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04-26-24 03:19 PM |
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Main - Posts by StarPants |
StarPants |
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Red Koopa Normal user Level: 24 Posts: 101/124 EXP: 74820 Next: 3305 Since: 04-12-16 Last post: 1372 days ago Last view: 12 days ago |
I'm pretty sure there's documentation for that somewhere in here. |
StarPants |
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Red Koopa Normal user Level: 24 Posts: 102/124 EXP: 74820 Next: 3305 Since: 04-12-16 Last post: 1372 days ago Last view: 12 days ago |
Ok nevermind. It might be game specific then. |
StarPants |
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Red Koopa Normal user Level: 24 Posts: 103/124 EXP: 74820 Next: 3305 Since: 04-12-16 Last post: 1372 days ago Last view: 12 days ago |
I haven't done much progress since the last update because I've been working on other things, but I decided to finally upload the current version anyway. See the first post. |
StarPants |
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Red Koopa Normal user Level: 24 Posts: 104/124 EXP: 74820 Next: 3305 Since: 04-12-16 Last post: 1372 days ago Last view: 12 days ago |
^ Not true
also, that question is answered here: https://kuribo64.net/board/thread.php?pid=94176#94176 |
StarPants |
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Red Koopa Normal user Level: 24 Posts: 105/124 EXP: 74820 Next: 3305 Since: 04-12-16 Last post: 1372 days ago Last view: 12 days ago |
which version of the rom are you using?
you could wait until someone fixes that bug or try with a rom from a different region |
StarPants |
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Red Koopa Normal user Level: 24 Posts: 106/124 EXP: 74820 Next: 3305 Since: 04-12-16 Last post: 1372 days ago Last view: 12 days ago |
door borders and letters are colored with vertex colors i think
you could put the upside down L in the level model if importing and exporting go cleanly. If not, you can make a custom platform with the custom platform tutorial |
StarPants |
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Red Koopa Normal user Level: 24 Posts: 107/124 EXP: 74820 Next: 3305 Since: 04-12-16 Last post: 1372 days ago Last view: 12 days ago |
These things aren't really related to ASM hacking, but i still recommend learning that since it could give you more freedom with this hack.
Yeah, vertex colors are related to 3D modeling. You can edit them in blender in the vertex paint mode. Idk how bmd stores them, but that isn't necessary to know. Was the bmd model you tried to load from the rom file system? If so, it shouldn't give an error unless the model is corrupted or something. The model importer can't import external bmd models afaik, but you can replace bmd models with external bmd files with the rom file system viewer or whatever it's called. Don't worry about the "invalid rom header" warning. I think it happens because the rom size that the header tells is different than the actual rom size. The editor probably changes the rom size but doesn't bother to change the number in the header too, because that doesn't really matter. |
StarPants |
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Red Koopa Normal user Level: 24 Posts: 108/124 EXP: 74820 Next: 3305 Since: 04-12-16 Last post: 1372 days ago Last view: 12 days ago |
1. As others said, this is hard but i might want to try it in the future
2. Tiny and huge islands are different levels, so the silver stars kinda have to respawn unless you do some trickery. Even if they didn't, it wouldn't work so well. If you switched from huge to tiny, the stars would be too far away from the mountain to collect, and if you switched from tiny to huge they would be inside the mountain. You would have to make it so that their position vectors are divided and multiplied accordingly when changing the level. 3. As Gota said there's an additional patch for that, but i personally prefer asm patches so i've made a one that does the same thing: /*overwrite
ovr_02013df4: orr r1, r1, #0x88 overwrite*/ 4. I made a code for this because it felt interesting /*overwrite
ovr_020b1950_ov_02: add r13, r13, #0x18 pop {r4, r14} bx r14 overwrite*/ 6. dy has already found out what needs to be changed in here |
StarPants |
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Red Koopa Normal user Level: 24 Posts: 109/124 EXP: 74820 Next: 3305 Since: 04-12-16 Last post: 1372 days ago Last view: 12 days ago |
Those images dy posted show what needs to be changed, but not excactly how. I made this code based of them since i'm probably gonna need it too at some point
/*overwrite @ Spawn a feather and not a power flower ovr_02149ab0_ov_66: mov r4, #0 b 0x02149ac4 @ Don't despawn it if the player isn't Mario ovr_020b2ed0_ov_02: cmp r0, r0 @ Give wings if collected ovr_020e03e4_ov_02: cmp r0, r0 overwrite*/ |
StarPants |
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Red Koopa Normal user Level: 24 Posts: 110/124 EXP: 74820 Next: 3305 Since: 04-12-16 Last post: 1372 days ago Last view: 12 days ago |
he's most likely to replace the level model with something else, i was dumb writing my first post lol
but there's still a problem of silver stars getting stuck inside walls unless the two levels are gonna be the same model with different textures or something |
StarPants |
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Red Koopa Normal user Level: 24 Posts: 111/124 EXP: 74820 Next: 3305 Since: 04-12-16 Last post: 1372 days ago Last view: 12 days ago |
Firstly, luigi's mansion ds and galaxy ds (the rom hack, not sure about the homebrew game) are ded afaik. Sunshine ds would probably be too if some people weren't continuing it.
Also, the community is not big in any way, but it's still pretty active for its size. (it still doesn't happen to be that active here anymore). Most of the community, as long as i'm avare of, hangs out in the sm64ds hacking discord server. Some people in there might be interested in doing this, but might be not. (Some of us are developing a system for making custom cutscenes with a scripting language hidden in the game btw) |
StarPants |
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Red Koopa Normal user Level: 24 Posts: 112/124 EXP: 74820 Next: 3305 Since: 04-12-16 Last post: 1372 days ago Last view: 12 days ago |
I have a couple of small projects at the moment, and i'm planning to make a major hack in the future, but maybe i can do something like that at some point |
StarPants |
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Red Koopa Normal user Level: 24 Posts: 113/124 EXP: 74820 Next: 3305 Since: 04-12-16 Last post: 1372 days ago Last view: 12 days ago |
yesterday i downloaded splatoon 1 with a years old download code i found lying around
i gotta say it's really fun to play, but it feels like it lets me win too easily because i'm new :p |
StarPants |
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Red Koopa Normal user Level: 24 Posts: 114/124 EXP: 74820 Next: 3305 Since: 04-12-16 Last post: 1372 days ago Last view: 12 days ago |
i was messing around with download play and suddenly audio in the whole os stopped working
funnily enough, windows 10's troubleshooter started automatically but ofc it didn't do shit Reinstalling drivers was enough to fix that though |
StarPants |
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Red Koopa Normal user Level: 24 Posts: 115/124 EXP: 74820 Next: 3305 Since: 04-12-16 Last post: 1372 days ago Last view: 12 days ago |
1. If you want to make asm hacks, use other peoples asm hacks or make custom cutscenes then the european version is the best option. It doesn't have as much free ram as some other versions though.
2. You can skip the intro with that one "additional patch" in the editor 3. See this for the first thing. For the wall jumps, try this code i made #include "SM64DS_2.h"
extern "C" bool wallSlideOrNot() { static short angle; if ((unsigned)(PLAYER_ARR[0]->currState) != Player::ST_WALL_JUMP || PLAYER_ARR[0]->ang.y != angle) { angle = PLAYER_ARR[0]->ang.y; return true; } PLAYER_ARR[0]->ang.y += 0x8000; return false; } void nsub_020c1dbc() { asm ( "push {r1-r12, r14} \n\t" "bl wallSlideOrNot \n\t" "pop {r1-r12, r14} \n\t" "cmp r0, #0 \n\t" "beq 0x020c1e28 \n\t" "bne 0x020c1dc8 \n\t" ); } btw it prevents you from wall jumping from the same wall twice while staying in air because otherwise you could climb the walls infinitely with luigi Idk about the luigi backflip thing, but it sounds possible |
StarPants |
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Red Koopa Normal user Level: 24 Posts: 116/124 EXP: 74820 Next: 3305 Since: 04-12-16 Last post: 1372 days ago Last view: 12 days ago |
hey how is this doing? |
StarPants |
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Red Koopa Normal user Level: 24 Posts: 117/124 EXP: 74820 Next: 3305 Since: 04-12-16 Last post: 1372 days ago Last view: 12 days ago |
this code will do that
#include "SM64DS_2.h"
extern "C" bool wallSlideOrNot() { static short angle; if ((unsigned)(PLAYER_ARR[0]->currState) != Player::ST_WALL_JUMP || PLAYER_ARR[0]->ang.y != angle) { angle = PLAYER_ARR[0]->ang.y; return true; } PLAYER_ARR[0]->ang.y += 0x8000; return false; } void nsub_020c1dbc() { asm ( "push {r1-r12, r14} \n\t" "bl wallSlideOrNot \n\t" "pop {r1-r12, r14} \n\t" "cmp r0, #0 \n\t" "beq 0x020c1e28 \n\t" "bne 0x020c1dc8 \n\t" ); } how to insert: https://youtu.be/eOo3bF7l3lM |
StarPants |
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Red Koopa Normal user Level: 24 Posts: 118/124 EXP: 74820 Next: 3305 Since: 04-12-16 Last post: 1372 days ago Last view: 12 days ago |
might as well post this here in case someone happens to be interested
I've been working on an application that allows you to play sm64ds online with people (kinda like Net64), and it's somewhat functional. the reveal trailer: a video with actual online gameplay: It works in a peer-to-peer fashion, and the communication happens over UDP on IPv6. Using IPv6 makes it a bit easier for people to host a game from their computer, but since some ISPs still don't support that i'm gonna make it compatible with IPv4 too. Also, a lot of the games code seems to be written for 4 players, so it's gonna take some work to get it work with more than that. Feel free to ask me something |
StarPants |
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Red Koopa Normal user Level: 24 Posts: 119/124 EXP: 74820 Next: 3305 Since: 04-12-16 Last post: 1372 days ago Last view: 12 days ago |
it doesn't work on real hardware at the moment since the DS wifi isn't exactly easy to work with, but i might look into it once the first PC version is released |
StarPants |
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Red Koopa Normal user Level: 24 Posts: 120/124 EXP: 74820 Next: 3305 Since: 04-12-16 Last post: 1372 days ago Last view: 12 days ago |
the release date? it's either later this year or sometime in 2020 |
Main - Posts by StarPants |
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