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03-28-24 09:55 PM
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Main - Archived forums - SMG documentations and tutorials - Clarification: Blue Star Chips and Cosmic Mario Races Hide post layouts | New reply

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NWPlayer123
Posted on 06-30-14 03:22 PM Link | #43324
Okay, so I was talking to SunakazeKun over PM about Blue Star Chips, and apparently they were deprecated in SMG2. When I did the test for them, all I did was check to make sure the level loaded, I didn't actually go to check it (mistake number 1) and so when I spread all this info that it worked and was really simple I was actually really wrong and didn't know (mistake number 2) so my bad.

That being said, it /MIGHT/ be possible to get them working again with a small ASM hack to redirect the blue chip code to yellow chip so it loads the model and gui for the counter and everything (or just copypasta the bytecode to the function for it) but that would still take quite a bit of research, it's on about the same level as the powerups in terms of difficulty.

As for Cosmic Mario Races, as far as I know they're deprecated too, I did a bunch of messing around with it, the comet loads like a normal star (minus the comet animation at the star select screen) which means the comet value itself in the scenario file is deprecated, not to mention my trigger to start the race did nothing either (so ghostplayer and everything is deprecated too).

This would take a LOT LOT LOT of work to get working because since it's directly porting code from SMG1 to SMG2 (not to mention quite a bit of it, we have to find a place to write all this code to so it doesn't overwrite and break other code) we have to find and understand all the addresses it's pointing to with the vtable and everything, so with the current motivation and skill level I put this at a zero for ever happening.

____________________
"I hate playing musical chats" ~ Quote of the month

shibboleet
Posted on 06-30-14 03:24 PM Link | #43325
um we don't even know how Ghost Luigi races work, why don't we learn how to use those first and then go forward with the harder stuff, like this?

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Splitwirez
Posted on 06-30-14 03:32 PM (rev. 2 of 06-30-14 03:33 PM) Link | #43326
Posted by NWPlayer123
Okay, so I was talking to SunakazeKun over PM about Blue Star Chips, and apparently they were deprecated in SMG2. When I did the test for them, all I did was check to make sure the level loaded, I didn't actually go to check it (mistake number 1) and so when I spread all this info that it worked and was really simple I was actually really wrong and didn't know (mistake number 2) so my bad.

That being said, it /MIGHT/ be possible to get them working again with a small ASM hack to redirect the blue chip code to yellow chip so it loads the model and gui for the counter and everything (or just copypasta the bytecode to the function for it) but that would still take quite a bit of research, it's on about the same level as the powerups in terms of difficulty.

As for Cosmic Mario Races, as far as I know they're deprecated too, I did a bunch of messing around with it, the comet loads like a normal star (minus the comet animation at the star select screen) which means the comet value itself in the scenario file is deprecated, not to mention my trigger to start the race did nothing either (so ghostplayer and everything is deprecated too).

This would take a LOT LOT LOT of work to get working because since it's directly porting code from SMG1 to SMG2 (not to mention quite a bit of it, we have to find a place to write all this code to so it doesn't overwrite and break other code) we have to find and understand all the addresses it's pointing to with the vtable and everything, so with the current motivation and skill level I put this at a zero for ever happening.

rather than ASM hacking for blue Star chips, I recommend you try patching the model and modifying the UI with Wii layout editor. a lot simpler and with the same result.

shibboleet
Posted on 06-30-14 03:34 PM (rev. 2 of 06-30-14 03:34 PM) Link | #43327
umm...what? No, you don't add in blue star chips with the layout editor. That's just for the icon, NOT the chip. You have to asm hack, either way.



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a

NWPlayer123
Posted on 06-30-14 03:35 PM Link | #43328
There's nothing to patch, if there's no code to make it work it's useless. And Rean, I know how it works (minus the actual code which is the hard part I mentioned)

____________________
"I hate playing musical chats" ~ Quote of the month

shibboleet
Posted on 06-30-14 03:36 PM Link | #43329
I wasn't saying you didn't know how it worked, lol. I was just telling Splitz that that part is easy, the ASM is the utter pain in the ass. :P

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Splitwirez
Posted on 06-30-14 03:38 PM Link | #43330
Posted by Luigi
I wasn't saying you didn't know how it worked, lol. I was just telling Splitz that that part is easy, the ASM is the utter pain in the ass. :P

But why go to all the ASM trouble to replace the yellow ones with blue when you can do exactly the same thing with a file patch?

shibboleet
Posted on 06-30-14 03:39 PM (rev. 2 of 06-30-14 03:43 PM) Link | #43331
BLUE STAR CHIPS WORK DIFFERENTLY.

Not everything is just a copypasta, y'know.

If it is, well fuck me.

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a

Splitwirez
Posted on 06-30-14 03:42 PM Link | #43332
Posted by Luigi
BLUE STAR CHIPS WORK DIFFERENTLY.

Not everything is just a copypasta, y'know.

I've already done it. I already replaced the model. Shouldn't the goal be to add them in standalone, rather than replacing the yellow chips?

shibboleet
Posted on 06-30-14 03:43 PM Link | #43334
We aren't replacing yellow ones. We're making a new object for it.

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Splitwirez
Posted on 06-30-14 03:46 PM Link | #43337
Posted by Luigi
We aren't replacing yellow ones. We're making a new object for it.

oh. in that case disregard what I've previously said. I misunderstood. That explains it. Nothing I can do to help but wish you guys luck, so GOOD LUCK!!!

NWPlayer123
Posted on 06-30-14 04:16 PM Link | #43339
We want to minimize replacing other objects as much as possible so it's compatible with other levels, because if they replace the same object you can have one or the other. Simple logic :P

____________________
"I hate playing musical chats" ~ Quote of the month

Splitwirez
Posted on 06-30-14 04:18 PM Link | #43340
Posted by NWPlayer123
We want to minimize replacing other objects as much as possible so it's compatible with other levels, because if they replace the same object you can have one or the other. Simple logic :P

Good idea. I wish I knew how to help with that.

SunakazeKun
Posted on 06-30-14 06:14 PM (rev. 2 of 06-30-14 06:16 PM) Link | #43345
Posted by NWPlayer123
As for Cosmic Mario Races, as far as I know they're deprecated too, I did a bunch of messing around with it, the comet loads like a normal star (minus the comet animation at the star select screen) which means the comet value itself in the scenario file is deprecated, not to mention my trigger to start the race did nothing either (so ghostplayer and everything is deprecated too).


The comet isn't deprecated because of the fact that you can enter everything in the comet section of a ScenarioData.bcsv file! I tried "Ghost", "Black" and "1234" and they don't crash the game.



Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding


shibboleet
Posted on 06-30-14 06:30 PM Link | #43346
Yeah, you can enter anything in there and it won't do shit unless it's assigned to do something. (Perhaps we could look into how it functions.)

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NWPlayer123
Posted on 06-30-14 06:32 PM Link | #43347
Oh, so it's removed entirely (unless there's a string for it in which case there may be some code but it doesn't work at all regardless of the reason because it's probably not called just like the powerup code)

____________________
"I hate playing musical chats" ~ Quote of the month

SunakazeKun
Posted on 09-05-14 03:38 PM Link | #47811
I think BlueChip's problem is that the code of BlueChipGroup has been removed, as I can't find a string for this.



Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding


Splitwirez
Posted on 09-05-14 05:01 PM Link | #47813
Posted by SunakazeKun
I think BlueChip's problem is that the code of BlueChipGroup has been removed, as I can't find a string for this.

BlueChip itself doesn't show in-game. Wait, waaaiiit...what if the code is there, but not the ObjNameTable thing entries? Someone try that. IDK where this mysterious table is.

SunakazeKun
Posted on 09-05-14 05:05 PM Link | #47814
/SystemData/
But this
A: does have entries for both objects
B: the ObjNameTable doesn't affect gameplay elements. I didn't need an entry for CircleStrawberry to get it working.



Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding


Splitwirez
Posted on 09-05-14 05:07 PM Link | #47815
Posted by SunakazeKun
/SystemData/
But this
A: does have entries for both objects
B: the ObjNameTable doesn't affect gameplay elements. I didn't need an entry for CircleStrawberry to get it working.

Wat



I thought it was ONLY for 'gameplay elements' as you say. I feel schtoopid now.
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Main - Archived forums - SMG documentations and tutorials - Clarification: Blue Star Chips and Cosmic Mario Races Hide post layouts | New reply

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