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Posts by shyguyhex
shyguyhex's Profile - Posts by shyguyhex
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for the record, Smasherx74 is unaffiliated with origami64 and he's just riling up kids in our irc in order to start spam. multiple mods asked them not to do this

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can someone unban smithy so he can backseat moderate this thread and tell staff to close it

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I'm almost positive there was an ancient N64 emulator that lets you save emulator-ROM combos as exe's. I'm having no luck finding any information about it now. Why do you want to do this anyways? If you're just looking to save a few clicks you can set the default program for .n64/.z64 files to your emulator. This works for Project64.

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Unfortunately it doesn't work that way. Converting the SM64 rom directly to exe just means you're either tacking the rom onto an emulator or converting all the MIPS code to x86 (and still emulating some other things). With either option you end up with the same hassle of romhacking. If you meant converting the rom to C code, the only way that would be feasible is a sweatshop of romhackers. It has to all be done by hand.

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Neat, but most SM64 hacks don't run on console. More info here:
https://www.smwcentral.net/?p=viewthread&t=78265


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C is definitely more productive for large additions, but you'll need to know some ASM for applying edits (including a few edits to get your C code working). So for example, if I want to add entirely new enemies with complex behaviors I would use C, but if I just want to change the position of the HUD elements and change Mario's maximum hitpoints I would use ASM.

It's kind of a matter of opinion though. I think Kaze and Skelux have preferred using ASM for everything. Handwritten ASM code can be more efficient since you don't have to worry about the compiler inserting useless instructions, and you can opt to code your routines without stack frames since MIPS has so many registers. Also the tools for C are a little trickier to set up than the standalone assemblers we have for MIPS.


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Having a lot of registers in MIPS is a good thing since you don't have to rely on the stack for loading and storing values as much. The efficiency boost you get from this is only a matter of a few clock cycles per instruction but it starts to make a difference in code that is used very frequently. SM64 and MK64 use this type of optimization for their MIO0 decoders. For most purposes, it isn't very important though.

With the configuration everyone is using right now, I believe there is 32Kb of free space following each decompressed MIO0 block and then many MB of free space following the data inserted by the importer patches at the end of the ROM (i.e. more than enough for everything).


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I don't know if any ASM guys still visit here, but fwiw everything has been vastly improved



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shyguyhex's Profile - Posts by shyguyhex