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PwnzLPs

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Everything posted by PwnzLPs

  1. So, I am writing a hack, and I was curious if there's a way to have the Debug ROM be completely console compatible. I know that it should be somewhat compatible with the Gamecube, although i can not be sure. But my goal is to have my hack playable on console, which means N64, GCN, and Wii/Wii U. Is there a way to ensure this? If it helps any, I do have a modded Wii
  2. PwnzLPs

    How do I Patch This?

    XD nice! BTW, how do I use the patcher?
  3. It's so beautiful. Finally, they've added more pictures to Hylian...
  4. PwnzLPs

    How Do I Fix This?

    Ahh. Okay, thank you. Yeah I've been playing around with the model a little bit. Unfortunately, I don't know how to add the DA command without screwing up the reading for the rest of his display lists. I will get the file uploaded tonight and post a link. EDIT: Here is a download link for my current ROM Imported version of MM Link. Fair warning: Its a patch I got from someone that somehow managed to make him work by just porting his ZOBJ from MM to OoT and than fixed it up as good as he could. That's why I am probably having the issues that I am. https://mega.co.nz/#!ENVRlYIS!vUiqq8rahqtf2qdOYP9yXW9Y4nSQmkgJXkFZ6Zw9f4Y
  5. PwnzLPs

    How Do I Fix This?

    Alright. Thanks! Here is my Torso Dlist, btw.
  6. PwnzLPs

    How Do I Fix This?

    Double post, I know. But, I have an update. Its something with the Mirror Shield and Master Sword models (both for sheath and actual sword). So, here is all the hex for the DLISTS. I don't see anything out of the ordinary, but let me know if you do please. Right now, its just the sheath. I will post the actual sword and mirror shield when i can.
  7. PwnzLPs

    How Do I Fix This?

    Ahhh. Okay. By the way, I've figured out that it only happens while I have the Mirror Shield and/or Master Sword. Hmmm... Time to figure this out...
  8. PwnzLPs

    How Do I Fix This?

    What do you mean by my texture is not set to the right texture? I'm a little bit confused by that.
  9. PwnzLPs

    How Do I Fix This?

    Hi! I am working on my Play As MM Link Mod, and I was wondering, how do I fix this? The problem is his torso. Is there a way to fix that so that it is shaded with the rest of the tunic?
  10. PwnzLPs

    How do I Patch This?

    Can you link me to a download of what I need please?
  11. PwnzLPs

    How do I Patch This?

    If I can converted it to a Gameshark code, I would be happy with that. I am just hoping there's a way I can use it. I need it for my mod
  12. PwnzLPs

    How do I Patch This?

    Hi! I know I've posted a lot in q and a in the last few days, but this one I haven't figured out yet, and I've been trying to so it for weeks now. So, I know I'm pretty new to assembly hacking, which is probably why I can't figure it out. I've been trying to patch this ASM hack by Jason777 for a while now, and can't figure out how to. Can someone please help? If you could that would be awesome. .ORG 0x801064B0 J 0x80600000 .ORG 0x80600000 LUI AT, 0x8016 # AT = 0x80160000 LW K1, 0xE664(AT) # Load word @ 0x8015E664 into K1 BNE K1, R0, CLeft # If word @ 0x8015E664 = 0x0000001, Jump to "CLeft" routine LUI A3, 0x8060 # Delay Slot; A3 will be used for Jump Returns B Exit # In case you are Adult Link, exit routine NOP CLeft: # C-Left; 0x80600018 LUI GP, 0x0002 # GP = C-Left Value LB K1, 0xE6C9(AT) # K1 = Item equipped to C-Left B Check # Unconditional branch to "Check" routine ADDIU A3, 0x0025 # Delay Slot; A3 = 0x80600028 CBottom: # C-Bottom; 0x80600028 LUI GP, 0x0004 # GP = C-Bottom Value LUI AT, 0x8016 # AT = 0x80160000 LB K1, 0xE6CA(AT) # K1 = Item equipped to C-Bottom B Check # Unconditional Branch to Check Routine ADDIU A3, 0x0014 # Delay Slot; A3 = 0x8060003C CRight: # C-Right; 0x8060003C LUI GP, 0x0001 # GP = C-Right Value LUI AT, 0x8016 # AT = 0x80160000 LB K1, 0xE6CB(AT) # K1 = Item equipped to C-Right B Check # Unconditional branch to "Check" routine ADDIU A3, 0x0014 # Delay Slot; A3 = 0x80600050 Exit: # Exit; 0x80600050 MOVE GP, R0 # Clear GP MOVE AT, R0 # Clear AT ADDIU K1, R0, 0x0AAA # Restore K1 back to 0x00000AAA ADDIU A3, R0, 0x0003 # Restore A3 back to 0x00000003 JR RA ADDIU T2, R0, 0x2000 # Delay Slot; Restore T2 back to 0x00002000 Check: ADDIU AT, K1, 0xFFFD # 0xFFFFFFFD = -0x03 () BEQ AT, R0, Arrow NOP ADDIU AT, K1, 0xFFFC # 0xFFFFFFFC = -0x04 (Fire Arrows) BEQ AT, R0, Fire NOP ADDIU AT, K1, 0xFFFA # 0xFFFFFFFA = -0x06 (Slingshot) BEQ AT, R0, Sling NOP ADDIU AT, K1, 0xFFF4 # 0xFFFFFFF4 = -0x0C (Ice Arrows) BEQ AT, R0, Ice NOP ADDIU AT, K1, 0xFFEE # 0xFFFFFFEE = -0x12 (Light Arrows) BEQ AT, R0, Light NOP JR A3 # Jump to next C-button check or Exit routine (address in A3) NOP Arrow: LUI AT, 0x8016 # AT = 0x80160000 LW AT, 0x6AF0(AT) # AT = Buttons currently pressed AND AT, AT, GP # AT &= GP BNE AT, R0, BowSetup # If button value stored in GP is pressed, branch to FixDisplay ADDIU AT, R0, 0x0002 # Delay Slot; AT = Regular Arrow Spawn (0x0002) JR A3 # Else, jump to next C-button check or Exit routine (address in A3) NOP Fire: LUI AT, 0x8016 # AT = 0x80160000 LW AT, 0x6AF0(AT) # AT = Buttons currently pressed AND AT, AT, GP # AT &= GP BNE AT, R0, BowSetup # If button value stored in GP is pressed, branch to FixDisplay ADDIU AT, R0, 0x0003 # Delay Slot; AT = Fire Arrow Spawn (0x0003) JR A3 # Else, jump to next C-button check or Exit routine (address in A3) NOP Ice: LUI AT, 0x8016 # AT = 0x80160000 LW AT, 0x6AF0(AT) # AT = Buttons currently pressed AND AT, AT, GP # AT &= GP BNE AT, R0, BowSetup # If button value stored in GP is pressed, branch to FixDisplay ADDIU AT, R0, 0x0004 # Delay Slot; AT = Ice Arrow Spawn (0x0004) JR A3 # Else, jump to next C-button check or Exit routine (address in A3) NOP Light: LUI AT, 0x8016 # AT = 0x80160000 LW AT, 0x6AF0(AT) # AT = Buttons currently pressed AND AT, AT, GP # AT &= GP BNE AT, R0, BowSetup # If button value stored in GP is pressed, branch to FixDisplay ADDIU AT, R0, 0x0005 # Delay Slot; AT = Light Arrow Spawn (0x0005) JR A3 # Else, jump to next C-button check or Exit routine (address in A3) NOP Sling: LUI K1, 0x0602 # K1 = 0x06020000 ADDIU K1, K1, 0x8048 # 0x06020000 + 0xFFFF8048 = 0x06018048 (Slingshot FPS) LUI T2, T2, 0x0602 # T2 = 0x06020000 ORI T2, T2, 0x21A8 # T2 = 0x060221A8 (Slingshot String) LUI AT, 0x8016 # AT = 0x80160000 LW AT, 0x6AF0(AT) # AT = Buttons currently pressed AND AT, AT, GP # AT &= GP BNE AT, R0, FixDisplay # If button value stored in GP is pressed, branch to FixDisplay ADDIU AT, R0, 0x0009 # Delay Slot; AT = Deku Seed Spawn (0x0009) JR A3 # Else, jump to next C-button check or Exit routine (address in A3) NOP BowSetup: LUI K1, 0x0603 # K1 = 0x06030000 ADDIU K1, K1, 0xFE80 # 0x06030000 + 0xFFFFFE80 = 0x0602FE80 (Bow FPS) LUI T2, T2, 0x0603 # T2 = 0x06030000 B FixDisplay # Unconditional branch to "FixDisplay" routine ORI T2, T2, 0x0490 # Delay Slot; T2 = 0x06030490 (Bow String) FixDisplay: LUI GP, 0x8012 # GP = 0x80120000 SW K1, 0x5F3C(GP) # Store FPS display list pointer in K1 @ 0x80125F3C SW T2, 0x6144(GP) # Store String display list pointer in T2 @ 0x80126144 LUI GP, 0x8017 # GP = 0x80170000 JR A3 # Jump to next C-button check or Exit routine (address in A3) SH AT, 0x8232(GP) # Delay Slot; Store Projectile Spawn Actor variable in AT @ 0x80168232
  13. Hey, Airikita, I'm curious, how did you make your models hardware compatible? The reason I ask is because I want to be able to make my own mods hardware compatible.
  14. EDIT: Can an admin please close this topic? I have no use for it now.
  15. Hello! I've sort of just been lurking around these forums for a while, and I may have posted a few things here and there. But this is my first major mod (with DLISTS, anyways). And I don't know what measurement I should use in Google Sketchup when scaling to MM (n64)'s FD Size. Any help would be greatly appreciated! Thanks!
  16. There are no texture rips yet. For now, you'll have to do them yourself. I am working on ripping the textures from every model in the game, but that is going to take some time, because I have to export every model, and then grab their textures. /PwnzLPs
  17. Does anyone have the. 7z that they can upload and post a link to for me please? It seems that the link for the download is broken.
  18. Sorry for double posting. Most of the CTXB files can be extracted with Texture Ripper 1.1.7, although a whole folder with around 110 or so CTXB files is the exception. The scene folder's CTXB files cannot be ripped using Texture Ripper 1.1.7, so if anyone else can get some information on this, that'd be awesome! I can say this much: What Texture Ripper does is makes completely blank text files for specifically those ctxbs, and doesn't rip anything from them, even if I attempt to do each file individually.
  19. Ahh, okay. Hmm, has anyone opened them up in a hex editor or anything else?
  20. Im curious, are the files themselves decrypted? If not, maybe they changed the type of encryption on the files and that's why we can't open them
  21. I may be able to play as a beta tester. I have school to deal with, but should be able to play a little bit each day
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