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- https://youtu.be/tHDElvEUnrU
- Requires "All Stars Yellow Code" (guess I should rename this)
- https://sites.google.com/site/sm64gam...
- US
- 8127F57C 0814
- 8127F57E 0000
- 81500000 3408
- 81500002 FC3F (RGBA 5/5/5/1 Value)
- 81500004 3C09
- 81500006 800D
- 81500008 3529
- 8150000A E6A0
- 8150000C 252A
- 8150000E 0800
- 81500010 340B
- 81500012 FFCB
- 81500014 952C
- 81500016 0000
- 81500018 158B
- 8150001A 0004
- 8150001C 2400
- 81500020 A528
- 81500022 0000
- 81500024 1549
- 81500026 FFFD
- 81500028 2529
- 8150002A 0002
- 8150002C 03E0
- 8150002E 0008
- 81500030 2400
- JP
- 8127EFCC 0814
- 8127EFCE 0000
- 81500000 3408
- 81500002 FC3F (RGBA 5/5/5/1 Value)
- 81500004 3C09
- 81500006 800D
- 81500008 3529
- 8150000A B840
- 8150000C 252A
- 8150000E 0800
- 81500010 340B
- 81500012 FFCB
- 81500014 952C
- 81500016 0000
- 81500018 158B
- 8150001A 0004
- 8150001C 2400
- 81500020 A528
- 81500022 0000
- 81500024 1549
- 81500026 FFFD
- 81500028 2529
- 8150002A 0002
- 8150002C 03E0
- 8150002E 0008
- 81500030 2400
- Some example 5/5/5/1 RGBA color values
- Black 0001
- Blue 003F
- Cyan 07FF
- Green 07C1
- Magenta F83F
- Red F801
- White FFFF
- Yellow FFC1
- US ASM
- .org 8027f57c
- j 80500000 ; hook texture function
- .org 80500000
- ori t0, r0, 0xfc3f ; new rgba value
- lui t1, 0x800d
- ori t1, t1, 0xe6a0 ; texture start ram 800de6a0
- addiu t2, t1, 0x0800 ; texture end ram 800deea0
- ori t3, r0, 0xffcb ; first 4 bytes of original star texture
- lhu t4, 0x0000 (t1) ; load halfword at 800de6a0
- bne t3, t4, 0x8050002c ; skip if it's not the star texture
- nop
- sh t0, 0x0000 (t1) ; store new color value
- bne t1, t2, 0x8050001c ; loop if not at end of star texture
- addiu t1, t1, 0x0002 ; increment loop
- jr ra ; return
- nop
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