themanthemaster
Smash Rookie
- Joined
- Jun 29, 2015
- Messages
- 15
I guess I just see the typo as sentimental
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copy and past what's in the "log" box
Zugriff verweigert means "Access denied"[01:12:42] Original file "Super Smash Bros. (U) [!] - Kopie.z64" selected.
[01:12:48] Patch file "usb_widescreen.xdelta" selected.
[01:12:49] Applying patch, please wait... (don't panic!)
[01:12:49] An error has occurred: xdelta3: file open failed: write: C:\Program Files (x86)\Project64 1.6.1\Games\Super Smash Bros. (U) [!] - KopiePATCHED.z64: Zugriff verweigert
no you need an original file. Run DeltaPatcherLite as an administrator or move your ROM somewhere else since Program Files is a protected folder and thenZugriff verweigert means "Access denied"
So Yeah. Sorry if I did something wrong there. I think what you gave me is a patch where I needed a 19XX edition already and patch it and not get it from scratch. But that's just an assumption. ^^
Need to fix this asap!polygon teams doesn't exist! noooo
So the patching worked finally but it's set to 0 and there is nothing new. Do I need to do something so that everything is activated? Also do I need to patch both things? The patching worked for the fullscreen xdelta file but not for the widescreen one and I can chose a .rar file in my P64 games list. Is this intended?no you need an original file. Run DeltaPatcherLite as an administrator or move your ROM somewhere else since Program Files is a protected folder and then
I don't even know how I would fix this. Teams are color based and all polygons are one colorNeed to fix this asap!
Have polygons be a single team?I don't even know how I would fix this. Teams are color based and all polygons are one color
Tl;dr It's not that simple.So do button activators not work at all in this hack? To my knowledge, a lot of what you've done is applied previously existing GS codes into the modified rom, so is the reason you haven't used any because they don't work with the method you're using to apply these codes to the rom? I have little to no experience with any type of programming so I'm not sure if they work or not.
This is unrealistic at the time. The amount of resources (textures, assembly, team ids) would never fit in the current rom.Have polygons be a single team?
Read the thread. I've talked about it several times.Why wouldn't u add hazard togle
Awesome, you found a way for my original suggestions to work it seems. This is great, thank you for all of the effort you have put in to this. I was wanting to get an Everdrive before, but this update makes me want to get one ASAP now.Ultra Smash Bros. 0.7 Release Update
New feature: access the debug menu. This will allow for debug menu toggles similar to the 20XX hacks. Currently, I have Skip Results Screen, Hitboxes, and Widescreen. I will not be including stage hazard toggles but please throw other suggestions my way.
Bug fix: alternate costumes (currently only player 1 can change costumes correctly)
Bug fix: the game freezes if you leave it running. I've disabled the timer to bring it back to the start menu thus "fixing" the freeze
Change: Hyrule Castle's stage preview will be a front view pic
Other changes in the works:
A fix for Final Destination's stage preview
Force stage load (so you can play on stages alone)
Whatever simple changes you guys can suggest for the Debug Menu
The current goal is to release a build before Xanadu's Smash 64 event on Monday at the latest. Thanks for your patience!
Edit: show hitboxes added
the american version of the game has the japanese hit sounds, right? how about having a toggle to switch between NTSC and JPN hit sounds?Whatever simple changes you guys can suggest for the Debug Menu
Collision Display NTSC-U
810F2FD0 2400
e: Good job on getting the debug menu up and running! That's huge!
Oh nice, I didn't know they had that on the official site! I already had the collision display code btw. I just called it Purple Hurtbox, because I didn't really know what it was for. Basically for the hitbox display variable, 2 = red hitbox, 3 = the collision thing, every other number besides 0 = regular hitbox display.Add a toggle for the collision/ledge grab diamonds.
That was a code I ported from the Japanese, and it seemed to work fine on console. I didn't mess around with it too much. Only hitboxes or collision can be active (so far as I saw), and this address is separate from the hitbox code address (whether or not it actually separate, idk).Code:Collision Display NTSC-U 810F2FD0 2400
e: Good job on getting the debug menu up and running! That's huge!
I believe it does, since there are gameshark codes for it. Good suggestion.the american version of the game has the japanese hit sounds, right? how about having a toggle to switch between NTSC and JPN hit sounds?
Yeah, I don't really know of any way to allocate memory. I'd probably just try finding space around 0x800Axxxx (or even lower...), because all of the variables that the game seems to save end up around there. Let me know what you figure out!It's looking very very good. However, I'm struggling to find a place to store the variables. I saw that you used the end of the stack (I think) to store registers for one of you hacks. Is it safe to assume that I could store them there without fear of them being overwritten?
the stack is dynamic just kidding I have another idea
Nice! I just figured that was for purple colored hitboxes haha.I just called it Purple Hurtbox, because I didn't really know what it was for. Basically for the hitbox display variable, 2 = red hitbox, 3 = the collision thing, every other number besides 0 = regular hitbox display.
Pretty much that. I disabled the Stage Select option and the ability to write to it and use that byte for toggles. That's only 8 bits but that should suffice for now.Yeah, I don't really know of any way to allocate memory. I'd probably just try finding space around 0x800Axxxx (or even lower...), because all of the variables that the game seems to save end up around there. Let me know what you figure out!
Where?Since there are gameshark codes for it. Good suggestion.
http://smashboards.com/threads/gameshark-code-collection.341009/page-6#post-18283446Where?
First off, I can't thank you enough for your program. It's honestly a blessing to use. The pseudo instruction branch (b LABEL) calculate branches incorrectly so I've just reverted to typing out beq R0, R0, LABEL.Hello. Sorry for being off-topic, but just saying, if there are any remaining bugs in CajeASM, please report them to me. I'm currently fixing a lot of stuff for CajeASM v8.0 and I'm still searching for a way to make a proper disassembler in CajeASM without messing up everything.
Greetz,
Tarek701.