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The SM64 Hacking Help/FAQ Thread (updated Nov 21)

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yeah, but note, that not every behavior has to be placed in TT. for example, explosions, dust, etc gets spawned through actions. around 60% of all behaviors get spawned by something different. so just overwrite a behavior, if you are sure, it will never get called in your hack. if you plan to use the original credit scene, you'll have to choose a different behavior. but in your case, it's irrelevant.
Originally posted by Kazeshin
yeah, but note, that not every behavior has to be placed in TT. for example, explosions, dust, etc gets spawned through actions. around 60% of all behaviors get spawned by something different. so just overwrite a behavior, if you are sure, it will never get called in your hack. if you plan to use the original credit scene, you'll have to choose a different behavior. but in your case, it's irrelevant.

that's for sure, got it. #ab{;)}
Hey guys,
I'm trying to get my head around ASM hacking (I have some limited experience with x86 MASM but MIPS is a whole other ball game).

In particular I'm trying to figure out how and when the playsound command is called, as mapped in Kazeshin's ASM guide (Play Sound.txt). Can someone point me in a more detailed direction as to when that command is called and how an argument is set? Is it a JAL call to 8031EB00 with a particular register set to one of the hex values listed in that document?

Sorry if I'm way off base, I just started digging into this stuff, but I feel like having this particular function described to me in detail will give me a point to start from.
Originally posted by nickpancakes
Hey guys,
I'm trying to get my head around ASM hacking (I have some limited experience with x86 MASM but MIPS is a whole other ball game).

In particular I'm trying to figure out how and when the playsound command is called, as mapped in Kazeshin's ASM guide (Play Sound.txt). Can someone point me in a more detailed direction as to when that command is called and how an argument is set? Is it a JAL call to 8031EB00 with a particular register set to one of the hex values listed in that document?

Sorry if I'm way off base, I just started digging into this stuff, but I feel like having this particular function described to me in detail will give me a point to start from.


{means content of} - the number before it is amount of bits and if its unsigned.

well, it does this:
8031EB00: LUI A2, 0x8033
8031EB04: ADDIU A2, A2, 0x2F44 ;A2 = 80332F44
8031EB08: LBU V0, 0x0000 (A2) ;V0= u8{80332F44}
8031EB0C: LUI T7, 0x8036
8031EB10: ADDIU T7, T7, 0x1498 ;T7 = 80361498
8031EB14: SLL T6, V0, 0x3
8031EB18: ADDU V1, T6, T7 ; V1 = 80361498 + V0*8
8031EB1C: ADDIU T8, V0, 0x0001 ; T8 = V0+1
8031EB20: SW A0, 0x0000 (V1) ;saves A0 (set before calling) to 80361498 + V0*8
8031EB24: SW A1, 0x0004 (V1) ;saves A1 (set before calling) to 80361498 + V0*8 + 4
8031EB28: JR RA ;jumps back after next line
8031EB2C: SB T8, 0x0000 (A2) ;saves v0+1 to 80332F44

so you'd probably have to set a breakpoint to somewhere around 80361498 to find out, how exactly it works.

by the way, you should get messiaens checksum_area_11_9.txt - it is a disassembly of the whole checksum area, with a few annotations
Originally posted by MarioMario015
Originally posted by cackletta
Originally posted by kUROBix
Still didn't work... ( I got the permanent loop error again...
If this happens to anyone else who might be reading... I highly recommend a pre-patched version...

The green stars patch is invalid,he said it in the readme

I guess no one reads the readme... XD

exactly,only if it was possible to make people read the readme before engaging to playing the hack#smw{:trollface:}
I've got a big problem that's driving me crazy!
When I press c up (look around) the custom music stops.
How do I fix this?
Originally posted by kUROBix
I've got a big problem that's driving me crazy!
When I press c up (look around) the custom music stops.
How do I fix this?

The M64 is too big or you put it on don't loop,try reducing the octaves through 3mle music editor
patch skelux lag and mnusic patch. in an usual rom, it's not patched, so that the volume goes to 0 when pressing leaving c up.
Originally posted by Kazeshin
patch skelux lag and mnusic patch. in an usual rom, it's not patched, so that the volume goes to 0 when pressing leaving c up.

I strongly recommend against using the music-fix patch, it uses a very poor method of correcting the problem (resets to the volume to a static value, regardless of the sequence's base volume). This glitch is fixed properly in 1.9 due for release very soon, so you ought to wait until then.
But it is safe and and doesn't have bugs like the boundary patch,so it won't screw your rom D:
Originally posted by cackletta
But it is safe and and doesn't have bugs like the boundary patch,so it won't screw your rom D:

the boundary patch doesn't screw your rom.
Originally posted by Kazeshin
Originally posted by cackletta
But it is safe and and doesn't have bugs like the boundary patch,so it won't screw your rom D:

the boundary patch doesn't screw your rom.

It messes up with the vanish cap,try it c:
Originally posted by cackletta
It messes up with the vanish cap,try it c:


How? You mean it doesn't work at all? Skelux fixed that ages ago...

If you have version 1.8.1 of the importer, you could simply check 'Extend Level Boundaries' and it will update for you.
I have a question,here it goes
Does anyone know how to make à level have two musics?kaze has done that in his beta blargg recreation video and skelux's super mario starroad 2 preview Video ,can anyone help me with that?#w{=P} thanks!
Originally posted by cackletta
I have a question,here it goes
Does anyone know how to make à level have two musics?kaze has done that in his beta blargg recreation video and skelux's super mario starroad 2 preview Video ,can anyone help me with that?#w{=P} thanks!


if it's just music, look at this:
http://www.youtube.com/watch?v=7HdLLbF7IHU

if it's areal importing, you'll have to wait until importer 19. i'll add areal importing to my script editor probably, so that newbz would be able to do that.
Originally posted by pieordie1
Does N64Rip actually screw up your computer (just to be safe)?


1. you mixxed that up with tilemolester
2. tilemolester can srew up your rom.
Originally posted by Kazeshin
Originally posted by pieordie1
Does N64Rip actually screw up your computer (just to be safe)?


1. you mixxed that up with tilemolester
2. tilemolester can srew up your rom.

Ok thanks the readme said it could screw up stuff.
Also i keep on getting property errors. It couldnt find #mycolor and #texture
My SM64 Hacks

Super Mario 64 Shining Stars (151-star hack) Release

Shining Stars 2: Mirror Madness
_________________________________________

lol
Since it's too early for texture alpha transparency, is there a way to import them manually? Or is it something that isn't worth it, at the moment? Everytime i use the experimental option from the importer, they look like a white halo, maybe i'm doing something wrong.
My deviantART
My Youtube channel
My avatar
Watch, i made a Super Mario 64 level
Hi! You! I'm a newbie in sm64
Hacking, and I want to ask a question, I
know it might sound weird, since every
one here are guru(s) in sm64 hacking
so I'll ask it, what is UV mapping?
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PENIS
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