Super Mario Galaxy [RMGE01]

Started by brkirch, July 26, 2008, 08:16:28 AM

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Romaap


JimmyAC

Well, this post is officially dead. I really wish they left star world in the game.

Pete993

Quote from: JimmyAC on December 07, 2008, 12:20:28 AM
Well, this post is officially dead. I really wish they left star world in the game.
Actually no it isn't... well it is right now but if people made some codes... There ARE things left but they require ASM. I've checked with LakiuX and some of this stuff is very well hidden...
-Pete993 AKA The Ultimate Mario Fanatic

Working on codes.. Could use some ideas.

hawkeye2777

I did find the X/Y/Z axes for the observatory... but I can't seem to turn it into a code without the game either crashing or glitching up. It is a dynamic address, I couldn't find a second address though. Maybe I'll be able to turn it into a code once I get better with ASM, or perhaps someone more skilled can help me.

This game isn't done; there's stuff that still can be hacked, but like Pete said they require ASM. I'll have to play through the game to see what could be hacked.
Currently "retired" from hacking codes.

brkirch

#229
Quote from: hawkeye2777 on December 07, 2008, 07:29:22 PM
I did find the X/Y/Z axes for the observatory... but I can't seem to turn it into a code without the game either crashing or glitching up. It is a dynamic address, I couldn't find a second address though. Maybe I'll be able to turn it into a code once I get better with ASM, or perhaps someone more skilled can help me.

You are trying to make a code that does something like this right?

Save Mario's Position With Button 1 & Restore Mario's Position With Button 2
82200000 806B7B40
2861D342 FDFF0200
48001000 0000000C
4C010000 00495EE8
48001000 00000010
4C010000 00495EEC
48001000 00000014
4C010000 00495EF0
2861D343 FEFF0100
42000000 00000000
48000000 80495EE8
4C011000 0000000C
48000000 80495EEC
4C011000 00000010
48000000 80495EF0
4C011000 00000014
E0000000 80008000

And if you want to know how it works:
82200000 806B7B40 #Move Mario's pointer to gr0
2861D342 FDFF0200 #Check for button 1
48001000 0000000C #Load X-Axis value to po
4C010000 00495EE8 #Save po to 80495EE8
48001000 00000010 #Load Y-Axis value to po
4C010000 00495EEC #Save po to 80495EEC
48001000 00000014 #Load Z-Axis value to po
4C010000 00495EF0 #Save po to 80495EF0
2861D343 FEFF0100 #Check for button 2 & endif for button 1
42000000 00000000 #Workaround for broken 4C001 code type (which is interpreted as save pointer to [XXXXXXXX+ba+grN] instead of save pointer to [XXXXXXXX+grN]), set ba to 0 and use working 4C011 code type instead
48000000 80495EE8 #Load saved X-Axis value to po
4C011000 0000000C #Restore X-Axis value
48000000 80495EEC #Load saved Y-Axis value to po
4C011000 00000010 #Restore Y-Axis value
48000000 80495EF0 #Load saved Z-Axis value to po
4C011000 00000014 #Restore Z-Axis value
E0000000 80008000 #End of Code Terminator

I've had this for a while, but I had really planned to add the ability to save multiple positions and an exit modifier to go directly to the area that each position was saved in before releasing the code (I still might add those features eventually, I just haven't had time).

hawkeye2777

Quote from: brkirch on December 07, 2008, 10:29:29 PMYou are trying to make a code that does something like this right?

Save Mario's Position With Button 1 & Restore Mario's Position With Button 2
82200000 806B7B40
2861D342 FDFF0200
48001000 0000000C
4C010000 00495EE8
48001000 00000010
4C010000 00495EEC
48001000 00000014
4C010000 00495EF0
2861D343 FEFF0100
48000000 80495EE8
4C001000 0000000C
48000000 80495EEC
4C001000 00000010
48000000 80495EF0
4C001000 00000014
E0000000 80008000

And if you want to know how it works:
82200000 806B7B40 #Move Mario's pointer to gr0
2861D342 FDFF0200 #Check for button 1
48001000 0000000C #Load X-Axis value to po
4C010000 00495EE8 #Save po to 80495EE8
48001000 00000010 #Load Y-Axis value to po
4C010000 00495EEC #Save po to 80495EEC
48001000 00000014 #Load Z-Axis value to po
4C010000 00495EF0 #Save po to 80495EF0
2861D343 FEFF0100 #Check for button 2 & endif for button 1
48000000 80495EE8 #Load saved X-Axis value to po
4C001000 0000000C #Restore X-Axis value
48000000 80495EEC #Load saved Y-Axis value to po
4C001000 00000010 #Restore Y-Axis value
48000000 80495EF0 #Load saved Z-Axis value to po
4C001000 00000014 #Restore Z-Axis value
E0000000 80008000 #End of Code Terminator

I've had this for a while, but I had really planned to add the ability to save multiple positions and an exit modifier to go directly to the area that each position was saved in before releasing the code (I still might add those features eventually, I just haven't had time).

Actually no, in fact I wasn't aware that that could be done. What I was looking to do was to modify your coordinates by certain button presses, such as pressing Z and D-pad up to modify your Y coordinates by a certain value. Basically, everything the X/Y/Z Coordinate Modifier code did for Super Mario Sunshine.

However, it only seemed to work on certain altitudes for the Y axis when I was messing around with it.
Currently "retired" from hacking codes.

PikachuMan

But whoa...

Nice code, brkirch! This basically means if I press the 1 button, move a couple steps and press the 2 button, I'll warp to where I was standing when I pressed the 1 button, right?

If so, awesome!

If not, then could you explain what it does?

MASTERLINKX

brkirch, that code didn't work, instead when i pressed 2 my game froze.

tried it many times even with that code alone. all 5 times it froze.

Romaap

brkirch, why do you move Mario's pointer to the gr0?

brkirch

Quote from: Romaap on December 08, 2008, 11:47:07 AM
brkirch, why do you move Mario's pointer to the gr0?
Mario's pointer is used many times in that code, I just put it in gr0 for easy access.

Quote from: MASTERLINKX on December 08, 2008, 05:02:34 AM
brkirch, that code didn't work, instead when i pressed 2 my game froze.

tried it many times even with that code alone. all 5 times it froze.
Sorry I thought I had posted the code with a combination of code types that were working correctly, but apparently not.  Technically the code should have worked but due to a bug in the code handler it freezes the game instead.  :confused:  Anyway it should be fixed now.

PikachuMan

Quote from: PikachuMan on December 08, 2008, 03:40:05 AM
But whoa...

Nice code, brkirch! This basically means if I press the 1 button, move a couple steps and press the 2 button, I'll warp to where I was standing when I pressed the 1 button, right?

If so, awesome!

If not, then could you explain what it does?

Quoted for justice.

brkirch

Quote from: PikachuMan on December 08, 2008, 06:56:20 PM
Quote from: PikachuMan on December 08, 2008, 03:40:05 AM
But whoa...

Nice code, brkirch! This basically means if I press the 1 button, move a couple steps and press the 2 button, I'll warp to where I was standing when I pressed the 1 button, right?

If so, awesome!

If not, then could you explain what it does?

Quoted for justice.

Yes, that is what it does.

yoshicircuit

I have a theory that Star World was placed outside of the bounderies of Good Egg Galaxy. Is it possible to put it there? I don't know. Is it possible to go there? Yes. Just use the speed modifier code and jump on a slope, and you'll be outside the bounderies of the stage in no time. Although, if it was outside the bounderies, it would be almost impossible to find it. After all, the universe outside the playing zone is just as big as our universe.

If there is any hope left, I believe the best chances of finding Star World would be in the files. We've probably already proved it's not in the files anyway. And homeplanet is probably invisible, seeing as it's not meant to be accessed on any of the stars.

I guess we can only find homeplanet out of luck.

Pete993

Quote from: yoshicircuit on December 09, 2008, 03:46:21 AM
I have a theory that Star World was placed outside of the bounderies of Good Egg Galaxy. Is it possible to put it there? I don't know. Is it possible to go there? Yes. Just use the speed modifier code and jump on a slope, and you'll be outside the bounderies of the stage in no time. Although, if it was outside the bounderies, it would be almost impossible to find it. After all, the universe outside the playing zone is just as big as our universe.

If there is any hope left, I believe the best chances of finding Star World would be in the files. We've probably already proved it's not in the files anyway. And homeplanet is probably invisible, seeing as it's not meant to be accessed on any of the stars.

I guess we can only find homeplanet out of luck.
Even if it was in the game, that wouldn't work. I've personally tried something like that (elsewhere and by accident) and if you go outside the boundaries the game will slow down tremendously for a while and then eventually you will see Mario stuck inside of an invisible wall of some sort (he's rapidly moving between two positions) and eventually... Uh... I forgot... I think you die. Now if you meant just outside the normal "area" of playing then... Well the game has it's own boundaries. The ones I was just saying I passed. But yeah I think we would've found it by now. Just flying around everywhere... I don't think it's there and if it is then it might require editing the ISO to access it.

It'd probably be easier to actually FIND a copy of the demo disk used at E3.
-Pete993 AKA The Ultimate Mario Fanatic

Working on codes.. Could use some ideas.

GrandMasterJimmy

Just with this whole "Star world isn't in the iso."


I haven't looked into it much, but the levels geometry is in it, I ripped it myself. Couldn't you load it's file when loading a stage to get it to run?


I would check into it more, but I sold my copy of the game a while ago, so I can't dump my iso.



I belive the name of the file on the iso is "Worldmaphome".