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04-25-24 11:30 PM
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Main - Posts by Sparsite

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Sparsite
Posted on 11-02-16 08:00 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 11-02-16 08:01 PM) Link | #79427
Posted by FFIVGUY
I looked through the games files, but I can't seem to find what I am looking for. I am looking for the file(s) for the character stats, such as, speed, weight, strength, and jump height. So, can somebody help me figure out where they might be? Or are they hardcoded into the game?


The limits aren't stored in ordinary files. if I had to guess, most or all of what you are loooking for is stored somwhere in overlay 2 because this overlay handles all the player controls and is always loaded. You could also modify stuff such as speed by simply using the asm patch template. The hover example has a hook that runs every frame, just go PLAYER->forwardSpeed = modified_speed; you would havd to figure out the other values though in RAM watch.

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Sparsite
Posted on 11-02-16 11:32 PM, in SM64DS Editor Help Thread - Post your questions here Link | #79431
Posted by FFIVGUY
How would I get to PLAYER->forwardSpeed?


Using the asm patch template as previously mentioned. I take it you don't know anything about coding?

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Sparsite
Posted on 11-02-16 11:34 PM, in Latest compiled Coinkiller? Link | #79432
Why do you release it and make the user compile it?

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Sparsite
Posted on 11-02-16 11:41 PM, in Latest compiled Coinkiller? Link | #79434
Posted by StapleButter
we're giving the source code, which is different from releasing it


Isn't there a Debug/Release folder with the compiled exe already in it though?

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Sparsite
Posted on 11-04-16 02:01 AM, in SM64DS Editor Help Thread - Post your questions here Link | #79462
Posted by FFIVGUY
OK thanks


Ill send a template in a day or 2 with marios speed modified and instructions on how to patch the code.

You can ram search the other values in desmumes ram search and modify them too along with the speed.

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ASMR:
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Sparsite
Posted on 11-04-16 02:11 AM, in Latest compiled Coinkiller? Link | #79463
Posted by Mariomaster
No, if I upload a build, I only upload the necessary files.

The build and release folders are generated when building it yourself.

(Or you dowloaded a build from someone else)


I recommend releasing the build folders.

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Sparsite
Posted on 11-04-16 07:55 PM, in Latest compiled Coinkiller? Link | #79471
Posted by Mariomaster
What's the point to do that?

The build folders contains stuff like object files and some uncompiled files which are entirely useless.


Well then release whatever folder has the exe on your computer. Much simpler than the end user compiling it. But if you want a more 'valid' reason, some people might have outdated build tools and are unable to compile it.

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Sparsite
Posted on 11-04-16 08:08 PM, in Latest compiled Coinkiller? Link | #79473
Posted by StapleButter
Update the build tools then?


I can't. My computer is too outdated to compile things like NSMBe5 and EveryFileExplorer. Not that I want to use this, just saying.

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Sparsite
Posted on 11-04-16 08:20 PM, in Latest compiled Coinkiller? Link | #79475
Posted by StapleButter
Windows Vista, right?

yeah, that's outdated, you should get Windows 7 :P


Yeah. I was planning to pirate it back before I knew that stuff like build tools would be outdated, but apparently it was going to take hours to install, so I decided to bail because I didn't think it was worth it.

Not that I can't afford it, just don't feel like paying for a disk. I'll get a new computer soon enough anyways.

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Sparsite
Posted on 11-04-16 08:42 PM, in Latest compiled Coinkiller? Link | #79477
Posted by StapleButter
y'know, I used to be against piracy, but as far as Microsoft is concerned, I don't give a shit, pirate all you like

getting a new computer is nice too, but you will surely get Windows 10, and it may be locked down to prevent installing anything else, so watch out for that


I don't really care about the OS. My old PC had windows 8 and it didn't really bother me.

I tend to only pirate large scale things like Photoshop.

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Sparsite
Posted on 11-04-16 09:54 PM, in Latest compiled Coinkiller? Link | #79480
Posted by StapleButter
there are multiple very good reasons to avoid Windows 10, though. unless you don't mind your computer eventually turning into a smartphone-like consumer toy...


Good point

Posted by Mariomaster
I somehow think that you don't get what I meant. I meant that I allways upload the files necessary for running from the build folder, of course including the exe :P
I just don't uplaod the entire build folder, since most of the files are unnecessary.


Oh, ok.

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Sparsite
Posted on 11-06-16 12:24 AM, in WiiU gamepad haxing Link | #79513
Posted by StapleButter
it's been nearly a month, but anyway...

shit's getting somewhere


What exactly is that? The Wii U firmware?

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Sparsite
Posted on 11-06-16 12:31 AM, in WiiU gamepad haxing Link | #79515
Posted by StapleButter
oh right. I owe some gory technical details.

I desoldered the gamepad's Flash chip (in a completely unconventional way, but who cares, it came out okay). Soldered wires to it, hooked it to a raspi.

holy fucking miracle, it worked. so I dumped the contents of that Flash chip.

the contents are what is shown in the hex editor. it's the WiiU gamepad firmware.

(noting that the firmware of the WiiU itself would be encrypted, and more difficult to get in plaintext :P )


So how exactly are you going to reverse engineer it? Are you going to have to keep soldering and unsoldering the wires to test it?

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Sparsite
Posted on 11-06-16 12:56 AM, in WiiU gamepad haxing Link | #79517
Posted by StapleButter
I have yet to think of a convenient way to flash it with my own code and test it, yeah. maybe some connector thing for the Flash chip? uploading code via some expansion port?

but eh, before that, there's some RE to do. like, figuring out what the fuck the code does, what the hardware registers are, etc...


Wait, so are you gonna be reverse engineering by that stuff in pure hex?

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Sparsite
Posted on 11-06-16 01:01 AM, in WiiU gamepad haxing Link | #79519
Posted by StapleButter
nah. I extracted the code and threw it in IDA :P


Where your going to start? I can only reverse engineer stuff with real time debugging tools like no$gba, so I'm pretty clueless outside of that. (I feel like placing 20 random NOPs and seeing what happens is the wrong approach)

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Sparsite
Posted on 11-06-16 11:36 PM, in Super Mario Star Land [Released!] Link | #79541
Posted by NintendoFan
I know what stupidity looks like, I don't need to be shown examples. >_>

It's also kinda rude that you called him stupid...


But he was stupid, so it is appropriate.

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Sparsite
Posted on 11-07-16 01:32 AM, in Super Mario Star Land [Released!] (rev. 2 of 11-07-16 01:32 AM) Link | #79546
Posted by poudink
Edited so that my post is more clear.


No editing necessary. StarLand was an idiot. His early hack releases barely function like a proper game, and his grammar is terrible.

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Sparsite
Posted on 11-07-16 02:44 AM, in Super Mario Star Land [Released!] Link | #79549
Posted by poudink
I don't think they're good examples: the alpha was released because he had no motivation to work on this anymore, so he thought it was better than nothing, which is right and his bad grammar can be explained by the fact that he's German. A better example is how quickly he passes from "I'm sorry I want unban" to "OMG you suck" .


No motivation to work on a project isn't an excuse to release an early piece of garbage. The game had no stars at all (that I could find) no custom music, all the doors were glitchy, no kcl to stop me from falling in certain places or going out of bounds. The warps were messed up. He would have been better off just showing the screen shots. They made the game look better than the demo.

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ASMR:
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Sparsite
Posted on 11-07-16 04:29 AM, in Zelda DS Hacking [HELP] (rev. 2 of 11-07-16 04:29 AM) Link | #79551
Things are making progress. I've got a very early build of a ZMB editor I made from scratch. I still have to fix some bugs, but it works!

There's no way to actually replace the ZMB files though, because EFE and MKDS CM don't actually save the new ZMB file. I'm going to talk to Gericom about opening these bin files (compressed NARC files) and see if he can fix the save button.

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ASMR:
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move r0 r7
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Sparsite
Posted on 11-07-16 08:27 PM, in Zelda DS Hacking [HELP] Link | #79557
Posted by Platinatic
I don't know if you know about this, but saving in EFE is a little weird.
You have to press save in every window in order to save the changes.
So pressing save in a subfolder of a file isn't enough, you have to press save on the window that opened when you opened the file (an intire rom, for example).
Saving works, but it's just not convenient.


Oh, thanks. It seems to be working now. Now the ZMB editor will actually be useful for now (I want to eventually integrate it so it edits the ZMB files just by opening the ROM itself).

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ASMR:
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Main - Posts by Sparsite

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