10-07-2019, 06:58 PM
Turning Sharpness Modifier [JoshuaMK]
This is the first code that edits the handling AND drifting of ALL vehicles. This code also gets rid of the ballerina issue of other float modifiers, meaning you can turn infinitely sharp without becoming a spinning top.
(NTSC-U)
C2574220 00000004
3D808150 3D60TURN
916C1764 C04C1764
EC6300B2 D07D0158
60000000 00000000
C2574268 00000002
C04C1764 EC000072
EC0000B2 00000000
C25742C0 00000002
C04C1764 EC23082A
EC2100B2 00000000
045742CC 4800001C
(PAL)
C257AA84 00000004
3D808150 3D60TURN
916C1764 C04C1764
EC6300B2 D07D0158
60000000 00000000
C257AACC 00000002
C04C1764 EC000072
EC0000B2 00000000
C257AB24 00000002
C04C1764 EC23082A
EC2100B2 00000000
0457AB30 4800001C
(NTSC-J)
C257A404 00000004
3D808150 3D60TURN
916C1764 C04C1764
EC6300B2 D07D0158
60000000 00000000
C257A44C 00000002
C04C1764 EC000072
EC0000B2 00000000
C257A4A4 00000002
C04C1764 EC23082A
EC2100B2 00000000
0457A4B0 4800001C
(NTSC-K)
C2568ADC 00000004
3D808150 3D60TURN
916C1764 C04C1764
EC6300B2 D07D0158
60000000 00000000
C2568B24 00000002
C04C1764 EC000072
EC0000B2 00000000
C2568B7C 00000002
C04C1764 EC23082A
EC2100B2 00000000
04568B88 4800001C
TURN = Floating Point Value
Normal Value = 3F80
It is recommended to keep it below 0x4000, and above 0x3F00
#ASM
#~~~~~~~~~~~~#
#Inject > 80574220#
#~~~~~~~~~~~#
lis r12, 0x8000
lis r11, 0xTURN
stw r11, 0x1764 (r12)
lfs f2, 0x1764 (r12)
fmuls f3, f3, f2
stfs f3, 0x0158 (r29)
#~~~~~~~~~~~~#
#Inject > 80574268#
#~~~~~~~~~~~#
lfs f2, 0x1764 (r12)
fmuls f0, f0, f1
fmuls f0, f0, f2
#~~~~~~~~~~~~#
#Inject > 805742C0#
#~~~~~~~~~~~#
lfs f2, 0x1764 (r12)
fadds f1, f3, f1
fmuls f1, f1, f2
#~~~~~~~~~~~~~~~#
#RAM Write > 805742CC#
#~~~~~~~~~~~~~~#
b -> +0x001C
Code Creator: JoshuaMK
This is the first code that edits the handling AND drifting of ALL vehicles. This code also gets rid of the ballerina issue of other float modifiers, meaning you can turn infinitely sharp without becoming a spinning top.
(NTSC-U)
C2574220 00000004
3D808150 3D60TURN
916C1764 C04C1764
EC6300B2 D07D0158
60000000 00000000
C2574268 00000002
C04C1764 EC000072
EC0000B2 00000000
C25742C0 00000002
C04C1764 EC23082A
EC2100B2 00000000
045742CC 4800001C
(PAL)
C257AA84 00000004
3D808150 3D60TURN
916C1764 C04C1764
EC6300B2 D07D0158
60000000 00000000
C257AACC 00000002
C04C1764 EC000072
EC0000B2 00000000
C257AB24 00000002
C04C1764 EC23082A
EC2100B2 00000000
0457AB30 4800001C
(NTSC-J)
C257A404 00000004
3D808150 3D60TURN
916C1764 C04C1764
EC6300B2 D07D0158
60000000 00000000
C257A44C 00000002
C04C1764 EC000072
EC0000B2 00000000
C257A4A4 00000002
C04C1764 EC23082A
EC2100B2 00000000
0457A4B0 4800001C
(NTSC-K)
C2568ADC 00000004
3D808150 3D60TURN
916C1764 C04C1764
EC6300B2 D07D0158
60000000 00000000
C2568B24 00000002
C04C1764 EC000072
EC0000B2 00000000
C2568B7C 00000002
C04C1764 EC23082A
EC2100B2 00000000
04568B88 4800001C
TURN = Floating Point Value
Normal Value = 3F80
It is recommended to keep it below 0x4000, and above 0x3F00
#ASM
#~~~~~~~~~~~~#
#Inject > 80574220#
#~~~~~~~~~~~#
lis r12, 0x8000
lis r11, 0xTURN
stw r11, 0x1764 (r12)
lfs f2, 0x1764 (r12)
fmuls f3, f3, f2
stfs f3, 0x0158 (r29)
#~~~~~~~~~~~~#
#Inject > 80574268#
#~~~~~~~~~~~#
lfs f2, 0x1764 (r12)
fmuls f0, f0, f1
fmuls f0, f0, f2
#~~~~~~~~~~~~#
#Inject > 805742C0#
#~~~~~~~~~~~#
lfs f2, 0x1764 (r12)
fadds f1, f3, f1
fmuls f1, f1, f2
#~~~~~~~~~~~~~~~#
#RAM Write > 805742CC#
#~~~~~~~~~~~~~~#
b -> +0x001C
Code Creator: JoshuaMK
Super Mario Eclipse, what Super Mario Sunshine could've been.