MKDS Star Character Animation [Ro] - Printable Version +- Mario Kart Wii Gecko Codes, Cheats, & Hacks (https://mariokartwii.com) +-- Forum: Cheat Codes (https://mariokartwii.com/forumdisplay.php?fid=51) +--- Forum: Offline; Item (https://mariokartwii.com/forumdisplay.php?fid=58) +--- Thread: MKDS Star Character Animation [Ro] (/showthread.php?tid=1940) |
MKDS Star Character Animation [Ro] - _Ro - 03-05-2022 MKDS Star Character Animation [Ro] This code will make your character animated (item hit success, win animation is broken) when you are in a Star, similarly to Mario Kart DS's character animation when in a star. It is done by modifying what loads the damage animation to execute the damage animation when in a star, and also when hit, and then load a different animation if in a star. As mentioned above, the win animation breaks - it resets when another animation is about to start and it will only stop the animation (after star ends) when another animation starts. No other animations can happen during the process of the star animation. This code is poorly done andwritten and had me confused on why the other ways I tried didn't worked, so I am releasing it in the only way I got to work. Tips and helps are highly appreciated. NTSC-U: C27BCCC4 00000004 80040008 54000001 4182000C 38000001 48000008 80040008 60000000 00000000 C27BCD0C 00000004 80040008 54000001 4182000C 38800014 48000008 3880001A 60000000 00000000 PAL (Untested): C27CB724 00000004 80040008 54000001 4182000C 38000001 48000008 80040008 60000000 00000000 C27CB76C 00000004 80040008 54000001 4182000C 38800014 48000008 3880001A 60000000 00000000 NTSC-J (Untested): C27CAD90 00000004 80040008 54000001 4182000C 38000001 48000008 80040008 60000000 00000000 C27CADD8 00000004 80040008 54000001 4182000C 38800014 48000008 3880001A 60000000 00000000 NTSC-K (Untested): C27B9AE4 00000004 80040008 54000001 4182000C 38000001 48000008 80040008 60000000 00000000 C27B9B2C 00000004 80040008 54000001 4182000C 38800014 48000008 3880001A 60000000 00000000 Code: Play Animation Code by: Ro Code credits: Skullface (for the address) and mdmwii for animation values RE: MKDS Star Character Animation [Ro] - Seeky - 03-05-2022 Neat. Like your other recent codes, needs an ntsc-k port before it can be posted outside of the incomplete section RE: MKDS Star Character Animation [Ro] - _Ro - 03-05-2022 Added. Sorry for my incovinience. Adding for the rest of my codes RE: MKDS Star Character Animation [Ro] - Seeky - 03-05-2022 Cool, moved them all back now RE: MKDS Star Character Animation [Ro] - Vega - 03-06-2022 You can optimize your source by using r12 as a scrap register. Btw since you are only checking for a single bit and its in the upper 16 bits of the register, you can use andis instead of rlwinm. Simpler to use imo. Code: lwz r0, 8 (r4) #Load player status, this is the default instruction My question is why is r0 being to set just 1 in a pre-defined manner? This would effect the other bits that aren't in use of your code (bits 1 thru 30). You may want to write it like this... Code: lwz r0, 8 (r4) The above source will force the previous Star bit that was found high to now be low, then flip the damange bit flip high. This leads me to my next question of do you want the Star bit (bit 0) to be always be forced low when it was previusly found high? If not, then source would be like this... Code: lwz r0, 8 (r4) -------- Regarding your second source. Here's a better configuration~ Code: lwz r0, 8 (r4) #r0 safe for use since we are approaching a function call RE: MKDS Star Character Animation [Ro] - _Ro - 03-06-2022 Hello Vega. Thank you for the tips and consideration of helping me improve! I set r0 to 1 which is the value being checked after it - I set it to 1 because below r0 is reloaded, so I didn't see a problem doing this. About the star bit thing, I think it's better to make the star bit low, in case another flags are applied, the animations can properly be played. I highly appreciate the help. I will consider testing them someday and possibly updating the code with the changes |