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12-16-17 07:20:15 PM

Jul - SM64 Hacking - SM64 RAM addresses thread New poll - New thread - New reply
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Lyskar
12210
-The Chaos within trumps the Chaos without-
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Posted on 04-27-13 07:23:13 PM (last edited by Metal_Man88 at 04-27-13 07:28:09 PM) Link | Quote
Starting a new thread. Link to old one is here.

If I see any banned people posting in here, their codes will be deleted.

Furthermore, recolor codes are banned from this thread. Don't post them in here! Go to the old thread if you want those.
ArchangelGabriel
Random nobody
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Posted on 04-28-13 07:07:15 PM Link | Quote
Just figured out how to alter "properly" and with flexibility Koopa the Quick's racing speed:

812FD202 XXXX ( for Tiny-Huge Island's Race )

812FD21A YYYY ( for Bob-Omb Battlefield's Race )

whereas the default value of XXXX is 40C0 and the one I suggest shouldn't be much higher ( like 4100 ),

but YYYY can be as high as 4 times the default value and still be feasible. ( default: 4080, suggested: 4180 )

Please notice that these coefficients are floats ( duh! ),
and that link can be very useful with it :

http://www.binaryconvert.com/convert_float.html
shyguyhex

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Posted on 06-19-14 02:43:04 AM (last edited by shyguyhex at 07-22-14 07:09:43 PM) Link | Quote

Some functions (I may have mixed up some of the "top"/"bottom" args)

Printer for HUD numbers:
802D62D8 (A0 = int left, A1 = int bottom, A2 = pointer ascii_format_string, A3 = int value)
Base converter: 802D5E54 (A0 = value, A1 = int base, A2 = pointer ??, A3 = pointer ??)

Printer for HUD symbols:
802D6554 (A0 = int left, A1 = int bottom, A2 = pointer ascii_string)

Printer for "PRESS START" at starting screen:
802D66C0 (A0 = int left, A1 = int top, A2 = pointer ascii_string)

Printer for "SELECT FILE" and "NEW" in select file screen:
802D7B84 (A0 = byte charset, A1 = int left, A2 = int top, A3 = pointer sm64_string)
Latin charset = 1
Japan charset = 2

Create menu (course pause screen):
802DBE68 (A0 = int left, A1 = int bottom, A2 = pointer option)
(Option is normally 80331490)

Create R camera submenu (course pause screen):
802DBB24 (A0 = int left, A1 = int bottom, A2 = pointer option, A3 = int arrow_offsetx)

Print animated red coin:
802DB498 (A0 = int left, A1 = int bottom)

Create menu box and arrows (castle pause screen):
802DC15C (A0 = int left, A1 = int top)

Create menu text (castle pause screen):
802DCC48 (A0 = int left, A1 = int bottom)

Shade screen:
802db3b8 ()

Print "PAUSE":
802dc478 ()

Print generic text (star select screens, file select screens, etc):
802D77DC (A0 = int left, A1 = int bottom, A2 = pointer sm64_string)

Print power meter:
80325688 (A1 = float left, A2 = float bottom)

Printers for Lakitu HUD symbols:
802E2CF0 (A0 = int left, A1 = int bottom, A2 = img_segmented_address): used for lakitu, camera, mario, and X symbols
802E2E58 (A0 = int left, A1 = int bottom, A2 = img_segmented_address): used for zooming C button symbols

Converters for segmented addressing:
80277F50(A0 = segmented_address): will take a segmented address such as 080192D0 and return 8017C7C0 to V0 (used for graphics, animations, collisions)
The segments table is located at 8033B400, and changes depending on what level you're in.

Load data from rom:
8027883C(A0 = RAM address, A1 = ROM start address, A2 = ROM end address)

shyguyhex

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Posted on 06-24-14 07:40:36 PM (last edited by shyguyhex at 07-19-14 09:50:38 PM) Link | Quote
Surface Debugger - prints surface pointer, type, and parameter. Surface type can be modified using dpad left and dpad right.


812E3790 0C0D
812E3792 C000
81370000 03E0
81370002 F020
81370004 3C14
81370006 8037
81370008 3C15
8137000A 8034
8137000C 26B5
8137000E C600
81370010 8EB5
81370014 8EB6
81370018 2404
8137001A 000A
8137001C 2405
8137001E 0021
81370020 2686
81370022 0200
81370024 0015
81370026 3C02
81370028 0C0B
8137002A 58B6
81370030 2404
81370032 003A
81370034 2405
81370036 0021
81370038 2686
8137003A 0200
8137003C 0015
8137003E 3C00
81370040 0007
81370042 3C02
81370044 0C0B
81370046 58B6
8137004C 2404
8137004E 000A
81370050 2405
81370052 0011
81370054 2686
81370056 0210
81370058 02C0
8137005A 3820
8137005C 0C0B
8137005E 58B6
81370064 0016
81370066 B402
81370068 8E97
8137006A 0100
8137006C 3C13
8137006E 0001
81370070 1677
81370072 0005
81370078 22D6
8137007A FFFF
8137007C A6B6
81370080 1000
81370082 0006
81370088 3C13
8137008A 0002
8137008C 1677
8137008E 0004
81370094 22D6
81370096 0001
81370098 A6B6
813700A0 03C0
813700A2 0008
D133AFA0 0000
81370100 0000
D133AFA0 0200
81370100 0001
D133AFA0 0100
81370100 0002
81370200 2530
81370202 3478
81370210 2530
81370212 3878


Edit: might as well add a list of collision flags
00 Environment default
01 Burn/Frostbite
0A Death floor
0B Close camera
0D Water
0E Water (flowing)*
12 ?? Freezes game
13 Slippery
14 Slippery (slightly)
15 Anti-slippery
1B Endless stairs check
21 Sand
22 Quicksand (lethal, slow)
23 Quicksand (lethal, instant)
24 Quicksand (non-lethal, flowing)*
26 Quicksand (non-lethal)
27 Quicksand (non-lethal, flowing)2*
28 ?? cannons, platforms, the star thing in the courtyard, warp pipe surface
29 Grass
2A ?? hill with the red coing in BoB?
2C Windy*
2D Quicksand (lethal, flowing)*
2E Slippery (ice)
2F Wing cap level entrance
30 Hard floor
32 Kill mario?
33 Timer start
34 Timer stop
35 Grass?
36 Grass slippery?
37 Hard floor anti-slippery
38 Flying windy
65 Far camera (King Bobomb's platform)
6F ? wooden bridge in bowser level
70 ? grass next to rolling balls in bob
75 Slippery
76 ? Orange boxes, tick tock clock floor, crystals, things in mirror room, whomps
79 Close camera
7A ? Dorrie's back, purple buttons
A6 Painting wobble (BoB 1)
A7 Painting wobble (BoB 2)
A8 Painting wobble (BoB 3)
A9 Painting wobble (CCM 1)
AA Painting wobble (CCM 2)
AB Painting wobble (CCM 3)
AC Painting wobble (WF 1)
AD Painting wobble (WF 2)
AE Painting wobble (WF 3)
AF Painting wobble (JRB 1)
B0 Painting wobble (JRB 2)
B1 Painting wobble (JRB 3)
B2 Painting wobble (LLL 1)
B3 Painting wobble (LLL 2)
B4 Painting wobble (LLL 3)
B5 Painting wobble (SSL 1)
B6 Painting wobble (SSL 2)
B7 Painting wobble (SSL 3)
B8 Painting wobble (?)
B9 Painting wobble (?)
BA Painting wobble (?)
BB Painting wobble (BFS)
BC Painting wobble (BFS?)
BD Painting wobble (BFS?)
BE Painting wobble (WDW 1)
BF Painting wobble (WDW 2)
C0 Painting wobble (WDW 3)
C1 Painting wobble (THI t 1)
C2 Painting wobble (THI t 2)
C3 Painting wobble (THI t 3)
C4 Painting wobble (TTM 1)
C5 Painting wobble (TTM 2)
C6 Painting wobble (TTM 3)
C7 Painting wobble (?)
C8 Painting wobble (?)
C9 Painting wobble (?)
CA Painting wobble (SML 1, unused)
CB Painting wobble (SML 2, unused)
CC Painting wobble (SML 3, unused)
CD Painting wobble (THI h 1)
CE Painting wobble (THI h 2)
CF Painting wobble (THI h 3)
D0 Painting wobble (Metal cap)
D1 Painting wobble (Metal cap?)
D2 Painting wobble (Metal cap?)
D3 Horizontal level entrance (still have to label these)
D4 Horizontal level entrance ()
D5 Horizontal level entrance ()
D6 Horizontal level entrance ()
D7 Horizontal level entrance ()
D8 Horizontal level entrance ()
D9 Horizontal level entrance ()
DA Horizontal level entrance ()
DB Horizontal level entrance ()
DC Horizontal level entrance ()
DE Horizontal level entrance ()
DF Horizontal level entrance ()
F0 Horizontal level entrance ()
F1 Horizontal level entrance ()
F2 Horizontal level entrance ()
F3 Horizontal level entrance ()
F4 Horizontal level entrance ()
F5 Horizontal level entrance ()
F6 Horizontal level entrance ()
F7 Horizontal level entrance ()
F8 Horizontal level entrance ()
F9 Horizontal level entrance ()
FA Horizontal level entrance ()
FB Horizontal level entrance ()
FC Horizontal level entrance ()
FD Vertical level entrances ?
FF Bowser1 entrance ?
shyguyhex

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Posted on 07-08-14 03:53:22 AM (last edited by shyguyhex at 07-08-14 02:38:16 PM) Link | Quote

[!] Boxes
-------------------------------------------------------------------------------
Opaque Model: 8018D17C // specifically bobomb battlefield
Trans Model: 8018D0B4 / 201370
Behavior: 800ED3D0 / 21C050

Color = (OBJ+0x0F0)
Item = (OBJ+0x144)
-------------------------------------------------------------------------------
Translucent Model
Layout script @ 8018D0B4 / 21C050
002F0001 (0)(0)(OBJ)(1) 012C 001C
00280001 (1)(1)(0)(2) 00 46 B4 0A
010C0001 (7)(7)(1)(3) 8029DB48 xxxxxxxx 0004(CASE) // checks (OBJ+0xF0) and switches accordingly
001B0501 (6)(4)(2)(-) 08024F88 // R @ 80188478
001B0501 (3)(5)(2)(-) 08024FA8 // G @ 80188498
001B0501 (4)(6)(2)(-) 08024FC8 // B @ 801884B8
001B0501 (5)(3)(2)(-) 08024FE8 // Y @ 801884D8
001B0401 (2)(2)(1)(-) 080259F8 // Dots @ 80188EE8

Submodels
R 80188478: 06000000 08024F30 03860010 08024CC0 03880010 08024CB8 06010000 08024F58
G 80188498: 06000000 08024F30 03860010 08024CD8 03880010 08024CD0 06010000 08024F58
B 801884B8: 06000000 08024F30 03860010 08024CF0 03880010 08024CE8 06010000 08024F58
Y 801884D8: 06000000 08024F30 03860010 08024D08 03880010 08024D00 06010000 08024F58
^Color ^Color2
R: 801881B0 801881A8
G: 801881C8 801881C0
B: 801881D0 801881D8
Y: 801881F8 801881F0
Opaque Model
Layout script @ 8018D17C
002F0001 (0)(0)(OBJ)(1) 012C 0001
00280001 (1)(1)(0)(2) 00 46 B4 0A
010C0001 (2)(2)(1)(3) 8029DB48 xxxxxxxx 0004(CASE) // checks (OBJ+0xF0) and switches accordingly
001B0101 (6)(4)(2)(-) 08019318 // R @ 8017C808
001B0101 (3)(5)(2)(-) 08019378 // G @ 8017C868
001B0101 (4)(6)(2)(-) 080193D8 // B @ 8017C8C8
001B0101 (5)(3)(2)(-) 08019438 // Y @ 8017C928

Submodels //(shortened)
R 8017C808: ... FD100000 08015E28 ... FD100000 08016628
G 8017C868: ... FD100000 08014628 ... FD100000 08014E28
B 8017C8C8: ... FD100000 08012E28 ... FD100000 08013628
Y 8017C928: ... FD100000 08017628 ... FD100000 08017E28
^Texture(X/Z) ^Texture(Y)
----------------------------------------------------------------------------
Behavior script @ 800ED3D0 / 21C050
00090000
11010009
2A000000 08025F78 // collision polygon @ 8018F8E8
11010001
0E43012C
2D000000
08000000
0C000000 802C19C0 //opaque vs translucent, collision on/off, size, handle events
09000000

802C19C0():
8029F430(F12 size = 40000000) // sets size of both model and collision
802A3E30(A0 event_table = 80330C20) // handles everything else

Event table @ 80330C20:
80330C20 802C1308 ?() // ?? triggered when entering levels
80330C24 802C13EC box_trans_default() // trans default state, handle collision (ignore it)
80330C28 802C14B0 box_opaque_default() // opaque default state, handle collision
80330C2C 802C15B8 box_breaking() // box is breaking, do smooshing resize thing
80330C30 802C18D0 box_break() // break box, spawn objects (will also delete spinning ! object if there is one)
80330C34 802C1988 box_wait() // gone, waiting to respawn

box_break():
802C18E8 802C17BC(A0 spawn_table = 0x80330BA0, A1 index = (OBJ+0x144)) // spawn hats, coins, etc.
802C18F8 802AAE8C(A0 ? = 0, A1 ? = 0, A2 size = 0x42380000) // fog explosion
802C1918 802AE0CC(A0 num_stars = 0x14, A1 gfx_id = 0x8B, A2 size = 0x3E99999A, A3 color = (OBJ+0xF0)) // stars explosion
802C1924 802CA144(A0 sound = 0x3041C081) // play sound
if((OBJ+0x144) < 3) { // if it's a hat, the box will respawn
802C1954 8029F6BC()
} else { // don't respawn
802C1968 802A0568(A0 = OBJ)
}
Yoshimaster96

Shyguy
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Posted on 07-23-14 02:38:31 PM Link | Quote
Gravity modifier:

8125699E XXXX
X: gravity (float). Default is 4080.
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Jul - SM64 Hacking - SM64 RAM addresses thread New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 2f1bc75 [2017-08-27]
©2000-2017 Acmlm, Xkeeper, Inuyasha, et al.

27 database queries.
Query execution time: 0.139055 seconds
Script execution time: 0.009086 seconds
Total render time: 0.148141 seconds