
This generates code for the MIPS code specified in the InBuffer. The emulator passes InBuffer_size=0x8C00048 and OutBuffer_size=0x2900008.
Type3: The emulator passes the 0x8-bytes from InBuffer+0 as the input Struct32, however the plugin doesn't use the Struct32. Generates the code for returning from CodeMemory, which is used by the rest of the generated code. Type2: Struct32 and InBuffer are unused. After the generated code finishes setup, it jumps to x0. Generates the entry code which can be called for running the rest of the code in the CodeMemory. Type1: Struct32 and InBuffer are unused. The u32 for the input Struct32 size is ignored by the plugin. Type4 is only used when executing an emu_pc_addr which was not previously compiled, with a matching emu_pc_addr. Then type3 is used with data loaded from the "PRECMP" file (the passed array data will be empty if the PRECMP file is not available). The u64 for GenerateCode is the type: 1-4 are valid. This does initialization, and copies the input struct to workmem+0x0. Read64/Write64 are implemented the same as *16 above, except this is for 64bit.įirst, Control is used with a 0圎B0-byte struct for the InBuffer, and cmd in_u64=0. 0 is returned for Read when the address is unrecognized. Read32/Write32 implements RAM access and all supported non-RAM IO/memory access. Read16WithDestLog/Write16WithDestLog will additionally call the logging func if the address is in the IO region (high byte is 0x04). Read16/Write16 only implements access for RAM. Read8/Write8 only implements access for RAM and SP_DMEM/SP_IMEM. The launcher launches each game by using ExecuteProgram with ProgramIndex=, except this calls an additional logging func when accessing RAM. Each game launched from here has a different ProgramIndex, therefore each ProgramId differs: 0x1 (010049900F546001) SuperMario64, 0x2 (010049900F546002) SuperMarioSunshine, 0x3 (010049900F546003) SuperMarioGalaxy. The initial menu is the Stardust launcher, which has the base ProgramId 010049900F546000. If you run around in circles around the log stakes sticking up from the ground, you'll receive five Coins for each one.This page documents the Super Mario 3D All-Stars (SM3DAS) game. Collect all in the level to quickly get 16 Coins. Defeating Koopas gives you a Blue Coin worth five regular Coins. Defeating Goombas give you one Coin each. You'll need to collect 100 coins to get this Star. This will cause it to break through the fence and allow you to get the Star. Ground-pound the pole three times to let the Chain Chomp loose. Once you've got them all, a Star will appear on the ground. Just keep shooting at them until you collect them all. You don't have to get them all in one go. To get the Star, you'll need to collect each of the five Coins in the centers of the rings.
There are five rings of Coins with one Coin in the center of each. Now, drop down into the cannon hole on the floating island. You unlock the Red ? Blocks by hitting a button at the Tower of the Wing Cap Secret Star level. Shoot slightly above the tree on the floating island (it will be easier if you Hit the Red ? Block to get a Wing Cap first). Head to the stone hill that houses a cannon. The last Red Coin will be atop the tree.Īfter collecting all eight Red Coins, head down to the grouping of trees and logs across the way from the Chain Chomp to collect your Star. Aim a little ways above the top of the tree that's poking out to latch on to it. Using the cannon within the stone hill, shoot yourself to the island in the sky.On the green slope coming down the left side of the mountain.Next to the Purple ! Button under the gated tunnel.A second Red Coin can also be found near the one above.You'll find this Coin near an upright log.
Cross the wooden bridge and head left. Atop the green hill near the stone hill. You'll need to collect all eight Red Coins to earn the star. If you're successful, he'll grab hold to the tree. Aim a little above the tree and then launch Mario skyward.
You'll notice that the very top of a tree is visible over the floating island's side. Enter the hole at the top to load yourself into a cannon. Now head straight up the wooden ramp and head for the stone hill amid the grass. Talk to the pink Bob-omb to make the level's cannons accessible. If you beat the Koopa, he'll give you a Star. Quickly take the same path you did to defeat Big Bob-omb. He'll ask you if you're up for a race to the top of the mountain. Upon entering the level, you'll see a green Koopa to the left of the path. Be careful not to let him pick you up or he'll similarly throw you. To defeat Big Bob-omb, run behind him, swipe at him, and then throw him to the ground three times.