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10-17-26 12:23 PM |
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| 0 users reading SM64DS ASM Hacking Template | 1 bot |
| Main - General SM64DS hacking - SM64DS ASM Hacking Template | Hide post layouts | New reply |
| Hiccup |
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Normal user Level: 59 Posts: 782/815 EXP: 1670356 Next: 2772 Since: 09-06-12 Last post: 2596 days ago Last view: 673 days ago |
I saw printf was listed in symbols.x. Is that used by the game? |
| Gota7 |
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![]() Paragoomba Star Wolf Level: 19
Posts: 45/66 EXP: 31620 Next: 4157 Since: 04-09-17 From: Same as above. ^ Last post: 2935 days ago Last view: 2180 days ago |
How could this be ported to the US version 1 ROM?
Join the SM64DS Hacking Discord: https://discord.gg/PhpA9Wt |
| mibts |
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![]() Panser =Josh65536 (Programmer) Level: 40
Posts: 284/331 EXP: 416979 Next: 24330 Since: 08-31-13 Last post: 2852 days ago Last view: 829 days ago |
By finding all the necessary function addresses in that version. ____________________ Current hack: Excerpt from Super Mario 256 |
| CodingKoopa |
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![]() Lakitu she/her Level: 49
Posts: 551/560 EXP: 877695 Next: 6188 Since: 10-13-14 Last post: 1912 days ago Last view: 1141 days ago |
| mibts |
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![]() Panser =Josh65536 (Programmer) Level: 40
Posts: 288/331 EXP: 416979 Next: 24330 Since: 08-31-13 Last post: 2852 days ago Last view: 829 days ago |
Keep in mind that you also have to replace all the addresses in symbols.x because the functions may not be in the same places. ____________________ Current hack: Excerpt from Super Mario 256 |
| dy |
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Member Normal user Level: 13 Posts: 24/30 EXP: 9178 Next: 1089 Since: 04-02-18 Last post: 3082 days ago Last view: 3073 days ago |
I've created a small tweak to NSMBe which allows you to directly overwrite code or data in the ROM/overlays (rather than inserting a branch to new code).
It's useful for:
The code gets compiled with correct relative branch opcodes and inserted directly at the address specified. This allows you to directly overwrite code as well as data without hex editing, and helps you keep everything in the same place and with the same syntax. How to Use Overwrites must be contained in ".s" files. They follow the NSMBe syntax but using the "ovr_" keyword. Here's an example:
ovr_02013DDC: @ change starting character
.byte 0x01 @ Luigi ovr_020FF176_ov_02: @ change character speeds .hword 0x1000 @ Yoshi ovr_02128D18_ov_51: @ change Ice Block vtable pointers .word 0x020B382C @ onGroundPounded: change to BrickBlock:onGroundPounded .word new_IceBlockExploded @ onHitByExplosion: change to new_IceBlockExploded .align @ return to 4 byte alignment for below instructions new_IceBlockExploded: @ do nothing and return because lazy example bx r14 Usage Notes
Download Executable: here Modified source files: here (based on the latest official NSMBe source code from github) Backup version of official NSMBe source code (unmodified): here ____________________ - ASM resource for customising behaviour of player/objects/levels - NSMBe with direct overwrite feature |
| dy |
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Member Normal user Level: 13 Posts: 26/30 EXP: 9178 Next: 1089 Since: 04-02-18 Last post: 3082 days ago Last view: 3073 days ago |
Above post has been updated with an improved version of the direct overwrite feature.
Changes in v1.1:
Download link in above post. ____________________ - ASM resource for customising behaviour of player/objects/levels - NSMBe with direct overwrite feature |
| dy |
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Member Normal user Level: 13 Posts: 30/30 EXP: 9178 Next: 1089 Since: 04-02-18 Last post: 3082 days ago Last view: 3073 days ago |
A new version of the modified NSMBe (with direct overwrite) has been uploaded, with an important bug fix.
Changes in v1.2:
Download link and updated example in this post. ____________________ - ASM resource for customising behaviour of player/objects/levels - NSMBe with direct overwrite feature |
| pants64 |
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![]() Red Koopa Normal user Level: 26
Posts: 91/128 EXP: 89738 Next: 12537 Since: 04-12-16 Last post: 564 days ago Last view: 4 days ago |
Just in case anyone wonders how to use the header files of the v2 template in NSMBe hooks...
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