| messiaen Catgirl Level: 68 Posts: 497/1085 EXP: 2593489 For next: 135311 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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Originally posted by Bob-omb8194 You can try replacing one of the existing commands and see if it works, however the cleanest way is to insert a command. This can only be done if you expand the behavior bank (that is, load more stuff into memory). To do so, you'll have first to move the entire behavior segment to somewhere else in the ROM and change all the 0x17 commands that loads it (search for "17 0C 00 13" in the ROM). Afterwards, you can create a new behavior for your object. You can look at the "Platform Battlefields" hacks for reference, the behavior is moved to 0x11b0000 and expanded. Its not a very simple procedure, but you should give it a try as you seem to be doing ok as far as hex editing is concerned. In some objects, inserting a 0x32 command won't make any effect because they have hardcoded scalings (yeah, the object code sets the scaling). However, this just gave me an idea which will probably work with any object. Try placing the 0x32 command inside the 'loop' area between the 0x08 and 0x09 commands: 08 00 00 00 0C 00 00 00 XX XX XX XX <-- Call to object ASM [32 00 00 64] <-- Scaling command. 09 00 00 00 Unorthodox but it will probably work. Originally posted by RDX Yeah, Castle Grounds gets messed up because of some modifications. The patch was designed for "The Missing Stars" hack. It won't work with edited ROMs. ____________________ Mario 64 notes @ http://sites.google.com/site/messiaen64/ |










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