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04-18-24 09:30 AM
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Main - Posts by Sparsite

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Sparsite
Posted on 06-06-16 05:49 AM, in SM64DS Editor Help Thread - Post your questions here Link | #71558
here is the model I used

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Sparsite
Posted on 06-07-16 04:14 AM, in Miniboss Spawns Key (rev. 2 of 06-07-16 04:15 AM) Link | #71637
I have modified the Wiggler boss fight to spawn the Wario key instead of a regular star. You could easily do this with all the other mini bosses as well.

Not exactly sure why it says the star is breath taking view from the bridge(from tall, tall mountain), but I haven't bothered to look into it.

This was mainly inspired from Super Mario Star Road's first two bosses, as they were just mini bosses reprogrammed to give you a key when defeated.

Video:



Source Code:

#include "SM64DS.h"

const short int OBJ_ZZZ_ACTOR_ID = 0x011A;
short int param01 = 0x0004;
int TmpPos[3] = {0,0,0};
short int TmpRot[3] = {0,0,0};

void repl_0200FF50()
{
TmpPos[0] = PLAYER->xPos;
TmpPos[1] = PLAYER->yPos;
TmpPos[2] = PLAYER->zPos;
TmpRot[0] = 0;
TmpRot[1] = 0;
TmpRot[2] = 0;
SpawnActor(OBJ_ZZZ_ACTOR_ID,param01,TmpPos,TmpRot);
}


____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Sparsite
Posted on 06-09-16 11:18 PM, in Miniboss Spawns Key (rev. 2 of 06-09-16 11:20 PM) Link | #71768
You patch it to your rom with the ASM Patch Template

Obviously, this only works with the Wiggler though. If you want it to work for other mini bosses, you can either do it yourself, or ask me.

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Sparsite
Posted on 06-09-16 11:59 PM, in Normal Day in SM64DS (rev. 2 of 06-10-16 12:00 AM) Link | #71771
[image]

y'now? changing random values and stuff?

(Thought I'd share this result, was just changing 1's to 0's. It was very, ugh... interesting to say the least.)

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Sparsite
Posted on 06-11-16 01:10 AM, in Help With ASM Patches (rev. 2 of 06-11-16 01:10 AM) Link | #71853
I will make #3.

Also, Patch #2 seems very silly, why would you want an 8th star in the first place? If it ain't broke, don't fix it. (It would be complicated to figure out, and really not worth it is what im saying.)

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Sparsite
Posted on 06-11-16 02:40 AM, in Normal Day in SM64DS (rev. 4 of 06-11-16 02:42 AM) Link | #71857
Heheh, I corrupted the game in playable way, StapleButter.

[image]

Yes, I flattened the game, and its playable!

This is so cool, I need to make a video of this.

If anyone wants to try this, just replace the offset 0x02053524 (i did it in no$gba debugger) and load a file.
code]

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Sparsite
Posted on 06-11-16 03:02 PM, in Help With ASM Patches (rev. 2 of 06-11-16 03:03 PM) Link | #71878
That's just like saying Hey, Nintendo, why you make a 7th mission...i...i mean like...why?


no, not really, lol. The difference is that Nintendo is not asking someone else to do it for them, and adding seventh mission is hella easy for them especially because they built the engine from scratch and are not modding an existing engine.

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Sparsite
Posted on 06-11-16 09:21 PM, in Editor development (rev. 2 of 06-11-16 09:21 PM) Link | #71898
There should be an option in the editor settings to toggle user friendly object names.

Ex. Kuribo changes to Goomba, Dokan changes to Warp Pipe

Its really annyoing having to refer to the object database everytime I want an object that doesn't have an identifiable name.

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Sparsite
Posted on 06-12-16 08:00 PM, in Editor development Link | #71947
It should be an option thats quickly togglable via the editor settings. You still need the internal names for checking the object banks.

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Sparsite
Posted on 06-15-16 07:24 PM, in Normal Day in SM64DS (rev. 2 of 06-15-16 07:24 PM) Link | #72099
super mario 64 ds chaos edition confirmed ;)


Actually, I'm working on that. Gimme some time ;^)

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Sparsite
Posted on 06-20-16 04:43 AM, in Normal Day in SM64DS (rev. 3 of 06-20-16 04:44 AM) Link | #72303
Posted by Hiccup
Replace the memory address 0x02053524?
With what?


Anything that doesnt affect the game I just wrote "cmp r1,r2" as it compares registers 1 and 2 but doesn't execute anything.

I did it in no$gba debugger, its pretty simple to figure out the offset in hex in no$gba debugger (which I never did).

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Sparsite
Posted on 06-23-16 12:00 AM, in Cloud Cap in SM64DS! (rev. 7 of 07-21-16 07:14 AM) Link | #72349
Yep, I programmed the cloud cap in SM64DS. Credits to Stomatol for the cloud model, and also suggesting improvements as I made this! (clap clap)

So currently the Cloud Cap still has some things to fix, (like removing previous clouds) but it works really well!

You can only spawn clouds when you have the Wing Cap on. I know it should be replacing balloon Mario, but I wanted to see how well this would work before diving deeper into the idea, so I just replaced the wing cap.

Because of this, I wont release a download/source.



UPDATE:
Some updates on a newer cloud cap version, Minato Namikaze made me a Cloud Cap model, which means Mario no longer has wings on his hat! Second thing, which is minor but breathes much more life into the clouds, Stomatol added a face to the clouds.

In addition to these aesthetics, I've also been reworking the code so only 3 clouds may exist at a time. I'm also making the clouds despawn when the timer runs out.

Next update, I will release the source code.

Screenshots:
[image]

[image]
Finally imported the cloud flower, turns out I needed to scale it much larger than before.

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Sparsite
Posted on 06-23-16 11:43 PM, in Normal Day in SM64DS (rev. 7 of 06-24-16 12:07 AM) Link | #72363
yo, this animation editor is pretty cool!
[image]

bowser finally loses it (crying in a fetal position)
[image]

the treasure chest is hungry? looking for someone? nodding its head no?
[image]

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Sparsite
Posted on 06-25-16 03:07 AM, in Normal Day in SM64DS (rev. 3 of 06-25-16 03:08 AM) Link | #72382
looks like the chest disagrees with your practices, sir


aha, who knew the chest was an asm god.

just write a nop (which is internally equivalent to 'mov r0, r0' or something like that)

'cmp r1,r2' does have an effect, it changes the status flags depending on the comparison result :P


Thanks for the tip though, I thought cmp was basically a nop without a moveq, movne, beq, bne, etc. following, but I guess not. Ill use mov r0,r0 when debugging from now on.

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Sparsite
Posted on 06-30-16 11:20 PM, in Blockland (rev. 2 of 06-30-16 11:20 PM) Link | #72635
I used to destroy the maps a while back. I remember it had some sort of rampage mode where it turned you big and you just got to destroy stuff, but I didn't spend too much time on the game. I just did this on the demo.

I didn't know you could script blocks though. Guess its similar to roblox. I know quite a bit of LUA, what language does blockland use for block scripting?

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Sparsite
Posted on 07-04-16 01:00 AM, in Another Super Mario 3D [RELEASED] Link | #72966
LOL, the fact that people are bootlegging this rom hack and selling it for money is really funny. They probably don't even know what SM64DSe is either.

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Sparsite
Posted on 07-04-16 03:32 AM, in SM64DS Editor Help Thread - Post your questions here Link | #72968
Whenever I import a model over the feather (inside the red powerup box) the model is invisible. There's also no associated .bca animation file with the model so i'm assuming the associated animation is hardcoded. Any idea whats up with this?

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Sparsite
Posted on 07-05-16 05:45 AM, in Editor development (rev. 12 of 08-04-16 05:50 AM) Link | #72987
1. You are not able to import anything over pokeys. It says there is no head.bmd, even though there is a head.bmd and a body.bmd in the pokeys folder, so im pretty sure this is a bug with the editor.

2. *suggestion deleted because skelux told me to not post his code on kuribo*

3. Update SM64DS.h 8-) (let me know if you need help)

4. words: drop to ground button (its basically impossible to have a pushable metal block.)

5. this is for the US 1.0 rom but I think its the same for EUR so these should work with the asm patch template because on US 1.0 its base + 5c for player X pos and thats the same on eur.

address size (bytes) description
base+$8 1 which character are you playing with
base+$5c 4 character X
base+$60 4 character Y
base+$64 4 character Z
base+$8e 2 character model angle
base+$94 2 character motion angle
base+$98 4 forward speed
base+$a4 4 character X speed
base+$a8 4 character Y speed
base+$ac 4 character Z speed
base+$370 12 I think these have to do with what mode you're in
(walking/jumping/swimming/crouching/etc.)

The following are actually less than base; this means they are probably in a separate object, so they might not always be at the same place relative to base (although they are consistent in limited testing).
address size description
base-$12c 4 camera X
base-$128 4 camera Y
base-$124 4 camera Z
base-$3a 2 camera up/down angle

Us1.1 values that probably apply for eur rom too.
base + 0x69d = Y run timer (size: 1 byte)
base + 0x308 = Base address of held object
base + 0x310 = Base address of eaten object
base + 0x676 = Yoshi swallow countdown (size: 2 bytes)

UPDATE:
So I added current character (+008) to marios actor struct and it works. Although its useless, I'm now fairly certain the 1.0/1.1 addresses work the same on EUR.

EDIT: Motion angle (+094) is confirmed working too

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Sparsite
Posted on 07-06-16 07:43 PM, in Spongebob Quotes! Link | #73029
SpongeBob: "Hey Patrick, what am I now?"

Patrick: "Um... Stupid?"

SpongeBob: "No, I'm texas!"

Patrick: "What's the difference?"

aahhahahahhaha

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Sparsite
Posted on 07-17-16 03:49 AM, in SM64DS Editor Help Thread - Post your questions here (rev. 8 of 07-24-16 06:16 PM) Link | #73728
Very weird isssue I'm having, I replaced the red coin model, and it looks perfect in SM64DSe, but in-game, it still loads the red coin model from far away.
[image]
EDIT: I found a low poly version of the red coin and imported over the low poly version and it still has the graphical issue below, except its smaller.

When I get closer to it, the texture is screwed up. I have set to "Best Quality" and I tried both vertically flip textures and, without it.
[image]

Its supposed to be a dragon coin but the top gets cut off and puts it at the bottom.

please, Lord Fiachra, or anyone, help me!

EDIT: Dumb ASM error, updating an objects position isn't working properly. In my code I have this:

short int const X_LOC_OFFSET = 0x5C;
short int const Y_LOC_OFFSET = 0x60;
short int const Z_LOC_OFFSET = 0x64;

later on...

cloudOne = SpawnActor(CLOUD_ACTOR_ID,param01,TmpPos,TmpRot);

later on...

*((volatile int*)(cloudOne + X_LOC_OFFSET)) += PLAYER->xPos;
*((volatile int*)(cloudOne + Y_LOC_OFFSET)) += PLAYER->yPos - 500000;
*((volatile int*)(cloudOne + Z_LOC_OFFSET)) += PLAYER->zPos;

It moves the position of the cloud but not to the location im telling it to(I dont know where its teleporting to). I spawn the cloud fine with SpawnActor, but when I use the exact same coordinates to move the object under me again, it completely disappears.

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP
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Main - Posts by Sparsite

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