Posted on 09-28-16, 08:12 am
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Posted by skawo
I haven't touched it since.

Well thing is, i have never booted up NSMB since you updated that mod, and i'm sure i applied the updates.
So, uhh, your updated version is broken?
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Posted on 09-28-16, 10:51 am (rev. 3 by ImageBot on 11-21-16, 03:24 am)


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I just tested it.



It's not.

One thing to note; the files may have different IDs in the EUR ROM.
Posted on 09-28-16, 12:45 pm (rev. 2 by ImageBot on 11-21-16, 03:24 am)
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Posted by skawo
I just tested it.



It's not.

One thing to note; the files may have different IDs in the EUR ROM.

I'm using an US rom

EDIT: WELP. RIP my ROM.
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Posted on 09-28-16, 01:32 pm


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If it's anything code-related, you can just reimport all overlays fresh.
Posted on 09-28-16, 01:52 pm (rev. 2 by ImageBot on 11-21-16, 03:24 am)
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Posted by skawo
If it's anything code-related, you can just reimport all overlays fresh.

No worries, i had a backup of my ROM i made right before i added the junglekusa files, i just redid the entire adding files procedure then reimported all courses, BGs etc
Also.


Pipe Cannons used to be, uhh, alot stronger in the E3 demo.
We can see this by examining the coin placements in Unused Level 4.
Is it possible to "buff" the pipe cannons back?
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Posted on 09-28-16, 04:04 pm (rev. 1 by ImageBot on 11-21-16, 03:24 am)
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Posted by MarioKart7z

Pipe Cannons used to be, uhh, alot stronger in the E3 demo.


Or maybe it could just be the trajectory for Mini Mario…
Posted on 09-28-16, 04:56 pm (rev. 4 by ImageBot on 11-21-16, 03:24 am)
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Posted by MeroMero
Posted by MarioKart7z

Pipe Cannons used to be, uhh, alot stronger in the E3 demo.


Or maybe it could just be the trajectory for Mini Mario…

Well if you watch the recordings of people playing the E3 demo, you can see that pipe cannons launcher Mario MUCH further & higher, and it had a lower gravity to boot. Not to mention it made Mario invincible. There were also some pipes that failed to work the first time you entered them but worked the second time, and even ones that fired Mario in different directions depending on how many times he entered it. (Not sure if i actually saw that in the recordings but further in the level there's both an arc and a vertical line of coins above the pipe)

Though i'm not sure if Mini-Mario would follow that same trajectory. *goes testing*

EDIT: Nope. Mini-Mario overshoots the coins.

EDIT2:
Posted by skawo
Select your own Jyotyu Palette:

Also, i found a little bug: when Mario warps from a view with no darkness to a view with darkness, it works fine, but once Mario leaves the view with darkness, the darkness stays, even if he warps to another view with no darkness

So, uhh, plz fix?
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Posted on 09-28-16, 06:12 pm (rev. 7 by  skawo on 09-29-16, 01:04 am)


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Control Pipe Cannon Force:
repl_020F8700_ov_0A: LDR R12, [R12,#0x94] STMFD SP!, {R1} LDR R1, [R4, #8] LSR R1, #4 ANDS R1, R1, #0xFF LDMEQFD SP!, {R1} BEQ 0x20F8704 SUB R1, #1 MOV R2, #0x1000 MUL R2, R1 ADD R2, #0x2000 LDMFD SP!, {R1} B 0x20F8704

Nybbles 10-11. 0 = default (0x8000), 1 = 0x2000, 2-n = 0x2000 + (n-1)*0x1000


Fixed the darkness thing.
Posted on 09-28-16, 06:30 pm (rev. 1 by  MarioKart7z on 09-28-16, 06:51 pm)
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Posted by skawo
Control Pipe Cannon Force:
repl_020F8700_ov_0A: LDR R12, [R12,#0x94] STMFD SP!, {R1} LDR R1, [R4, #8] LSR R1, #4 ANDS R1, R1, #0xFF LDMEQFD SP!, {R1} BEQ 0x20F8704 SUB R1, #1 MOV R2, #0x1000 MUL R2, R1 ADD R2, #0x2000 LDMFD SP!, {R1} B 0x20F8704



Nybbles 10-11. 0 = default (0x8000), 1 = 0x2000, 2-n = 0x2000 + n*0x1000


Fixed the darkness thing.

Holy sh**

EDIT: Noice, NICE! Very nice! NOW THE GAME WON'T LOAD ANY LEVELS AGAIN! Yeeeeyyyyyyyyy.............
Is deleting the bak folder such a terrible idea?
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Posted on 09-28-16, 07:02 pm


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...Yes?!
It stores the unedited overlays in there.
Posted on 09-29-16, 12:51 am
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Posted by skawo
Control Pipe Cannon Force:
repl_020F8700_ov_0A: LDR R12, [R12,#0x94] STMFD SP!, {R1} LDR R1, [R4, #8] LSR R1, #4 ANDS R1, R1, #0xFF LDMEQFD SP!, {R1} BEQ 0x20F8704 SUB R1, #1 MOV R2, #0x1000 MUL R2, R1 ADD R2, #0x2000 LDMFD SP!, {R1} B 0x20F8704



Nybbles 10-11. 0 = default (0x8000), 1 = 0x2000, 2-n = 0x2000 + (n-1)*0x1000


Fixed the darkness thing.


Why'd you take down the vid?
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Posted on 09-29-16, 01:04 am (rev. 1 by  skawo on 09-29-16, 01:04 am)


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Oh, shit, by mistake. Well, whatever.
Posted on 09-29-16, 01:23 am
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Ok just wondering
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Posted on 09-29-16, 06:25 am
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Posted by skawo
...Yes?!
It stores the unedited overlays in there.

Well each time i applied a new ASM patch, every single change i did to the tile behaviours in every single tileset would get reset back to what it was before i did the changes. So i figured it had something to do with the overlay backups getting restored so i deleted the bak folder, in hopes a new one would be created with the changes still in.

...But it appears that only f***s up things royally
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Posted on 09-29-16, 08:12 am
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Posted by MarioKart7z
Well each time i applied a new ASM patch, every single change i did to the tile behaviours in every single tileset would get reset back to what it was before i did the changes.


For future reference, that's true for the jyotyu tileset only, and that's because the tile behaviors for the jyotyu are stored in overlay 0 rather than on its own file.
Posted on 09-29-16, 08:16 am
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Posted by MeroMero
Posted by MarioKart7z
Well each time i applied a new ASM patch, every single change i did to the tile behaviours in every single tileset would get reset back to what it was before i did the changes.


For future reference, that's true for the jyotyu tileset only, and that's because the tile behaviors for the jyotyu are stored in overlay 0 rather than on its own file.

So if i replace 0.bin with an extracted overlay 0 file, will it work?
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Posted on 09-29-16, 10:24 am (rev. 1 by  Hiccup on 09-29-16, 01:50 pm)
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[nvm, forgot about youtube conversation with skawo]
Posted on 09-29-16, 10:53 am


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Posted by MarioKart7z
Posted by MeroMero
Posted by MarioKart7z
Well each time i applied a new ASM patch, every single change i did to the tile behaviours in every single tileset would get reset back to what it was before i did the changes.


For future reference, that's true for the jyotyu tileset only, and that's because the tile behaviors for the jyotyu are stored in overlay 0 rather than on its own file.

So if i replace 0.bin with an extracted overlay 0 file, will it work?



Not quite. Edit the jyotyu in a ROM with no changes, and extract that one's Overlay 0. That'll work.

Or just hex edit it.
Posted on 09-29-16, 10:56 am
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Posted by skawo
Posted by MarioKart7z
Posted by MeroMero
Posted by MarioKart7z
Well each time i applied a new ASM patch, every single change i did to the tile behaviours in every single tileset would get reset back to what it was before i did the changes.


For future reference, that's true for the jyotyu tileset only, and that's because the tile behaviors for the jyotyu are stored in overlay 0 rather than on its own file.

So if i replace 0.bin with an extracted overlay 0 file, will it work?



Not quite. Edit the jyotyu in a ROM with no changes, and extract that one's Overlay 0. That'll work.

Or just hex edit it.

Mmhm... Where exactly are stored the tile behaviours in overlay 0? (i need the offsets)
Posted by Hiccup
@skawo
Could you also do any of these?:
* Make Mario sparkle when invincible, but with no rainbow effect
* Make the pipe cannon make mario invincible with no music change. This should last from when he is blasted out, to when the player regains control
* Add a "ver far left" angle option (and/or allow for full angle control?)

Full angle control might be possible but it'd be VERY complicated to use and adjust perfectly
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Posted on 09-29-16, 10:59 am


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Extract Overlay 0, modify jyotyu, extact overlay 0 again, compare them. You'll get your offset.