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09-22-18 11:16:13 AM

Jul - SM64 Hacking (Archive) - How does SM64 handle saving? New poll - New thread - New reply
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Vinnyboiler
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Posted on 04-20-09 05:05:18 PM Link | Quote
Hello it's Vinnyboiler here.
I recently started a hack that does not require any stars, but the trouble with that is that the only way I can save the player's progres is by using the switch caps and the stars that come after 100 coins. I tried using the Toads to save my work but to no prevail.
My question is that if there is any other way to save the game or advise you can give to help me in my perdicament.
Stevoisiak
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Posted on 04-20-09 05:13:07 PM (last edited by Stevoisiak at 04-20-09 05:13 PM) Link | Quote
Originally posted by vinnyboiler

My question is that if there is any other way to save the game or advise you can give to help me in my perdicament.

What do you mean save the game? Are the changes not being saved? Is the rom corrupt? Do you want to edit the file selection and in-game save feature?
Vinnyboiler
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Posted on 04-20-09 05:25:05 PM (last edited by vinnyboiler at 04-20-09 05:29 PM) Link | Quote
Like saving after the moat is drained. I'm sure this have nothing to do with Toads Tool 64, thats why I opened a new topic.
RomanianGirl

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Posted on 04-20-09 08:12:03 PM Link | Quote
The game should automatically ask the player to save after a star is collected in a level, or 100 coins is collected in a level.
There's is something definitely wrong with your ROM.
The most I know is that there are values written into the ROM for certain things (such as using a Bowser key, draining the moat, fixing the infinite staircase).
Instead of trying to "manually" save, you should locate a better file dump.
gamekrazzy
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Posted on 04-21-09 01:36:37 AM Link | Quote
He is having problems with the game asking to save without the stars. You could try looking into the save option after getting a star from a character. I mean because apparently Messian figured that out(I think maybe I was dreaming). Anyways you could probably convert that to where if you simply talk to the person it asks to save, skip the star entirely. BUT IDK is that possible?
uberoe
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Posted on 05-31-09 07:53:19 AM Link | Quote
No guys i think what he's saying is there another way or a way to change where and how you save the game, because everyone knows you save after you get a star but i think he's saying that he wants to save by talking to a toad or something of the sort.
Hectamatatortron
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Posted on 05-31-09 05:12:35 PM Link | Quote
I'm sure messiaen has or easily could discover how to bring up the save dialog invoked by collecting a 100 coin star and adapt it for this purpose.

Also, gamekrazzy appears to be the only person who understood the question despite having a history of making confusing posts.
BigBrain
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Posted on 05-31-09 06:18:12 PM (last edited by BigBrain at 06-01-09 06:30 AM) Link | Quote
Uhm... The thread starter doesn't seem to be interested in this topic anymore anyways, but FWIW:
There is a list of functions pointers at https://acmlm.kafuka.org:81/board/thread.php?id=4236 (syms.txt). There's only a few occurences of the word "save". In conjunction with the n64/sm64 headers and a compiler (and some knowledge in C and about compiling the thing the way it's supposed to here) one could probably do this fairly easily (if he knows the basics, that is); just write a program which calls one of the function (you'll have to try each one), compile it and insert it as a Gameshark code or into the ROM itself whenever a goal is reached.
I don't have any free time to work this out for myself, but perhaps there's someone else around who can do such things (apart from messiaen ).

EDIT: having thought a night about this.. What do you by the way actually want to safe if not stars or cap switches (or switches in general)...? There's not much apart from coin hi-scores IIRC that gets saved in SM64...

Come to think of it.... The act of calling a function seems so brain-dead simple, there are probably already some gameshark codes available which do it, so I've probably described an over-complicated method
Hectamatatortron
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Posted on 06-01-09 11:06:19 PM Link | Quote
It's not over complicated. I'm pretty sure he wants the saving to occur without the use of GameShark codes (in other words, the interface for it should be apart of the actual game).

Also, just a note, you pretty much suggested what I did but with more detail.

No, messiaen isn't the only one capable, but he is the most familiar with the C files HE created.
messiaen
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Posted on 06-02-09 07:50:59 AM (last edited by messiaen at 06-03-09 09:11 AM) Link | Quote
From a quick look at Nagra's symbol file, there's this:

0x802dd838,??Save...

This is the save dialog after you get a star:

802DDB84: LUI A2, 0x8033
802DDB88: ADDIU A2, A2, 0x1490
802DDB8C: ADDIU A0, R0, 0x0064
802DDB90: ADDIU A1, R0, 0x0056
802DDB94: JAL 0x802DD838
802DDB98: ADDIU A3, R0, 0x0014


This seems be the only instance from where it's called. If somebody wants to try executing it from another point in the game using the header files, add this function in the linker script:

mario64.x (linker script):

in the SECTIONS part, add:

SaveMenu = 0x802DD838;

Prototype it in your mario64.c file:

extern int SaveMenu(u16 argument0, u16 argument1, u32 pointer, u16 argument3)

And try calling it with the same params, ie:


if (Mario->coins == 10)
{
SaveMenu(0x64, 0x56, 0x80331490, 0x14);
}


The 16 arguments are probably x,y positions of the text box. Note that even if this works (I haven't tested), Mario will still probably be able to walk around while the save menu is displayed, as there's a combination of functions that needed to be called in order to stop Mario/the environment around him.

By the way, I am updating the header files with more useful functions and addresses and I'm planning to write some more detailed guides about how to use them, where to hook stuff, etc.

Edit: A PJ64 modification to make it display calls to Epprom functions, perhaps it won't be that difficult to reprogram how the EEPROM is mapped into RAM.
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Jul - SM64 Hacking (Archive) - How does SM64 handle saving? New poll - New thread - New reply




Rusted Logic

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