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04-18-24 09:33 PM
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Main - Posts by isceptul

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isceptul
(post deleted) #68475

isceptul
Posted on 03-13-16 06:48 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 03-13-16 06:48 PM) Link | #68477
nsmbe throws an unhandled exception when i click "make and insert"

isceptul
Posted on 03-13-16 08:32 PM, in SM64DS Editor Help Thread - Post your questions here Link | #68494
whenever i type make after i type cd [my directory] i get an error that says "no rule to make target [my directory] needed by [my directory]" It was just working, but when i try to compile my own code, it no longer works.

isceptul
Posted on 03-13-16 08:47 PM, in Custom behaviour? (rev. 3 of 03-13-16 08:48 PM) Link | #68495
so would this be correct?

short int TmpRot[3] = { 0x0000, 0x0000, 0x0000 }; // this will hold the X, Y and Z rotation of the spawned object
int TmpPos[3] = { 0x0100, 0x0100, 0x0100 }; // this will hold the X, Y and Z position of the spawned object

// Use the object DB to get the actor ID which corresponds to the
// object ID of the object that you want to spawn
const short int OBJ_ZZZ_ACTOR_ID = 0x0025;

void hook_0202A7D4_ov_YY()
{
// calculate your desired rotation and position here,
// assume they're stored in xRot, xPos etc.
short int param01 = 0x0000; // parameter 1 as in SM64DSe
TmpRot[0] = xRot;
TmpRot[1] = yRot;
TmpRot[2] = zRot;
TmpPos[0] = xPos;
TmpPos[1] = yPos;
TmpPos[2] = zPos;
unsigned int spawnedObject = SpawnActor(OBJ_ZZZ_ACTOR_ID, param01, TmpPos, TmpRot);

isceptul
Posted on 03-14-16 12:43 AM, in SM64DS Editor Help Thread - Post your questions here Link | #68517
https://gyazo.com/01ee7f9db5d152be185d77ac39c80238

isceptul
Posted on 03-14-16 12:48 AM, in Custom behaviour? Link | #68518
out of curiosity, how would i be able to find the instruction that tells mario to bonk when he hits a wall? with coins, its easy, because your coins go up by 1, and i assume its the same method for 1 ups, but what if i wanted to find the code that made mario bonk when he hit a wall?

isceptul
Posted on 03-14-16 08:18 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 03-14-16 08:19 PM) Link | #68547
omfg, am i so dumb i didnt see that you said "source folder"? fml lol. https://gyazo.com/0d6b54e727cccaa12969f62c517cd072 (btw coins crash is my own code i just put in there to be compiled and patched in with the other scripts)

isceptul
Posted on 03-15-16 05:10 AM, in Custom behaviour? (rev. 3 of 03-15-16 07:21 PM by Fiachra) Link | #68607
So I could use this for any animation change such as ground pounding or ducking? This would actually be really cool to mess around with. Instead of ground pounding I could modify it to make mario spin mid air as if he bounced off a spin drift or something.

im just curious if i can put in cheat codes in no$gba debugger because i have a 100% cheat code that would make debugging a million times easier. (action replay)

isceptul
(post deleted) #68609

isceptul
(post deleted) #68610

isceptul
Posted on 03-15-16 07:48 PM, in Custom behaviour? (rev. 6 of 03-16-16 04:43 PM) Link | #68638
Ok, I will from now on.

Also in there anyway to play an action based on the animation? (Ex. If the b button is pressed while the current animation is a long jump, mario will spin jump)

I know the check is possible, from studying the hover example, but im curious how to play the action and not just change the animation.

isceptul
Posted on 03-21-16 12:43 AM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 03-21-16 02:04 AM) Link | #68958
This question is mainly directed at fiachra or staplebutter, but if you know any arm asm feel free to answer. How am I able to play an action based on when a button is pressed. Fiachra explained how to change he animations, but I want to change the action being performed (ex. If b is pressed, mario will start a spin jump)

EDIT: also, im unable to find what value to check if the Y button is being pressed, all i could find from looking through the ASM Template was that the value to check if the B button is being pressed is 0x00F and if LandR are being pressed which is 0xF00

What are the values for all the other buttons to check if they are pressed?

isceptul
Posted on 03-26-16 03:18 AM, in all button press values? Link | #69083
WELP! Didnt want to make a thread, but no one replied in the help thread, soooo...

I'm trying to write ASM for sm64ds and i need the player to be able to perform an action when they press a certain button. All that was given in the asm patch template folder was the button press values for B (0x00F) and the the values for either L or R being pressed (0xF00), i need to know what the rest of the button pressed values are. Thanks in advance!

isceptul
Posted on 03-26-16 03:44 AM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 03-26-16 03:44 AM) Link | #69084
So im writing ASM and my code wont compile onto my ROM because of something in the script but the script seems perfectly fine to me. IDK what the error is, can anyone help? the code is supposed to make Mario grow big if you press the R button while hes not on the ground

#include "SM64DS.h"

bool doNothing = false;

void hook_020e50ac()
{
if (CHARACTER == CHAR_Mario)
{
unsigned short keys = KEYS;
unsigned short pressedLAndR = keys & 0xF00;
unsigned short checkPressedR = (pressedLAndR);

if (checkPressedR);
{
if (isOnGround)
{doNothing = true;
doNothing = false};
else
{Player_PerformAction (MarioActor *, char 0x9A, unsigned int loop_related, unsigned short playspeed_20_12);)}
}
}
}


isceptul
Posted on 03-28-16 06:43 AM, in SM64DS Editor Help Thread - Post your questions here (rev. 3 of 03-28-16 07:14 AM) Link | #69176
my codes not working, it says nds_printf was not declared in this scope when its clearly defined in symbols.x

#include "SM64DS.h"

unsigned short X = 80;
unsigned short Y = 80;

void hook_020e50ac()
{
nds_printf(X,Y,"Hello World");
}

EDIT: Whats the syntax for nds_printf? The symbols.x file isnt helpful since it doesnt give the arguments, nor do any of the documents provided, and it obviously doesnt work without the correct arguments. Arguments should be added in sm64dse R95.

isceptul
Posted on 03-28-16 03:24 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 9 of 03-29-16 12:18 AM) Link | #69196
1.What hook can i use to do something once? Like for the second code i'm just printing text onscreen, which if its raw text (and not a variable) it only needs to be run once to be put on the screen. The one i used runs every frame.

2.And also, the reason i did grow big on command is because i couldnt find the value for the spin jump, is there anyway to make mario do a spin jump, or do i just have to spawn a spin drift under him? (which i really dont wanna do because im pretty sure youll see the spin drift for one frame)

3. I looked through the NSMBPatchTemplate and the print function is still not compiling. I dont understand what the errors in console mean.

#include "SM64DS.h"
#define GREEN 0xE000

u16** topScrenPtr = (u16**) 0x020859EC;
u16 something[2];
something[0] = GREEN;
something[1] = GREEN;

void hook_020e50ac()
{
(something,*topScreenPtr + 33,"Hello World",ptr);
}

4.The code you gave me still doesnt compile, it says ACT_RUN_ONCE was not declared on the scope

EDIT: NVM i defined ACT_RUN_ONCE and deleted the hover example and it worked, except now my game crashes everytime i load a file. How do i fix the crash?

5. @fiachra do you have skype? I always have a lot of errors and the help thread is very slow and inefficient (especially for someone trying to learn ASM, and as nooby as me)

isceptul
Posted on 04-24-16 09:56 PM, in Marios colour values? (rev. 3 of 04-24-16 09:59 PM) Link | #69967
I want to change the colours on mario via asm, so im curious what the values for all the colour on marios body are. And how they should be modified to get the colour I want. thanks.

I figured I shouldnt put this on the help thread incase someone else wants to use it.

isceptul
Posted on 04-25-16 02:04 AM, in SM64DS Editor Help Thread - Post your questions here Link | #69975
anyone know where the graphic for the invisible secret is in the file system? I want to modify it to give it a graphic.

isceptul
Posted on 04-25-16 08:04 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 3 of 04-25-16 11:01 PM) Link | #69997
How can i give the secret a graphic that will disappear when the secret is collected?

isceptul
Posted on 04-25-16 09:31 PM, in Marios colour values? (rev. 2 of 04-25-16 09:35 PM) Link | #70003
When mario picks up a balloon power up, I want his colours to change, and when the balloon ends I want them to change back. I want a fire flower colour scheme so red pants and white shirt, white hat. I figure I can just place a hook at the balloon command since im going to be getting rid of the balloon power up. (And replacing it with fire flower behaviour.)

I dont know how to translate AR values to use in ASM.

220438a4 0000002b
d2000000 00000000

For example that is a colour code.
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Main - Posts by isceptul

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