Clock [Vega]
#1
Clock [Vega]

NOTE: It's recommended to also include this code to eliminate frame flickers -> https://mkwii.com/showthread.php?tid=1530

This code will place a graphical image of the current time (hours:minutes) on the bottom of your screen. It is reliant on the time set in the Calendar settings of the Wii's settings. So make sure the time in Calendar is up to date.

The clock is always on once you go past the bootstrap screen (the Wii Remote warnings). It is in military format (13:00 is 1:00 PM)

NOTE: This code makes use of memory addresses 0x80000F98 thru 0x80000FBF. Make sure no other codes in your GCT/Cheat-Manager are using those addresses.

NTSC-U
C200A3F0 00000007
9421FF80 BC610008
806DA358 80630044
80630000 3D808002
618C23E0 7D8803A6
4E800021 B8610008
38210080 80010014
60000000 00000000
C2009640 00000011
9421FF80 BC610008
3FE08002 3FA0801A
63BCACBC 7F8803A6
4E800021 3F608000
637B0F98 7F65DB78
63BCAF08 7F8803A6
4E800021 48000011
25303264 3A253032
64000000 7CC802A6
80FB0008 811B0004
38600089 388000D8
38A00001 63FE1DF0
7FC803A6 4E800021
63FE1DD0 7FC803A6
4E800021 B8610008
38210080 81830000
60000000 00000000

PAL
C200A430 00000007
9421FF80 BC610008
806DA360 80630044
80630000 3D808002
618C2480 7D8803A6
4E800021 B8610008
38210080 80010014
60000000 00000000
C2009680 00000011
9421FF80 BC610008
3FE08002 3FA0801A
63BCAD5C 7F8803A6
4E800021 3F608000
637B0F98 7F65DB78
63BCAFA8 7F8803A6
4E800021 48000011
25303264 3A253032
64000000 7CC802A6
80FB0008 811B0004
38600089 388000D8
38A00001 63FE1E90
7FC803A6 4E800021
63FE1E70 7FC803A6
4E800021 B8610008
38210080 81830000
60000000 00000000

NTSC-J
C200A38C 00000007
9421FF80 BC610008
806DA360 80630044
80630000 3D808002
618C23A0 7D8803A6
4E800021 B8610008
38210080 80010014
60000000 00000000
C20095DC 00000011
9421FF80 BC610008
3FE08002 3FA0801A
63BCAC7C 7F8803A6
4E800021 3F608000
637B0F98 7F65DB78
63BCAEC8 7F8803A6
4E800021 48000011
25303264 3A253032
64000000 7CC802A6
80FB0008 811B0004
38600089 388000D8
38A00001 63FE1DB0
7FC803A6 4E800021
63FE1D90 7FC803A6
4E800021 B8610008
38210080 81830000
60000000 00000000

NTSC-K
C200A538 00000007
9421FF80 BC610008
806DA380 80630044
80630000 3D808002
618C24E0 7D8803A6
4E800021 B8610008
38210080 80010014
60000000 00000000
C2009788 00000011
9421FF80 BC610008
3FE08002 3FA0801A
63BCB0B8 7F8803A6
4E800021 3F608000
637B0F98 7F65DB78
63BCB304 7F8803A6
4E800021 48000011
25303264 3A253032
64000000 7CC802A6
80FB0008 811B0004
38600089 388000D8
38A00001 63FE1EF0
7FC803A6 4E800021
63FE1ED0 7FC803A6
4E800021 B8610008
38210080 81830000
60000000 00000000



Code creator: Vega
Code credits: Star (Draw Text), RiiDefi (Draw Text), Megazig (OS Functions)



1st ASM (When Game loads StaticR.rel, Get Render Mode & Call Direct Print Setup Frame Buffer)

#~~~~~~~~~~~~~~~~#
# START ASSEMBLY #
#~~~~~~~~~~~~~~~~#

#

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
#      Register Notes:      #
# No need to backup r0 or LR #
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~#

#~~~~~~~~~~~~~~~~~~~~~#
# Macros & Statements #
#~~~~~~~~~~~~~~~~~~~~~#

.macro push_stack
    stwu r1, -0x80 (r1)
    stmw r3, 0x8 (r1)
.endm

.macro pop_stack
    lmw r3, 0x8 (r1)
    addi r1, r1, 0x80
.endm

.macro call_link address
    lis r12, \address@h
    ori r12, r12, \address@l
    mtlr r12
    blrl
.endm

.macro default_instruction
lwz r0, 0x0014 (r1)
.endm

.set region, '' #Must set region value, or else source will not compile

.if (region == 'E' || region == 'e') # RMCE
    .set nw4r_db_DirectPrint_SetupFB, 0x800223E0
.elseif (region == 'P' || region == 'p') # RMCP
    .set nw4r_db_DirectPrint_SetupFB, 0x80022480
.elseif (region == 'J' || region == 'j') # RMCJ
    .set nw4r_db_DirectPrint_SetupFB, 0x800223A0
.elseif (region == 'K' || region == 'k') # RMCK
    .set nw4r_db_DirectPrint_SetupFB, 0x800224E0
.else # Invalid Region
    .abort
.endif

#~~~~~~~~~~~~~~~~~~~~~~~#
# Start Register Safety #
#~~~~~~~~~~~~~~~~~~~~~~~#

push_stack

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
# Get Render Mode (RKSystem->mpVideo()->pRenderMode) #
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#

.if (region == 'E' || region == 'e') # RMCE
    lwz r3, -0x5CA8(r13)
.elseif (region == 'P' || region == 'p') # RMCP
    lwz r3, -0x5CA0(r13)
.elseif (region == 'J' || region == 'j') # RMCJ
    lwz r3, -0x5CA0(r13)
.elseif (region == 'K' || region == 'k') # RMCK
    lwz r3, -0x5C80(r13)
.endif

lwz r3, 0x0044(r3)
lwz r3, 0x0 (r3)

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
# Call nw4r::db: DirectPrint_SetupFB #
#          r3 = Render Mode          #
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#

call_link nw4r_db_DirectPrint_SetupFB

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
# End Register Safety; Default Instruction #
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#

pop_stack
default_instruction

#

#~~~~~~~~~~~~~~#
# END ASSEMBLY #
#~~~~~~~~~~~~~~#

==========

2nd ASM (Calculate the Time, Draw it to Screen)

#~~~~~~~~~~~~~~~~#
# START ASSEMBLY #
#~~~~~~~~~~~~~~~~#

#

#~~~~~~~~~~~~~~~~~~~~~~#
#    Register Notes:  #
#~~~~~~~~~~~~~~~~~~~~~~#

#No need to backup r0 or LR

#~~~~~~~~~~~~~~~~~~~~~#
# Macros & Statements #
#~~~~~~~~~~~~~~~~~~~~~#

.macro push_stack
    stwu r1, -0x80 (r1)
    stmw r3, 0x8 (r1)
.endm

.macro pop_stack
    lmw r3, 0x8 (r1)
    addi r1, r1, 0x80
.endm

.macro call_nw4r address
    ori r30, r31, \address@l
    mtlr r30
    blrl
.endm

.macro call_os address
    ori r28, r29, \address@l
    mtlr r28
    blrl
.endm

.set region, '' #Must set region value, or else source will not compile

.if (region == 'E' || region == 'e') # RMCE
    .set nw4r_db_DirectPrint_Printf, 0x1DF0
    .set nw4r_db_DirectPrint_StoreCache, 0x1DD0
    .set OSGetTime, 0xACBC
    .set OSTicksToCalendarTime, 0xAF08
.elseif (region == 'P' || region == 'p') # RMCP
    .set nw4r_db_DirectPrint_Printf, 0x1E90
    .set nw4r_db_DirectPrint_StoreCache, 0x1E70
    .set OSGetTime, 0xAD5C
    .set OSTicksToCalendarTime, 0xAFA8
.elseif (region == 'J' || region == 'j') # RMCJ
    .set nw4r_db_DirectPrint_Printf, 0x1DB0
    .set nw4r_db_DirectPrint_StoreCache, 0x1D90
    .set OSGetTime, 0xAC7C
    .set OSTicksToCalendarTime, 0xAEC8
.elseif (region == 'K' || region == 'k') # RMCK
    .set nw4r_db_DirectPrint_Printf, 0x1EF0
    .set nw4r_db_DirectPrint_StoreCache, 0x1ED0
    .set OSGetTime, 0xB0B8
    .set OSTicksToCalendarTime, 0xB304
.else # Invalid Region
    .abort
.endif

#~~~~~~~~~~~~#
# Push Stack #
#~~~~~~~~~~~~#

push_stack

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
# Set r31 and r29 for Macros #
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~#

lis r31, 0x8002
lis r29, 0x801A

#~~~~~~~~~~~~~~~~~~~~~~~~~#
#        OSGetTime      #
#          No Args        #
#      Return Values...  #
#  r3 = Upper Time Base  #
#  r4 = Lower Time Base  #
#~~~~~~~~~~~~~~~~~~~~~~~~~#

call_os OSGetTime

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
# Setup Exception Vector for Real Time Dump #
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#

lis r27, 0x8000
ori r27, r27, 0x0F98
mr r5, r27

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
#        OSTicksToCalendarTime        #
#        r3 = Upper Time Base        #
#        r4 = Lower Time Base        #
# r5 = Where to dump full Real Time to #
# r5 + 0 = Where Seconds are Dumped    #
#      r5 + 4 = Minutes Dumped        #
#        r5 + 8 = Hours Dumped        #
#            r5 + 0xC = Day            #
#          r5 + 0x10 = Month          #
#          r5 + 0x14 = Year          #
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#

call_os OSTicksToCalendarTime

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
# Set C++ String and r6 Arg of DirectPrint #
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#

bl set_string

.string "%02d:%02d\0\0"

set_string:
mflr r6

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
# Grab Hours then Seconds for printf args of DirectPrint #
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#

lwz r7, 0x8 (r27)
lwz r8, 0x4 (r27)

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
#              DirectPrint Printf & Store Cache              #
#                  Purpose: Draw on Screen                    #
#              r3 = X coordinate (starts far left)            #
#          r4 = Y coordinate (starts at very top)            #
#                r5 = 0 No Wrap; 1 Wrap                      #
# r6 = Address Pointer to String that will be Drawn on Screen #
#              r7 thru r10 printf format args                #
#            f1 thru f13 printf float format args            #
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#

li r3, 0x89
li r4, 0xD8
li r5, 0x1

call_nw4r nw4r_db_DirectPrint_Printf
call_nw4r nw4r_db_DirectPrint_StoreCache

#~~~~~~~~~~~#
# Pop Stack #
#~~~~~~~~~~~#

pop_stack

lwz r12, 0 (r3) #Default Instruction

#

#~~~~~~~~~~~~~~#
# END ASSEMBLY #
#~~~~~~~~~~~~~~#


Reply
#2
Random question, but does the DirectPrint method have flickering issues on a real wii? What about in multiplayer?
Super Mario Eclipse, what Super Mario Sunshine could've been.
Reply
#3
It flickers cause both Frame Buffers aren't set up. Star and Rii tried resolving this problem but were not successful. I'm using the DirectPrint in this code so i can run this while running Star's speedometer (which uses YS's easy extender to put the graphic on the screen).

EDIT: Code appears complete. It compiles. Second ASM is C0 codetype. But if you wanna test this, I recommend making the 2nd ASM the shared item code address for step by step testing in Dolphin.
Reply
#4
Now i wanna try and figure it out lol. A non flickering graphic would be nice.
Super Mario Eclipse, what Super Mario Sunshine could've been.
Reply
#5
You could always use YS's Easy Extender. Take a look at the graphical speedometer code made by Star (http://mkwii.com/showthread.php?tid=911) Take a look at the source that is using the universal meter address.

It takes the speed, uses a sprintf function, then draws it to screen using what YS had in his original Easy Extender.

There's a couple of small typos on Star's source. Pushing the rtoc on the stack, and 'fabs r1, r1' (suppose to be f1 f1). I imagine the compiler sees that error and still compiles it correctly.

UPDATE

Small edits to source. Compiled code and test. It is working 100%. All i gotta do is move the graphical to the center. I could trim down the code a bit by allocating more stack space and using that to dump the real time there, but i'll just stick to the exception vectors.
Reply
#6
Good job. Will look into it.
Super Mario Eclipse, what Super Mario Sunshine could've been.
Reply
#7
UPDATE 2:

Code finished! Moved to codes forum
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)