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Here is a list of some bytes and their cutscenes:Īnything outside cutscene table range - Camera Locked in place, does not follow mario.Īnything in 0x- All cutscenes. Lw t1, 0xddcc (T2) //its always been 8033b90c as far as I can tell My notation for this location isn't very good but this is the asm I use to load this: This value is represents a table value with pointers to all the cutscene functions. Ġx30 from *ptr 0x24 from *ptr at (0x8032ddcc) - Basically just a byte that sets the current cutscene. ORI word with 0x2 and it starts time stop without mario being frozen. 13=random attack, switches state to 11/F next frame 0=random attack, switches state to 11/F next frame You can just store the action directly in bowser's struct and he will start doing the action listed below. They're almost always taken bit wise.Ġx80222630 (float from 0 to 1 as percent volume) SM64 Decomp Tutorial: Objects Part 2 - Interactionsįlags are basically pieces of info the game uses to do certain things. SM64 Decomp Tutorial: Objects Part 1 - Intro and Solid Objects Part 5: Collision and Display Lists Introduction Part 4: Practical examples and explanations Part 3: The mario struct, interactions and more in depth behaviors Part 2: floats, branches, jumps, the stack and functions and some example uses
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Part 1: MIPS asm intro, the object struct and how you can use it to control objects Preface: Introduction to hexidecimal, ram/rom + banks and offsets, quick custom model importing + behavior scripts explanation