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i cannot get rice plugin to work, to save my life :v
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1 stage and music shouldn't matter. No one really uses anthers ladder as far as I know. Best bet is to play people on console locally and go to majors. You can try online but everyone is a big meanie stupid doodoo head.This looks so dope! I wanna get into 64! The only things bugging me were the 1 stage and the music for that stage. Is 19xx ever used on anther's ladder? Anyone know?
good luck! A tool sounds way better than what I do.I'll open source it when it's bug free (there are two ways I'm testing right now, one is probably more traditional and the other shouldn't even work but does!)
I'm looking into it.Is it possible to have 19XX force neutral starts on dreamland (maybe other stages too)? 20XX does this for melee but I'm not sure if spawn points work the same in 64. It'd be nice to have for singles and doubles
Ew that sounds awful haha. Once I get mine flawlessly I'll be sure to let you know how I did it.good luck! A tool sounds way better than what I do.
My current method is (i)have a generic DMA routine, (ii) have a file moving routine that calls (i) to get the data into RAM, and then replace the jump to (ii) with a jump to (iii), and (iii) the actual, moved routine. I mean it works, but it's not fun to keep track of.
I also tracked down a fun bug today. It seems some of the existing routines don't like to allocate as much memory as the use on the stack. fun.
Jorgasms, I know you have a lot on your plate with 19XXTE already, but I thought I'd mention another toggle for you to consider: disabling anti-aliasing. It looks like there's been some interest and progress in disabling anti-aliasing on N64 games recently. Here's a thread with some technical discussion and discoveries on this topic; a post on the second page has a Gameshark code for the PAL version of Super Smash Bros., but I don't see a code for the NTSC version yet. This might be be worth researching, or at least keeping an eye on the discussions about it to see what other people find. Besides producing a "sharper" image that might be preferred for certain video setups, perhaps this would be able to reduce lag for doubles...? I'm not sure—my grasp on how the N64's unusual graphics pipeline works is very weak.
8103D55C 0000
8103D55E 0212
8103D58C 0000
8103D58E 0212
I'd love to see what this looks like on consoleDisable Anti AliasingSuper Smash Bros. (NTSC Port)
I'll look into incorporating this into 19XXTECode:8103D55C 0000 8103D55E 0212 8103D58C 0000 8103D58C 0212
15 togglesso with the item switch there could be 15 toggles max or could there be a pg 2 or something with the appearance?
You're just thinking to smallThat's a lot of space to put any needed toggles, more than you may need.
Spoiler: I'm never doing character editing via togglesIt should be good if we start to organize ideas to fill these slot toggles, like, for example, core game toggles and the remaining slots be used for optional toggles.
1. Rules (YES=Tournament Mode Rules / NO= Vanilla Rules*)
2. SSS (YES=Custom SSS / NO= Vanilla SSS) this way ALL stages could be accesed without excluding any.
3. Hitboxes (YES=ON / NO=OFF)
4. Music (YES=ON / NO=MUTE)
5. Widescreen (YES=ON / NO=OFF)
6. Stereo (YES=Stereo / OFF=Mono)
7. Japanese Sounds (YES=NTSC-J / OFF=NTSC-U)
8. Japanese characters moveset (YES=NTSC-J / OFF=NTSC-U)
9. European characters Moveset (YES=PAL / OFF=NTSC-U)
10.-15 YOLO TOGGLES and YES FUN ALLOWED TOGGLES, haven't think of anything yet.
I am suggesting these toggles. I don't know if would work this way but hope it does.
*With vanilla rules I mean no 8min timer with 5stock, since that breaks the Results Screen Scoring System, or whatever toggle would be needed to restore Results Screen displaying scores correctly without having to screw up everything else.
So that means everything else but character editing could work this way?Spoiler: I'm never doing character editing via toggles
You need to use a USA romWhen I try patching the rom, I get an error saying "xdelta3: source file too short: XD3_INTERNAL". Can you help me please?
If the Main Menu becomes available again, and not just VS Mode, then yes. Remember that in 0.9G (current), Main Menu can't be accessed along with 1P Mode, Options and Data since exiting VS Mode returns you to Custom Debug Menu,just saying stereo and mono is already there, rite?
You can't use the Debug Menu at all.makes sense but everything else should return since he abandoned debug mode. btw jorgasms, if the game boots to css but has togles on debug will the wad still crash?
I'm still having trouble getting mine to work with Unknown ROM status and the "Bad ROM? Use GoodN64 & check for updated INI" message, has anyone found a workaround for this yet?[collapse="Full List"]
I'm pretty sure it's possible to do by editing the ROM data base file (.rdb) file. How exactly? I'm not sure entirely sure. I'll look into it.
The all black background (will probably be changed to one of the shades blue) showed a slight increase in framerate (~10 fps) and will definitely be in 0.10.hows the doubles lag thing going
If that doesn't completely make doubles lag-free, then what are your thoughts on this?The all black background (will probably be changed to one of the shades blue) showed a slight increase in framerate (~10 fps) and will definitely be in 0.10.
something to think aboutIf that doesn't completely make doubles lag-free, then what are your thoughts on this?
In short, this person claims that disabling anti aliasing can increase frame rate. I already saw that you created the code for SSB64, so I was wondering if you had plans to implement this as one of your toggles.
The all black background (will probably be changed to one of the shades blue) showed a slight increase in framerate (~10 fps) and will definitely be in 0.10.
def considering buying a everdrive now bby tysomething to think about
I "fixed" it by taking a little more stack space and not using the lowest addresses (so it doesn't matter when they get trashed). It changes $sp just fine, so it's not major. I guess the compiler just knows where not to use certain stack addresses.Did you fix it and if you did, did you notice any results?
Because I only work on this when my brains fried. I've changed it since then.For final, DMA-loading loop, is there a reason why you just count down from 0xFFFF instead of checking for a clear DMA Status?
addiu sp, sp, 0xFFF8
sw t0, 0x0(sp)
sw t1, 0x4(sp)
...
lw t0, 0x0(sp)
lw t1, 0x4(sp)
Addiu sp, sp, 0x8
You mean something like 20XX does with Collision Bubbles?Is there a possibility to have both the character models and hitboxes displayed at the same time. Hitbox mode is great but if it was overlayed it would be even better. Something like we see on http://framedisplay.onlinessb.com/
(X+D-Pad Right) Collision Bubbles - Single Character [Achilles]
- Collision Bubble Counter increases by 1 for only the character who activated the code.
---> gif <---
- Collision Bubble Counter:
- 01 = Default.
- 02 = Collision bubbles with no character texture. *[first press]
- 03 = Character textures with overlayed collision bubbles. *[second press]
- 04 = Repeat back to 01. *[third press]
not likely, definitely not in the near futureIs there a possibility to have both the character models and hitboxes displayed at the same time. Hitbox mode is great but if it was overlayed it would be even better. Something like we see on http://framedisplay.onlinessb.com/
Well, I never knew about those functions, but looking at the documentation for them, it explains a lot of the "only on the actual hardware" problems I've had. Finding the routine hopefully won't be too hard (symbol map? compare to OoT Debug ROM?); using it might be another matter...Because I only work on this when my brains fried. I've changed it since then.
Right now I'm trying to figure out how the CACHE instruction works/how to use osInvalICahce, osInvalDCache, and osWritebackDCache[All] so I can actually swap which function is there (currently only the first function used works). It's really sad because it's the only thing delaying 0.10 at this point
I thought that this was just MIPS convention? Anything below the stack pointer is considered invalid/garbage, so you can use it.Edit:
This is somewhat important to. I've seen code along the lines of this in several rom hacks and I don't understand how you know this is free stack space.
Code:addiu sp, sp, 0xFFF8 sw t0, 0x0(sp) sw t1, 0x4(sp) ... lw t0, 0x0(sp) lw t1, 0x4(sp) Addiu sp, sp, 0x8
It does have the write back function, I've already located it in RAM. Using those functions is kinda problematic though so I'm trying to write my own functions. Right now, I have like a 75% success rate on the functions so I'm close.This is everything I could figure out about CACHE and osInvalICache from a very unproductive morning at work. CACHE seems to be very confusing, so hopefully we can just match the function data from the OoT Debug Rom with data from SSB, and just call osInval*Cache(). Though, the online memory map for oot has the invalidate functions, but not the writeback function...