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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Sukasa
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Sukasa

Boomboom
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Since: 02-06-05
From: *Shrug*

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Posted on 07-26-05 12:58 AM, in Mario 64 - Amazing Stuff Link
GS pro has a Code generator, which also functions as a snapshot and hex editor for the RAM, which works in real-time. I can make alterations to the N64 RAM in the middle of execution, so if anyone could use that, I'm here. Also, the code generator can search for different RAM addresses both known and unknown.
Sukasa

Boomboom
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Posts: 1401/1981
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From: *Shrug*

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Posted on 07-26-05 01:00 AM, in Challenge to Schwa- Snipes vs. Schwa Link
Realizing that his other attack wern't working, Snipes decide on a harder line. Angling his sword, Snipes slashed at Allaura while pulling his sword back, and iff Allaura doesn't block or evade, if could do a lot of damage since it's a physical attack and very deadly to anyone else at that.
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
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Posted on 07-26-05 01:12 AM, in Which NES emulator is the best? Link
While you're looking, my friend favoured ROCKnes, it was the only one he'd use.
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 1403/1981
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Since: 02-06-05
From: *Shrug*

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Posted on 07-26-05 01:29 AM, in Mario 64 - Amazing Stuff Link
My GS can pause gameplay, and edit the RAM in the N64 in such a way that it's like all of the editing took place instantaneously. I just use the GS, and it gives me access to all of the RAM in the N64. And i'll play with that addy you posted, as well.

EDIT: Nope, that address did nothing for me on the N64. I'm trying the other addresses around it as well, though. The GS can access anywhere from 00000000 - FFFFFFFF, from what the "Jump To Address" dialog box says.


(edited by Sukasa on 07-25-05 04:39 PM)
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 1404/1981
EXP: 1446921
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Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 07-26-05 02:18 AM, in Mario 64 - Amazing Stuff Link
BM, try looking through these pages, there have been a couple of IPS's released. Anyways, I looked through the RAM, couldn't make any changes to mario, but I did find a section of code that I managed to corrupt several times before I found it.

The part of it I have mapped out so far is from (in RAM) 800F0877 to 800F08AC. The code probably extends beyond that, but that's how far I went.

The code segment was:

63 00 1C 00 01 80 0F 08 78
80 0F 08 78 80 0F 08 60 80
0F 08 94 00 00 00 00 3E 80
00 00 01 2A 00 01 80 0F 85
28 80 0F 08 B0 80 0F 08 78
00 00 00 00.

Changing the zeros after 94 either crashed the game, where the music played on but nothing else happened, or if the last zero after 94 was changed to F0, the game crashed and the music kept repeating the last half-second of music and sound played, which in my case was a bird chirping, making a "chichichichichichi..." noise. Before the code, there was random stuff that had no effect on gameplay for the offsets I tried, picked at random. Anyone got any Ideas for what this code could mean?

EDIT: Two more RAM locations, one of them about mario's Y offset!

8033B220 is a big-endian offset for how high off of the floor mario is. The higher the number, the higher in the air mario is (Although his collision data is unaffected, Mario moves around normally, and when he picks something up, it magically flies to his hands.)

8033B224 is a squish timer, set a value to it to have mario quished for that number of frames. Try it!

8033B2248, when given a number other than 00, will make the current area reload. I can't find the byte that tells the game which area to load yet...

8033B224A, when set to anything above 01, will make a second mario appear, in place, mimicking what mario does but not moving. Fun to try and fight with this guy.

I'll add more as I find them.


(edited by Sukasa on 07-25-05 06:00 PM)
(edited by Sukasa on 07-25-05 06:25 PM)
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 1405/1981
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Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 07-26-05 02:37 AM, in The Quest for the Ultimate Treasure Link
Wiping the slime off his armour, Snipes was about to nod in agreement when he spotted something on the ground. Picking it up, Snipes hurried forward and called out to Cyberaptor, as he ran forward to catch up to him.

"Hey, look at this. It came out of that plant thing. What do you think it is?"
Sukasa

Boomboom
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Posted on 07-26-05 03:37 AM, in Misc. F-Zero X Stuff - (This could be your chance!) Link
Originally posted by BGNG
Are there any backup utilities that pull stuff out of the N64, or is it just a plug-in-the-cartridge thing?

'Cause if we had something like a GameShark that intercedes between the cartridge and console, and use that device to read from the 64DD memory range, it would be very easy to backup stuff from the expansion disks...

Come to think of it... Can GameShark do that, or is it just screenshots and code transmission that the plug in the back supports?


Gameshark probably can't do that, but you can view the hex in the DD range, if the address is within 8 bytes. Maybe with custom software you could, or with sharklink (Anyone know where I could get that?)

Anyways, I'm pretty good with a GS, so I might be able to help you with stuff if you need help.
Sukasa

Boomboom
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Posted on 07-26-05 03:47 AM, in How to edit the ending text [howto, no ASM] Link
well, if when you make this program (you always come up with the killer apps), please credit FuSoYa for this, since All I did was post this info after learning what I needed.
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 1408/1981
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Since: 02-06-05
From: *Shrug*

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Posted on 07-26-05 08:33 AM, in Mario 64 - Amazing Stuff Link
OK, the height offset is signed, and by making the high byte F0, and the low byte 00, I was able to make mario walk under the floor, but theother two offsets were nowhere to be found. I found several other offsets, but I've lost them. Anyways, by using other values, you can make mario float in midair, the neat thing about them being that mario also floats up a bit, then down a bit in a repeating pattern.

Anything specific you want me to find out, or try? Since code runs from RAM, I can probably try to find some empty space and insert my own code, or yours and test it. BTW, are opcodes for the N64 one or two bytes long?
Sukasa

Boomboom
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Posted on 07-27-05 03:48 AM, in Is it possible to patch marios physics and palette to create another character? Link
for changing luigi, and not mario what you'd need to do is copy all of the ASM used in the physics calculations, change the bytes for the jump and slide, then use a JSL, CMO, and BEQ/BNE to use the correct code for each charactor.
Sukasa

Boomboom
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From: *Shrug*

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Posted on 07-27-05 03:52 AM, in Expanding the Overworld Link
That would work, but you're only problem would be the levls themselves, but I suppose that if use used midway point correctly, you could make it work, like this:

have the settings be midway point passed, no entry on level comlpetion.
For the second OW, have the midway point not passed, and just not use any midway points in the entire game!
Sukasa

Boomboom
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Posted on 07-27-05 04:00 AM, in If a Super Mario 64 level editor came out you would... Link
For such a complex editor, some of the MIO0 has been cracked fairly well.

If I were to get my hands on an editor, I would go back and first make the kind o f level that I dreamed up a while ago, then make another one, but this time a full-out hack.
Sukasa

Boomboom
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Posted on 07-27-05 05:14 AM, in The Acmlmers Lost Party Link
Alll the time, because I like computers and can't keep my shit together on paper, 'cept for tests.
Sukasa

Boomboom
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From: *Shrug*

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Posted on 07-27-05 05:16 AM, in The Quest for the Ultimate Treasure Link
Following what Cyberaptor had said, Snipes started to speak, but was cut off by the cannon noise.

"Yeah, what was that?! Anyways, It might be a good idea to start heading for this "Nightmare weed", but we should make sure no vines get too close, right?"
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
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Posted on 07-27-05 10:08 PM, in Mario 64 - Amazing Stuff Link
Found another RAM address. 8033B26B controls the overlay settings, specifically Mario's lives, Power Stars, the Lakitu camera icon, and the TIME counter. When outside of a level, it should read 3D, while in a level without a TIME counter it will read 3F, which means the bits are read differently whether mario is in or out of a level.

If the byte is above 40, then the TIME counter is shown, otherwise it isn't. The other 3 overlay icons are mapped to certain bits in the lower nibble (D), and changing that can cause them to appear or disappear at will. No Idea what the coin counter overlay is set to, it might be hardcoded.

The next 3 bytes after that are used to set the time counter, place a value into them to make the TIME counter show a value. It won't wount up by itself, so I'm guessing that another RAM address has to be set for that to happen.
Sukasa

Boomboom
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Posted on 07-27-05 10:13 PM, in SMB3 pipes for blocktool, first release Link
GP, I'm not as think as you drunk I am.

Wonderful, MikeyK. This will be a real lifesaver for one of my levels.
Sukasa

Boomboom
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Posted on 07-27-05 10:16 PM, in wow, this sucks. Link
Actually, the game uses windowing to do that, just disabling it's effect on layer 3.

I still wouldn't know how to fix it, though...
Sukasa

Boomboom
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From: *Shrug*

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Posted on 07-27-05 10:35 PM, in wow, this sucks. Link
Windowing is a particular form of HDMA that only displays a part of the screen, while cutting off the rest (hence the blackness outside of the circle).
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
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Posted on 07-27-05 10:41 PM, in I like chocolate Link
RPBC's are my favorite, followed by white hot chocolate... Very creamy, and delicious.
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
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Posted on 07-27-05 10:56 PM, in Has this ever happened to a CD of yours? Link
Ouch. I've only ever burned one CD, and I've never had any problems, so it seems like it is your CD player, does it play fine in your CD-ROM drive?
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Acmlm's Board - I2 Archive - - Posts by Sukasa


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