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Posted on 07-16-14, 09:59 pm in cancelled Super Dark Bros:Bowser's Wrath
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 4063/4458 Since: 06-08-11 |
Mario Builder, lol.
Maybe you'd love to take a look at Supar Mario Bros X. Pretty much the same thing but looks more polished IMO ![]() |
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Posted on 07-16-14, 10:36 pm in Some techinical asm hacking questions
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 4064/4458 Since: 06-08-11 |
Posted by Luca91 Last question, just to be sure that I've understood all correctly: all functions in the NSMB are called using a BL instruction, right ? That should be essentially needed in order to make the functions replacements to works (I mean, to jump to the correct address using BX LR). Yes, that's how function calling in ASM is done. You'll find that in *any* ARM ASM code, not just NSMB or DS games ![]() |
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Posted on 07-17-14, 10:45 am in two questions: sprites sets and class ids
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 4065/4458 Since: 06-08-11 |
Oh? Cool then, it seems sprites that spawn other sprites do use the Sprite ID.
![]() Please let us know if you find this behavior using other sprites.. |
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Posted on 07-25-14, 07:17 am in How do the Ghost House Stairs work?
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 4086/4458 Since: 06-08-11 |
The *view*?? What.
Could you share more details please? I don't see how the view width can affect the stairs... |
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Posted on 07-25-14, 09:52 pm in solved How do I change the bottom background?
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 4087/4458 Since: 06-08-11 |
oh LOL.
These are some files in uiStudio folder. Maybe someone else knows the filenames? But anyway you won't be able to do much with them, they're made with very very few tiles. For example the bricks background is made with just a few brick tiles repeated all over the place. What all this means is that you won't be able to replace these backgrounds with any image you want. ![]() |
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Posted on 07-28-14, 01:48 pm in Ask Hiccup
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 4100/4458 Since: 06-08-11 |
postcount++ much?
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Posted on 07-28-14, 09:31 pm in Error with make and insert (rev. 1 by
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 4101/4458 Since: 06-08-11 |
Posted by Hiccup You only need to select the devkitarm part, I think you can uncheck everything else. DekvitARM AND libnds. Posted by Stunt_LP Thanks, now it works. There opens a cmd and there's a lot of text. But at the end it writes "[build]: error 2" and the hack doesn't work. That "lots of text" is compilation errors, and they tell you what's wrong so you can fix it. If you post the errors here we'll be able to help you ![]() |
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Posted on 07-29-14, 12:04 am in cancelled Old Retro Mario Bros. (rev. 1 by
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 4104/4458 Since: 06-08-11 |
There's no need to trash cancelled hacks. There's still a download here, and people may still want to download and play the finished part.
People won't find it in the trash ![]() Edit: shit, forgot to reopen the thread. |
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Posted on 07-29-14, 08:42 pm in NoJumping error
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 4109/4458 Since: 06-08-11 |
nsub_021022B4()
It's a function with no parameters. BTW I think you should learn a bit of c/c++ before trying to do ASM hacking. Most of these are basic C++ errors, and the compilation errors actually tell you what's wrong and in what line ![]() |
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Posted on 08-05-14, 08:51 pm in 1-Letter Swap Game!
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 1/4458 Since: 06-08-11 |
The cake is a LIE!
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Posted on 08-10-14, 12:10 pm in No$gba debugger is now freeware!
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 1/4458 Since: 06-08-11 |
You can view and edit the ram, registers, vram, io ports, etc. Most useful is you can put breakpoints in the code, and also in ram addresses so you can see where in the code is a value read or written.
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Posted on 08-11-14, 07:51 pm in Help/Question Asking Thread
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 4155/4458 Since: 06-08-11 |
There are some tables in Overlay 0 that map tileset slots to file IDs. These different tileset slots point to the same files, that's why they're "linked", they're in reality the same tileset.
You can try hex-editing these tables to change the associations, you can make a tileset point to some minigame NARCs so you get more files (Currently there's no easy way to add files to a ROM) See NSMBe source about the tables: https://github.com/Dirbaio/NSMB-Editor/blob/master/NSMBe4/ROM.cs#L223 |
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Posted on 08-11-14, 08:15 pm in Poliwager Extange Thread
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 1/4458 Since: 06-08-11 |
Poliblarg Adoptblargles? What the blarg is this.
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Posted on 08-12-14, 03:01 pm in Warp cannon problem (rev. 1 by
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 1/4458 Since: 06-08-11 |
> blocked my game on the new editors.
lol yeah, of course skjderp thinks everything I do is because of him. He thinks he's the center of the world ![]() For the record, I didn't even know (or care, either) that he changed the gamecode in his hacks. I improved the editor so it wouldn't crash editing NSMB levels on a non NSMB rom. And of course the best way to detect if a rom is NSMB is the gamecode. I'm laughing my ass out now. ![]() |
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Posted on 08-15-14, 05:21 pm in The New NSMBHD!
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 4186/4458 Since: 06-08-11 |
I'm not going to implement that, sorry
![]() ![]() By the way I still don't have an official name for the board software ![]() |
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Posted on 08-18-14, 06:22 pm in Useful stuff for NSMB hacking
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 4199/4458 Since: 06-08-11 |
IDA Pro for ASM hacking too.
Shame it's not free ![]() |
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Posted on 08-22-14, 11:14 pm in released Dirbaio's Background Tiler v1.0 (rev. 1 by
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 4208/4458 Since: 06-08-11 |
![]() Also I have a few improvements to the algortihm in mind to use tile flipping and the two palettes, that could result in even more improvements to quality. But they'll come later... ![]() EDIT: FIXED! I fixed EVERYTHING SHOULD WORK AWESOME NOW. |
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Posted on 09-12-14, 12:28 am in Problem getting an enemy to stay on a moving platform
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 4232/4458 Since: 06-08-11 |
Yeah, that case is very tricky. You have to ensure that when the piranha plant sprite gets onscreen and gets spawned, the platform is under it... It's hard to do it reliably because the player can move the camera and cause the sprites to spawn at different times, and it won't always work
![]() Nintendo does it in 2-6, but it works fine because the camera there is autoscrolled, so it does not depend on what the player does. |
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Posted on 09-13-14, 01:02 am in Changing the appearance or behaviour of a 16 x 16 tile
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 4233/4458 Since: 06-08-11 |
Every 16x16 tile is composed of 4 8x8 tiles from the tileset graphics, you can change these in the Map16 tab of the tileset editor. Additionally, every 16x16 tile has a "tile behavior" you can change in its corresponding tab.
BUT, about the "custom pipe". The tile behaviors don't control whether the tile displays on top or under sprites ![]() The reason for this is that the level tiles are all rendered in one BG layer, while most of the sprites are drawn in the 3D layer, which has higher priority than the level layer. I think the SNES has per-tile priorities, that's probably how they do the pipes in SMW, but the DS doesn't have this thing. So what Nintendo did to fix this is draw the pipes as 3D polygons on top of the sprites. The files for these are 3D textures, stored in polygon_unit. The Map16 tile numbers for these are hardcoded: there are some map16 tiles that magically draw a 3D texture. They did this for pipes, quicksand, the ending castle, the unused water in tileset 0, the fences and maybe more stuff. So it's not easy to create your own pipes, the only way to do it is with ASM hacking creating your own 3D texture, adding it, loading it and having it display on your map16 tile numbers. I'm not sure how easy it is, it's not been done yet... |
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