Originally posted by KochiyaStarOh..! That's neat. How would you go about importing the model for the coins though? Is there coding involved? If it's simple hex, that's no problem..
Still very usable and nice to look at. Thank god you know what you're doing.
in my next veriosn of the script importer, there will be a repointer. i don't think, anyone will use it, but it's used to repoint vertex data. so i had to import my model into a trashrom, use my repointer and then copy+paste the data over the old coins. after that, i had to redo geo layouts (adding shadows, repointing) and to redo display lists (loading 3 different RGBAs; 0x06ing). that was the model part;
the coding part was quite short, i'll quote it from my notes:
(red is annotation, just for the forum)
Originally posted by My Notes21A70C : jump to 21AEB8/0010B8;
;change all 0x21 00 00 00 to 0x32 00 00 64 this is just optional, wouldn't change anything; 64 (dec 100) is scaling in perce,t can be changed and all 0F 1A 00 01 to 0F 13 0A 00 1A would be animation frame, 0A is Y rotation; original coins used 4 animations, this one actually rotates
except for the some single coin behaviors; change the 0x21 to a 0x0F 13 0A 00 and put it to a loop
;asm changes:
802AB7F0-80245000:
LUI AT, 0x4120
MTC1 AT, F4
LUI V1, 0x8036
LW T7, 0x1160 (V1) V1 remaines unchanged most of the time, so i took this to save space. because of the JAL
MUL.S F6, F0, F4
SWC1 F6, 0x00B8 (T7)
JAL 0x80383BB0
NOP
LW T8, 0x1160 (V1)
SW V0, 0x00C8 (T8) i think, this affects moving direction, i had to keep it, otherwise coins from boxes would go into the same direction
SW V0, 0x00D4 (T8) starting rotation of coins in boxes is somewhat random
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802ABA28: LUI T1, $8036
802ABA2C: LW T1, $1160 (T1)
802ABA30: SW r0, $00D0 (T1) no x rotation for spawned coins. especially useful for whomops, cause they are rotatet, when they spawn coins
802ABA34: LW RA, 0x0014 (SP)
802ABA38: JR RA
802ABA3C: ADDIU SP, SP, 0x0020
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behavior 0x8D0:
00 06 00 00
11 01 00 01
10 12 00 00 for coin rings i put the x rotation to 0
32 00 00 64
1E 00 00 00 drop to ground (actually, isn't necessary)
04 00 00 00 13 00 08 70
at 21A670: the behavior had to be longer, because of the x rotation fix. so i jumped with 0x04 to this point. had to shorten Mr.I's coin after that
08 00 00 00
0C 00 00 00 80 2A BA 40
0F 13 0A 00
09 00 00 00
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Mr. I coin:
00 06 00 00
11 01 00 01
0C 00 00 00 80 2A B7 A4
30 00 00 00 00 1E FE 70 FF BA 03 E8 03 E8 00 C8 00 00 00 00
0E 0A 00 34 this one puts Y speed, so it looks like in the original
08 00 00 00
0C 00 00 00 80 2A B8 60
10 3E 00 05 sets the itneraction parameter to 5 (gives 5 coins)
0F 13 0A 00
09 00 00 00