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MeroMero |
Posted on 07-05-16, 01:06 pm (rev. 1 by MeroMero on 07-05-16, 01:10 pm)
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Death by cuteness
Karma: 6574 Posts: 448/598 Since: 05-01-13 |
Another ASM Hack ?!
This one will allow you to double the area used for the score graphics with the exception of the 1-up whose area is used as a base for the other graphics to take from. Also Luigi now has its own set of colors, as seen in the image below: Download: I_score_l_ncg.bin Note that if you don't like those score graphics, you can always change them yourself. Improved score graphics: repl_020D8D0C_ov_08:
LDRB R2, [R0]
LDR R0, =0x216F8E8
LDRH R1, [R0, #4]
ANDS R1, R1, #0x100
ADDNE PC, PC, #0x8C
LDR R1, [R0]
STR R1, [R0, #-0xC0]
STR R1, [R0, #0x28]
STR R1, [R0, #-0x80]
STR R1, [R0, #-0x28]
STR R1, [R0, #-0x158]
STR R1, [R0, #0x20]
STR R1, [R0, #-0x70]
STR R1, [R0, #-0xF8]
STR R1, [R0, #-0x170]
ADD R0, R0, #4
MOV R1, #0
SUB R1, R1, #0x10000
ADD R1, #0x1000
CMP R2, #1
ADDEQ R1, #0x2000
STR R1, [R0, #-0xC0]
ADD R1, R1, #2
STR R1, [R0, #0x28]
ADD R1, R1, #2
STR R1, [R0, #-0x80]
ADD R1, R1, #2
STR R1, [R0, #-0x28]
ADD R1, R1, #2
STR R1, [R0, #-0x158]
ADD R1, R1, #2
STR R1, [R0, #0x20]
ADD R1, R1, #2
STR R1, [R0, #-0x70]
ADD R1, R1, #2
STR R1, [R0, #-0xF8]
ADD R1, R1, #2
STR R1, [R0]
ADD R1, R1, #2
STR R1, [R0, #-0x170]
BX LR
ADD R0, R0, #5
LDRB R1, [R0]
AND R1, R1, #0x1F
CMP R2, #1
ADDEQ R1, R1, #0x20
STRB R1, [R0, #-0xC0]
STRB R1, [R0, #0x28]
STRB R1, [R0, #-0x80]
STRB R1, [R0, #-0x28]
STRB R1, [R0, #-0x158]
STRB R1, [R0, #0x20]
STRB R1, [R0, #-0x70]
STRB R1, [R0, #-0xF8]
STRB R1, [R0]
STRB R1, [R0, #-0x170]
BX LR |
KingYoshi |
Posted on 07-06-16, 06:52 am
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Fire Brother
Eugene Karma: 3646 Posts: 854/1120 Since: 11-29-11 |
Omg MeroMero, all those awesome ASM Hacks, you really got too much free time
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skawo |
Posted on 09-06-16, 02:34 pm
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Karma: 19757 Posts: 657/1100 Since: 04-02-13 |
Which palette does this use?
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MeroMero |
Posted on 09-06-16, 02:51 pm (rev. 1 by MeroMero on 09-06-16, 02:52 pm)
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Death by cuteness
Karma: 6574 Posts: 580/598 Since: 05-01-13 |
Palette File: UI_O_1P_game_in_o_ud_ncl.bin
Assuming you begin to count from 0: Palette 1 for Mario Palette 3 for Luigi |
HD Erick Games |
Posted on 11-11-16, 05:34 pm (rev. 3 by HD Erick Games on 11-11-16, 05:58 pm)
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Red Paratroopa
Someone who speaks Portuguese Karma: 531 Posts: 26/168 Since: 11-02-16 |
Fluorescent |
Posted on 11-11-16, 05:41 pm
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Karma: 472 Posts: 102/139 Since: 04-08-16 |
Posted by HD Erick Games Where's the file location? so i can replace it root > obj > I_score_l_ncg.bin |
Arisotura |
Posted on 11-11-16, 05:54 pm
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☭ coffee and cream
Karma: 10415 Posts: 2165/2768 Since: 06-26-11 |
skawo |
Posted on 12-13-16, 04:58 pm
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Karma: 19757 Posts: 857/1100 Since: 04-02-13 |
So, this is tied into the World Map code. Could it be put somewhere in the level loading code or something like that, so if player is switched after the map, the palette switches properly?
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MeroMero |
Posted on 12-13-16, 08:20 pm (rev. 1 by MeroMero on 12-13-16, 08:20 pm)
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Death by cuteness
Karma: 6574 Posts: 597/598 Since: 05-01-13 |
Sure.
Keep the ASM from the first post, and replace your NSLU physics ASM Hack with this one: repl_0215EAD4_ov_36:
STMFD SP!, {R2-R9, LR}
MOV R0, R5, LSL R9
LDR R2, =0x2085A50
LDRB R2, [R2]
LDR R3, =0x212E2D8
CMP R2, #1
LDRNE R4, =0x3A80
MOVNE R5, #0x90
MOVNE R6, #0xB0
MOVNE R7, #0x80
MOVNE R8, #0x60
MOVNE R9, #0x180
LDREQ R4, =0x4080
MOVEQ R5, #0x60
MOVEQ R6, #0x78
MOVEQ R7, #0x54
MOVEQ R8, #0x40
MOVEQ R9, #0x100
STR R4, [R3]
STR R4, [R3, #0x40]
STR R4, [R3, #0x80]
STR R5, [R3, #0xE0]
STR R5, [R3, #0x100]
STR R6, [R3, #0xE4]
STR R6, [R3, #0x104]
STR R7, [R3, #0xE8]
STR R7, [R3, #0x108]
STR R8, [R3, #0xEC]
STR R8, [R3, #0x10C]
STR R9, [R3, #0xFC]
LDR R3, =0x216F8E8
LDRH R4, [R3, #4]
ANDS R4, R4, #0x100
BNE .AlternateCalculation
LDR R4, [R3]
STR R4, [R3, #-0xC0]
STR R4, [R3, #0x28]
STR R4, [R3, #-0x80]
STR R4, [R3, #-0x28]
STR R4, [R3, #-0x158]
STR R4, [R3, #0x20]
STR R4, [R3, #-0x70]
STR R4, [R3, #-0xF8]
STR R4, [R3, #-0x170]
ADD R3, R3, #4
MOV R4, #0
SUB R4, R4, #0x10000
ADD R4, #0x1000
CMP R2, #1
ADDEQ R4, #0x2000
STR R4, [R3, #-0xC0]
ADD R4, R4, #2
STR R4, [R3, #0x28]
ADD R4, R4, #2
STR R4, [R3, #-0x80]
ADD R4, R4, #2
STR R4, [R3, #-0x28]
ADD R4, R4, #2
STR R4, [R3, #-0x158]
ADD R4, R4, #2
STR R4, [R3, #0x20]
ADD R4, R4, #2
STR R4, [R3, #-0x70]
ADD R4, R4, #2
STR R4, [R3, #-0xF8]
ADD R4, R4, #2
STR R4, [R3]
ADD R4, R4, #2
STR R4, [R3, #-0x170]
B .Exit
.AlternateCalculation:
ADD R3, R3, #5
LDRB R4, [R3]
AND R4, R4, #0x1F
CMP R2, #1
ADDEQ R4, R4, #0x20
STRB R4, [R3, #-0xC0]
STRB R4, [R3, #0x28]
STRB R4, [R3, #-0x80]
STRB R4, [R3, #-0x28]
STRB R4, [R3, #-0x158]
STRB R4, [R3, #0x20]
STRB R4, [R3, #-0x70]
STRB R4, [R3, #-0xF8]
STRB R4, [R3]
STRB R4, [R3, #-0x170]
.Exit:
LDMFD SP!, {R2-R9, PC} |
skawo |
Posted on 12-13-16, 09:01 pm
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Karma: 19757 Posts: 858/1100 Since: 04-02-13 |
*nods*
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