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| Jul - Posts by shyguyhex |
| Pages: 1 2 |
| shyguyhex Red Goomba Level: 10 Posts: 1/37 EXP: 3805 For next: 609 Since: 01-03-14 Since last post: 7 days Last activity: 10 hours |
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| Hello, I just recently took interest in hacking this game and making gameshark codes with cheat engine and nemu's debugger. It's been really fun and addicting learning mips among other things, and since I have no one to talk to about this kind of stuff, here I am I guess haha. -------------------- Bowser - SM64 Live object editor http://www.youtube.com/watch?v=zLT7LFvi5ss |
| shyguyhex Red Goomba Level: 10 Posts: 2/37 EXP: 3805 For next: 609 Since: 01-03-14 Since last post: 7 days Last activity: 10 hours |
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| Visual Basic 6 doesn't have support for multithreading, which is unfortunate because the program I'm (re)making needs it desperately. The newer versions of Visual Basic have support for multithreading but require .NET framework. Usually wherever there's something with "requires .NET framework version X.X" in its description, there's bound to be an angry mob complaining about a broken application. So wut do? Is there some type of magic workaround for VB6 with multithreading? Is there an easy programming language like VB6 that will allow me to do multithreading? Should I bite the bullet and give C++ a shot? Should I sell my soul to satan and just do it in a newer VB? Does thinking about .NET give you angry tics and make your blood boil? -------------------- Bowser - SM64 Live Object Editor http://www.youtube.com/watch?v=zLT7LFvi5ss |
| shyguyhex Red Goomba Level: 10 Posts: 3/37 EXP: 3805 For next: 609 Since: 01-03-14 Since last post: 7 days Last activity: 10 hours |
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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 Red Goomba Level: 10 Posts: 4/37 EXP: 3805 For next: 609 Since: 01-03-14 Since last post: 7 days Last activity: 10 hours |
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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 Red Goomba Level: 10 Posts: 5/37 EXP: 3805 For next: 609 Since: 01-03-14 Since last post: 7 days Last activity: 10 hours |
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sgASM![]() It's very unfinished but it works pretty well, aside from the syntax highlighter which uses a hacky double buffer thing which makes it a little buggy. Todo: -fix any little buggy things -add ascii and sm64 text encoding features for the generic hex part -add gsc output -need to add a lot more opcodes -cop1 register name interpretation (right now cop1 instructions will just show the gp register names) -maybe branch address interpretation -???? I'll take any good suggestions Feel free to use any source from the page, just leave credit somewhere please. -------------------- Web R4300i Assembler Guide to SM64 Behavior Scripts GS Code Formatter for Nemu's silly Cheats.ini |
| shyguyhex Red Goomba Level: 10 Posts: 6/37 EXP: 3805 For next: 609 Since: 01-03-14 Since last post: 7 days Last activity: 10 hours |
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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 |
| shyguyhex Red Goomba Level: 10 Posts: 7/37 EXP: 3805 For next: 609 Since: 01-03-14 Since last post: 7 days Last activity: 10 hours |
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Originally posted by Yoshimaster96 I could be wrong but I don't think the images were left in the final game. You would have to add the images manually and write a geo layout script (which I imagine would be very similar to the 2D coin's script), and then edit the behavior's asm to make the object's frames animate. -------------------- Web R4300i Assembler Guide to SM64 Behavior Scripts GS Code Formatter for Nemu's silly Cheats.ini |
| shyguyhex Red Goomba Level: 10 Posts: 8/37 EXP: 3805 For next: 609 Since: 01-03-14 Since last post: 7 days Last activity: 10 hours |
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Originally posted by Yoshimaster96 My bad, completely forgot about those ones -------------------- Web R4300i Assembler Guide to SM64 Behavior Scripts GS Code Formatter for Nemu's silly Cheats.ini |
| shyguyhex Red Goomba Level: 10 Posts: 9/37 EXP: 3805 For next: 609 Since: 01-03-14 Since last post: 7 days Last activity: 10 hours |
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Originally posted by Yoshimaster96 I think since the star is just used as a graphical entity for the starting screen, it wouldn't have a behavior. And I'm not familiar with the level commands so I'm not sure how it would be loaded in as a model ID. I don't know if it helps but this is the area in ram with the commands used to draw the star - 801B1A80 -------------------- Web R4300i Assembler Guide to SM64 Behavior Scripts GS Code Formatter for Nemu's silly Cheats.ini |
| shyguyhex Red Goomba Level: 10 Posts: 10/37 EXP: 3805 For next: 609 Since: 01-03-14 Since last post: 7 days Last activity: 10 hours |
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I didn't see a thread for ram editing resources on here so I thought I'd start one.
If you have any Cheat Engine tables, tools that you made, emulator dll's, etc, I guess this would be a good place to post them. Here's a command line tool I just started writing: (Image album) ![]() Download SG64 7.19a (I'll probably be updating this link very often) Some more ram stuff // c header for editing emulator memory, a cheat engine table for nemu
-------------------- Web R4300i Assembler Guide to SM64 Behavior Scripts GS Code Formatter for Nemu's silly Cheats.ini |
| shyguyhex Red Goomba Level: 10 Posts: 11/37 EXP: 3805 For next: 609 Since: 01-03-14 Since last post: 7 days Last activity: 10 hours |
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Originally posted by Yoshimaster96 The 'FD' commands in that section are all followed by segment-offset pointers to the stars' raw image data. If you're trying to make a level object that uses the beta sprites then I would suggest either writing an asm hack that copies the uncompressed images and commands over to another place in ram during the starting screen, or get it loaded into a level from rom somehow. You would also need to make a geolayout script and a behavior to get a working model with animated frames. For the layout script you could probably just copy the 2D coin's script and change all of the pointers, and for the objects behavior, you would want to have 0C000000 802AB70C in the active part of the script, which is the asm function used by coins to continually rotate the gfx case in the object's structure. Here's the coin's layout script: (ram version @ 800F8AA4)
First E7 @ 800BB7B0
There's probably an easier way of doing this that I'm unaware of though lol -------------------- Web R4300i Assembler Guide to SM64 Behavior Scripts GS Code Formatter for Nemu's silly Cheats.ini |
| shyguyhex Red Goomba Level: 10 Posts: 12/37 EXP: 3805 For next: 609 Since: 01-03-14 Since last post: 7 days Last activity: 10 hours |
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I made a document based on your guys' findings (and some of my own messing around) here that I beefed up with html and js for super easy reading, if anyone is interested.
-------------------- Web R4300i Assembler Guide to SM64 Behavior Scripts GS Code Formatter for Nemu's silly Cheats.ini |
| shyguyhex Red Goomba Level: 10 Posts: 13/37 EXP: 3805 For next: 609 Since: 01-03-14 Since last post: 7 days Last activity: 10 hours |
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Hey guys, I'm adding a little collision thing to my program.
![]() Is there any documentation on that big group of signed shorts? edit: first int is actually 2 bytes - first byte is 01 or 03 when it's an object and second byte changes per room/zone edit2: ![]() Worked out what most of the stuff is, I had the bytes ordered wrong in the first pic, ha -------------------- Web R4300i Assembler Guide to SM64 Behavior Scripts GS Code Formatter for Nemu's silly Cheats.ini |
| shyguyhex Red Goomba Level: 10 Posts: 14/37 EXP: 3805 For next: 609 Since: 01-03-14 Since last post: 7 days Last activity: 10 hours |
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Originally posted by SpazTron64[NC You're either missing a file or the paths are screwed up somehow -------------------- Web R4300i Assembler Guide to SM64 Behavior Scripts GS Code Formatter for Nemu's silly Cheats.ini |
| shyguyhex Red Goomba Level: 10 Posts: 15/37 EXP: 3805 For next: 609 Since: 01-03-14 Since last post: 7 days Last activity: 10 hours |
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Originally posted by Yoshimaster96 ![]() He's standing on top of 2E and the surface below the platform is 01 which is lava/frostbite ice -------------------- Web R4300i Assembler Guide to SM64 Behavior Scripts GS Code Formatter for Nemu's silly Cheats.ini |
| shyguyhex Red Goomba Level: 10 Posts: 16/37 EXP: 3805 For next: 609 Since: 01-03-14 Since last post: 7 days Last activity: 10 hours |
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Hey guys, I think I found something beta/unused and I don't know where to post it (since the beta stuff thread is closed), so I'll just post it here (apologies if this was already found).
I was labeling all of the collision flags for the painting wobble triggers and I noticed that there are some unused slots, then I remembered that the snowman's land wall doesn't wobble when you walk near it. So I went next to it and started changing the floor's collision to some of the unused flags and sure enough, the wall started wobbling ![]() ![]() The unused flags are CA, CB and CC. Edit: here are the other ones in the 'painting wobble' range that appear to be unused as well B8, B9, BA C7, C8, C9 -------------------- Web R4300i Assembler Guide to SM64 Behavior Scripts GS Code Formatter for Nemu's silly Cheats.ini |
| shyguyhex Red Goomba Level: 10 Posts: 17/37 EXP: 3805 For next: 609 Since: 01-03-14 Since last post: 7 days Last activity: 10 hours |
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Originally posted by Lyskar Mmkay, so the paintings sort of 'come packaged' with the collision flags ready by default but it was probably just turned off for this particular one. I guess that makes sense considering there are only two collision spots on the ground next to this wall. I'm still sort of puzzled by B8 and C7 though, I haven't checked the actual code but they don't seem to be related to any paintings at all. edit: I figure B8 is probably associated with the hazy maze cave entrance
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 ? -------------------- Web R4300i Assembler Guide to SM64 Behavior Scripts GS Code Formatter for Nemu's silly Cheats.ini |
| shyguyhex Red Goomba Level: 10 Posts: 18/37 EXP: 3805 For next: 609 Since: 01-03-14 Since last post: 7 days Last activity: 10 hours |
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Anybody knowledgeable with the PI registers?
I wrote this as a test for loading a word from the rom and it seems to work fine in nemu but I'm not sure if it's 'conventionally correct'/would work on real hardware? -------------------- Web R4300i Assembler Guide to SM64 Behavior Scripts GS Code Formatter for Nemu's silly Cheats.ini |
| shyguyhex Red Goomba Level: 10 Posts: 19/37 EXP: 3805 For next: 609 Since: 01-03-14 Since last post: 7 days Last activity: 10 hours |
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Originally posted by Joe Thanks Joe, that's exactly what I needed Originally posted by Luca91 That's where the 4MB of expansion pack memory starts, it was never used by the original SM64 so you can put as much data there as you want without interrupting the game -------------------- Web R4300i Assembler Guide to SM64 Behavior Scripts GS Code Formatter for Nemu's silly Cheats.ini |
| shyguyhex Red Goomba Level: 10 Posts: 20/37 EXP: 3805 For next: 609 Since: 01-03-14 Since last post: 7 days Last activity: 10 hours |
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Originally posted by Luca91 CheatName1Code0=812CB26C 0C10 CheatName1Code1=812CB26E 0000 ^ If you convert the 32bit value from this part of the code (0C100000) to MIPS ASM you'll get JAL 0x80400000 This instruction will move the program counter to the expansion pack ![]() Also the memory location isn't actually at 81400000, it's at 80400000. The "81" is just a prefix that tells gameshark to write a 16bit value instead of an 8bit value -------------------- Web R4300i Assembler Guide to SM64 Behavior Scripts GS Code Formatter for Nemu's silly Cheats.ini |
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| Jul - Posts by shyguyhex |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
| Query execution time: | 0.047711 seconds |
| Script execution time: | 0.104448 seconds |
| Total render time: | 0.152159 seconds |