They have arrived.
First off, I'd like to dedicate these codes (except for the stage modifiers obviously, those have been around for ages) to my grandma, who unexpectedly passed away a week ago (1/20/14). Although I don't think Grandma would have much cared about these codes, and would definitely say I have been wasting my time, this has been my distraction this past week. There's always a silver lining.
On a far more uplifting note, I have developed simple codes that enable anyone with a SSB64 cartridge and a compatible Gameshark to customize the Stage Select Screen. This includes logos, names, and even the stage preview in bottom left corner. The background textures at the top of the screen, the stage preview camera zoom, and also the logo positions, are a work in progress and I will update when I have those. So without further ado (Sorry for using a linked file, but apparently tab delimiting isn't a thing here):
Stage Select Customization Codes.txt
Some explanation is needed. I mentioned in my previous thread that the address (It might not be the actual address, but for our purposes it might as well be) of every texture that game loads passes through 043BC2 (4 bytes). Turns out these addresses are composed of two parts, a type identifier, which represents the type of texture being loaded, and an offset to specify what actual texture should be selected. For example, the name identifier on the stage select screen is 0x8015B930, and the offset for the "Congo Jungle" name image, as you can see from the text file, is 0x00000678. Adding these two values provides you with the absolute address of the "Congo Jungle" text image, 0x8015BFA8. Why is this useful? Because it allows you swap any image with any image. I could replace the Triforce with the "Mushroom Kingdom" name image if I wanted to. Just take the absolute address of the "Mushroom Kingdom" name image (0x8015B930+0x13F8=0x8015CD28), and subtract the logo identifier, 0x801574E0. 0x8015CD28-0x801574E0=0x00005848, so 5848 is what you should enter in for LLLL in the code. If the number is larger than 2 bytes, you have to tweak the code, because it only modifies the two least significant bytes.
I mentioned that I'm working on codes for the stage background textures at the top of the screen, as well as the positions for the logos, but what I'd really like to be able to do is use the SSB logo (which is also the Fighting Polygon character logo) on Battlefield, and the Metal Mario character logo on Metal Cavern. If someone could find the absolute addresses of those two images that would be cool.
That pretty much wraps it up. Keep in mind this is a work in progress, so if you're not quite satisfied just stay tuned.
First off, I'd like to dedicate these codes (except for the stage modifiers obviously, those have been around for ages) to my grandma, who unexpectedly passed away a week ago (1/20/14). Although I don't think Grandma would have much cared about these codes, and would definitely say I have been wasting my time, this has been my distraction this past week. There's always a silver lining.
On a far more uplifting note, I have developed simple codes that enable anyone with a SSB64 cartridge and a compatible Gameshark to customize the Stage Select Screen. This includes logos, names, and even the stage preview in bottom left corner. The background textures at the top of the screen, the stage preview camera zoom, and also the logo positions, are a work in progress and I will update when I have those. So without further ado (Sorry for using a linked file, but apparently tab delimiting isn't a thing here):
Stage Select Customization Codes.txt
Some explanation is needed. I mentioned in my previous thread that the address (It might not be the actual address, but for our purposes it might as well be) of every texture that game loads passes through 043BC2 (4 bytes). Turns out these addresses are composed of two parts, a type identifier, which represents the type of texture being loaded, and an offset to specify what actual texture should be selected. For example, the name identifier on the stage select screen is 0x8015B930, and the offset for the "Congo Jungle" name image, as you can see from the text file, is 0x00000678. Adding these two values provides you with the absolute address of the "Congo Jungle" text image, 0x8015BFA8. Why is this useful? Because it allows you swap any image with any image. I could replace the Triforce with the "Mushroom Kingdom" name image if I wanted to. Just take the absolute address of the "Mushroom Kingdom" name image (0x8015B930+0x13F8=0x8015CD28), and subtract the logo identifier, 0x801574E0. 0x8015CD28-0x801574E0=0x00005848, so 5848 is what you should enter in for LLLL in the code. If the number is larger than 2 bytes, you have to tweak the code, because it only modifies the two least significant bytes.
I mentioned that I'm working on codes for the stage background textures at the top of the screen, as well as the positions for the logos, but what I'd really like to be able to do is use the SSB logo (which is also the Fighting Polygon character logo) on Battlefield, and the Metal Mario character logo on Metal Cavern. If someone could find the absolute addresses of those two images that would be cool.
That pretty much wraps it up. Keep in mind this is a work in progress, so if you're not quite satisfied just stay tuned.
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