| Lyskar 12210 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 192 ![]() Posts: 11951/12211 EXP: 99235312 For next: 638259 Since: 07-03-07 From: 52-2-88-7 Since last post: 7.4 years Last activity: 7.3 years |
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| Jul - SM64 Hacking (Archive) - SM64 RAM addresses thread | - - ![]() |
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| Lyskar 12210 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 192 ![]() Posts: 11951/12211 EXP: 99235312 For next: 638259 Since: 07-03-07 From: 52-2-88-7 Since last post: 7.4 years Last activity: 7.3 years |
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| ArchangelGabriel Random nobody Level: 5 Posts: 3/4 EXP: 459 For next: 70 Since: 04-14-13 Since last post: 8.9 years Last activity: 7.1 years |
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| 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 ____________________ My hacks will tend to be harder in the sense that they will tend to challenge more your knowledge of SM64 and your intelligence than your ability to perform a move perfectly on the first try. Likewise, I am not exceptionally good at performing perfect tricks on the first try but I know damn well how to avoid having to perform them ( I am good at finding an easier way when there is! ) |
| shyguyhex Level: 16 Posts: 3/45 EXP: 16621 For next: 3635 Since: 01-04-14 Since last post: 6.9 years Last activity: 6.4 years |
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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) ____________________ Bowser - SM64 Live Object Editor http://www.youtube.com/watch?v=zLT7LFvi5ss |
| shyguyhex Level: 16 Posts: 4/45 EXP: 16621 For next: 3635 Since: 01-04-14 Since last post: 6.9 years Last activity: 6.4 years |
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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 ? ____________________ Bowser - SM64 Live Object Editor http://www.youtube.com/watch?v=zLT7LFvi5ss |
| shyguyhex Level: 16 Posts: 6/45 EXP: 16621 For next: 3635 Since: 01-04-14 Since last post: 6.9 years Last activity: 6.4 years |
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[!] 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) } ____________________ Web R4300i Assembler Guide to SM64 Behavior Scripts GS Code Formatter for Nemu's silly Cheats.ini |
| Yoshimaster96 Shyguy Level: 21 ![]() Posts: 37/91 EXP: 47157 For next: 2786 Since: 03-25-14 Since last post: 5.9 years Last activity: 193 days |
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Gravity modifier:
8125699E XXXX X: gravity (float). Default is 4080. ____________________ |
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Acmlmboard - commit 47be4dc [2021-08-23] ©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al. Warning: You are using TidyHTML mode! Pages MAY and probably WILL break. To disable, click here or append 'xxx-off=1' to the URL! ![]() |
| Query execution time: | 0.078490 seconds |
| Script execution time: | 0.018438 seconds |
| Total render time: | 0.096929 seconds |