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03-28-24 01:25 PM |
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Main - Posts by Marionumber1 |
Marionumber1 |
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Wii U hacker Level: 55 Posts: 81/709 EXP: 1235343 Next: 78846 Since: 07-07-12 Last post: 2188 days ago Last view: 564 days ago |
Now I've managed to fix the error, but it produces incorrect BCK files.
https://www.sugarsync.com/pf/D9745722_62761472_619841 |
Marionumber1 |
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Wii U hacker Level: 55 Posts: 82/709 EXP: 1235343 Next: 78846 Since: 07-07-12 Last post: 2188 days ago Last view: 564 days ago |
I actually really hated the skating one, and was fine with the bowling levels, but I do think they belonged in another galaxy. |
Marionumber1 |
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Wii U hacker Level: 55 Posts: 83/709 EXP: 1235343 Next: 78846 Since: 07-07-12 Last post: 2188 days ago Last view: 564 days ago |
I'm not planning to buy Windows 8 at all, but if I do, I'm only going to be using Desktop mode with a hack to re-enable the Start Menu. I don't even know what Microsoft was thinking when they decided to drastically change the GUI. |
Marionumber1 |
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Wii U hacker Level: 55 Posts: 84/709 EXP: 1235343 Next: 78846 Since: 07-07-12 Last post: 2188 days ago Last view: 564 days ago |
I was the one who made Mario throw hammers, but it was just a model swap, not an actual object swap. Doing an object swap will be harder, but not impossible. To answer SSL's question, I have made some progress on Ice Mario, but not as much. It's much harder to get Ice Mario working, since it requires many other assets. However, I do have proof that Ice Mario's code is still in the game, because when I use an ASM hack to make it look like Mario is Ice Mario, he can walk on lava without getting hurt. Also, the game freezes when I try to walk on water with the hack. |
Marionumber1 |
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Wii U hacker Level: 55 Posts: 85/709 EXP: 1235343 Next: 78846 Since: 07-07-12 Last post: 2188 days ago Last view: 564 days ago |
I guess that it might be, if there was an Ice Ball object in the game. |
Marionumber1 |
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Wii U hacker Level: 55 Posts: 86/709 EXP: 1235343 Next: 78846 Since: 07-07-12 Last post: 2188 days ago Last view: 564 days ago |
Right now, I'm focusing on getting Flying and Ice Mario working. Adding new power ups is so far in the future, I'm not even thinking about it right now. |
Marionumber1 |
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Wii U hacker Level: 55 Posts: 87/709 EXP: 1235343 Next: 78846 Since: 07-07-12 Last post: 2188 days ago Last view: 564 days ago |
6 o'clock this evening |
Marionumber1 |
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Wii U hacker Level: 55 Posts: 88/709 EXP: 1235343 Next: 78846 Since: 07-07-12 Last post: 2188 days ago Last view: 564 days ago |
Well, I use IDA Pro when I'm looking for object classes, but if I'm only trying to see if the object is in SMG2, I use a hex editor. I'm sure that I didn't find the Bubble Generator in SMG2's main.dol, but it might have just been under a different name. Also, SunakazeKun is definitely in SMG2's main.dol. I've seen it before, and besides, we know that Tweesters work in SMG2. |
Marionumber1 |
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Wii U hacker Level: 55 Posts: 89/709 EXP: 1235343 Next: 78846 Since: 07-07-12 Last post: 2188 days ago Last view: 564 days ago |
Well, it's possible that I didn't add it right, so SSL should still test that. |
(post in restricted forum) |
Marionumber1 |
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Wii U hacker Level: 55 Posts: 91/709 EXP: 1235343 Next: 78846 Since: 07-07-12 Last post: 2188 days ago Last view: 564 days ago |
Also, if the object name does appear in main.dol, as well as a few strings related to it like animations and joints, followed by some memory addresses in hex, it's likely that the object is in the game. The memory addresses in hex actually represent the object vtable, which is a list of all its functions. |
Marionumber1 |
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Wii U hacker Level: 55 Posts: 92/709 EXP: 1235343 Next: 78846 Since: 07-07-12 Last post: 2188 days ago Last view: 564 days ago |
They're supposed to rhyme with Bill Board. |
Marionumber1 |
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Wii U hacker Level: 55 Posts: 93/709 EXP: 1235343 Next: 78846 Since: 07-07-12 Last post: 2188 days ago Last view: 564 days ago |
This is awesome, PhantomWings. I'm glad that you were able to figure out how to load the assets into the level. If I might ask, how did you get the Ice Flower in? Was it based on one of my ASM hacks, or did you just place the Ice Flower in the level after loading the resources?
Also, I plan to make a Riivolution patch for Ice Mario. Well, here it is. This patch should work, but NWPlayer123 said that the game didn't load. However, Dolphin did manage to, but unfortunately, I couldn't test Ice Mario with it. Anyone can try this patch out and tell me if it works. https://www.dropbox.com/s/49diqe973yvkx47/SB4E01.xml For the more technically inclined, this patch works by adding some custom code to a blank area in memory. It then replaces the end of the level initialization function with a branch to that code. The custom code is here: 806FA568: li r20, 0x249C
806FA56C: oris r20, r20, 0x8108 806FA570: lwz r20, 0(r20) 806FA574: li r21, 1 806FA578: stb r21, 3(r20) 806FA57C: blr I patched the level load function here: 804B1E98: b 0x806FA568 |
Marionumber1 |
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Wii U hacker Level: 55 Posts: 94/709 EXP: 1235343 Next: 78846 Since: 07-07-12 Last post: 2188 days ago Last view: 564 days ago |
I was actually trying to make the Fire Flower load Ice Mario, but unfortunately, my patch isn't working. Do you know what's wrong? |
Marionumber1 |
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Wii U hacker Level: 55 Posts: 95/709 EXP: 1235343 Next: 78846 Since: 07-07-12 Last post: 2188 days ago Last view: 564 days ago |
Like I said, it's possible to change the power up ID that the Fire Flower has (which is 2) to the Ice Flower's (which is 3). |
Marionumber1 |
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Wii U hacker Level: 55 Posts: 96/709 EXP: 1235343 Next: 78846 Since: 07-07-12 Last post: 2188 days ago Last view: 564 days ago |
Not necessarily, but that's how both PhantomWings and I are testing it. |
Marionumber1 |
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Wii U hacker Level: 55 Posts: 97/709 EXP: 1235343 Next: 78846 Since: 07-07-12 Last post: 2188 days ago Last view: 564 days ago |
The XML is supposed to patch an area of memory so Ice Mario works, and then make the Fire Flower act like an Ice Flower, but if I use it, the game doesn't load. |
Marionumber1 |
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Wii U hacker Level: 55 Posts: 98/709 EXP: 1235343 Next: 78846 Since: 07-07-12 Last post: 2188 days ago Last view: 564 days ago |
I'm actually using that custom ASM code to read the pointer that you specified in the Wiki and add 18 bytes to it to get the pointer to the flags and store it into r20. Then I write a 1 to the Ice Mario offset to enable Ice Mario always being loaded. Also, I'm purposefully using a normal branch, because I'm replacing the blr at the end of the level initialization function with it.
Additionally, what files are needed for Ice Mario? I have IceMario.arc, IceLuigi.arc, IceMarioHandL.arc, IceMarioHandR.arc, IceStep.arc, IceStepNoSlip.arc, and PowerUpIce.arc. |
Marionumber1 |
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Wii U hacker Level: 55 Posts: 99/709 EXP: 1235343 Next: 78846 Since: 07-07-12 Last post: 2188 days ago Last view: 564 days ago |
I'm going to try doing that in my code. Let's see if it works.
Nope, this code still doesn't work. li r20, 0x249C oris r20, r20, 0x8108 lwz r20, 0(r20) li r21, 1 stb r21, 21(r20) blr |
Marionumber1 |
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Wii U hacker Level: 55 Posts: 100/709 EXP: 1235343 Next: 78846 Since: 07-07-12 Last post: 2188 days ago Last view: 564 days ago |
So, where do you suggest I should hook it? Possibly the power up class constructor? |
Main - Posts by Marionumber1 |
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