: 11-02-15 Last post: 1779 days ago Last view: 1632 days ago |
It multiplys r4 and r0 and stores the result in r0.
before the instruction: r0 = #0x18 r4 has something to do with r2 (idr the ldrb instruction cause I mostly use C but I dont think its storing r2 in r4) and r2 = 0209FC68 (maybe its reading the value of 0209FC68 and storing that in r4, ex 0209FC68 = 8) What any of this actually does ingame, idk. BTW: I cannot find the spin jump animation or the mid triple jump front flipping animation. I've looked up and down the list countless times in sm64ds.h What did you call those actions? Nothing fits MidTripleJumpFlipping or SpinJump. |
| isceptul |
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![]() Red Paragoomba Sparsite dupe Level: 16 Posts: 52/54 EXP: 17661 Next: 2595 Since: 11-02-15 Last post: 1779 days ago Last view: 1632 days ago |
Posted by Hiccup well the game would have to put the player model in a position that resembles a T, and I cant find that so I doubt that. In addition to my animation question, I've imported two different maps over whomps fortress in two seperate roms and both times the collision map was 50 times smaller than the actual map. Doesnt happen with any other maps, perhaps its a bug in the editor? |
| isceptul |
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![]() Red Paragoomba Sparsite dupe Level: 16 Posts: 53/54 EXP: 17661 Next: 2595 Since: 11-02-15 Last post: 1779 days ago Last view: 1632 days ago |
Also, anyone know how to stop sm64dse from filtering the white off my textures? It makes the mushroom texture im using look terrible.
https://gyazo.com/fb5f071294aef433f0ea593d02051654 |
| isceptul |
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![]() Red Paragoomba Sparsite dupe Level: 16 Posts: 54/54 EXP: 17661 Next: 2595 Since: 11-02-15 Last post: 1779 days ago Last view: 1632 days ago |
How does assigning texture behaviours work?
Whenever I add my behaviour to the CLPS tab and try to import a level the editor crashes. Can someone write a step by step guide to texture behaviour? |
| Main - Posts by isceptul |
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