06-22-2021, 08:38 PM
Pretty Speedometer [stebler]
|
For anyone interested and that is decent with ASM, you can use the 'patch/add' in the following template source in the last ASM of the pretty speedometer code to display the velocity instead of the normal engine speed. Adjustments to the current speedometer source and adjustments to the register values shown below will need to modified accordingly.
Code: .set playerbase, 0x80XXXXXX #Adjust this the playerbase of your region, too lazy to find and post the 4 addresses
08-04-2021, 06:08 PM
Is it possible to make it disappear when falling off? Like how it happens with the time and the laps.
10-03-2021, 12:59 AM
(This post was last modified: 07-14-2023, 11:58 PM by Vega.
Edit Reason: Links no longer work, had to use saved links from wayback machine
)
For anyone who wants to know the 16-bit ASCII codes for using Japanese Language here you go....
https://web.archive.org/web/202210180108...s/9.2.html Also for the Korean fans who use the Korean game, here's a nice list of 16-bit ASCII codes for Korean Language.... https://web.archive.org/web/202208122010...s/9.3.html
11-10-2021, 03:18 PM
can i make this code display any byte from memory?
like the byte at 0x8000 03d0?
11-10-2021, 05:53 PM
(11-10-2021, 03:18 PM)jawa Wrote: can i make this code display any byte from memory? Yep. With a decent amount of ASM knowledge (and since the source is provided with notes), you can make it display anything you want, change the color of the font, place it anywhere on the screen, etc.
11-20-2021, 04:33 PM
Version 2.0 has been released with the following new features:
- The speedometer is animated just like most other HUD controls. - Split-screen multiplayer is supported. - The speedometer color is automatically adjusted depending on the player/team. - The "GHOST DATA CANNOT BE SAVED" control is no longer replaced. This has only been tested offline on Dolphin. In particular I'm afraid that the game may crash in live view mode. Version 1.0 is still available at the bottom of the OP.
11-21-2021, 03:17 AM
Excellent work.
11-21-2021, 03:46 PM
what compiler should i use for compiling this code? i tried using codewrite and pyiiasmh 3, but i kept getting the same error
64: Error: instruction address is not a multiple of 4
Which exact source is not compiling for you?
Every source for every region option compiles for me on old legacy PyiiASMH2. I only use the old version because I can't get the new version to run/compile on Debian 10. So I'm unable to test on PyiiASMH3. Codewrite & ASMWiiRD won't compile the 5th source. It will reject it and say that 'string16' is an unknown pseudo-op. You can easily fix this though by just putting in the raw hex. Is that what you are attempting to do (hence why you get the alignment error)? If so try this... Replace .string16 "%.2f\0" with... .long 0x0025002e #16-bit ASCII for %. .long 0x00320066 #16-bit ASCII for 2f .long 0x00000000 #Alignment This will compile the 16-bit ascii string and then have enough null bytes for the alignment |
« Next Oldest | Next Newest »
|
Users browsing this thread: 10 Guest(s)