Dynamic Gravity [JoshuaMK]
#14
(07-04-2019, 01:46 PM)Vega Wrote: Ye, MKWii will specifically have its own unused regions of static memory. I personally have no idea which areas of memory that will be. The Exception Vectors are good because they are universal for every Wii game. Fyi, the ranges listed on the thread ranging anywhere from 0x80000198 to 0x800012FF are basically never used in any other MKW cheat codes. There is more than enough space in those ranges.

Btw, do you plan on working more on your Extended Laps code after this? I really like that code.
Yes I plan to work on the Extended Laps code once I'm done with this. One major problem with the extended laps code is that cpus make the counter rise, which then makes laps start counting far sooner than normal. One thing I did notice is that a human players address in register 3 during a lap count is always at the lowest value compared to the cpus. Generally speaking it goes like this:

0x80574848 CPU
0x805747C4 CPU
0x80574770 CPU
...
0x8057452F P1

The only problem with this is these addresses change after every race, so I can't use these to track human players. So unless there is something I'm missing, I will need to find a different way to track human players. Because I need only the human players to be able to count the laps up, and really importantly, I need to make each player have there own independent counter. I could achieve this fairly easily just as long as I can track each human player racing. Once I figure this out, there is one last problem with this code that I need to work out. And that is that as soon as you cross the start/finish line, and the lap doesn't count, the game immediately thinks you are now behind all the other racers, therefore putting you in last if you were in first previously, and putting 2nd into first and so on. For this I need to find a way to preserve positions. I could do this by finding where it is in code that determines what position you are in based on what lap you are on, and hook it to the value of what's in the milliseconds timer. That would be a rather easy fix, with the only hard part being finding that bit of code. Once that gets fixed I just need to figure out how to make TTs not work with this code. Then this code will be complete and ready for release.
Super Mario Eclipse, what Super Mario Sunshine could've been.
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Messages In This Thread
Dynamic Gravity [JoshuaMK] - by JoshuaMK - 07-01-2019, 03:37 AM
RE: Dynamic Gravity - by Vega - 07-01-2019, 03:15 PM
RE: Dynamic Gravity - by JoshuaMK - 07-01-2019, 04:21 PM
RE: Dynamic Gravity - by Vega - 07-01-2019, 07:40 PM
RE: Dynamic Gravity - by JoshuaMK - 07-02-2019, 06:15 AM
RE: Dynamic Gravity - by Vega - 07-02-2019, 02:05 PM
RE: Dynamic Gravity - by JoshuaMK - 07-02-2019, 05:55 PM
RE: Dynamic Gravity - by Vega - 07-02-2019, 06:43 PM
RE: Dynamic Gravity - by JoshuaMK - 07-02-2019, 08:11 PM
RE: Dynamic Gravity - GCN (Player 1 only) - by JoshuaMK - 07-04-2019, 05:30 PM

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