Originally posted by stag019
2. Another thing I just started a few hours ago was the Super Mario 64 coding in C stuff. After a bit of wrestling with the Makefile, I got it running under Wine (too lazy to try to compile gcc). I got it to produce Cheats.ini correctly, but can't really test it because mupen64plus is a pain to use and nemu64 doesn't seem to like my Windows XP box too much. I'll worry more about testing it when I have more time though.
What I'm curious is, though, if you can patch these into the ROM anywhere. What it looks like to me is that the hook is a small bit of MIPS code that jumps to 80400000 in the RAM, which is where your compiled code is placed with the Gameshark codes. Is there any way to make the game load this into the right spot?
It would be really be nice if someone would continue the work with the C files, perhaps by decompiling a complex object.
The hook is called from Mario's Behavior, but it can be very easily be called from anywhere else, it depends on what you want to do. When called from beaviors, you have access to the object struct and related funcions.
Level Importer patches some code that copies an entire region of the ROM to extended memory, so it's all a matter of inserting the code in the free area of the ROM. If you are working with a "clean" ROM, however, you will have to write some to code to copy stuff into extended memory (pretty simple, there's a DMA Copy function in the game).
As for the ROM Extender, I think it was the easiest way to work with the ROM. Perhaps Skelux can make TT64 more flexible with the ROM format, that would be helpful to avoid wasting too much space.
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