Posted on 01-05-19, 02:43 am in How to code a custom boss?
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Well I coded most of the final boss in NewerDS.

What you need:
- Time to waste
- Dead brain cells
- Having fun going thru insane code produced by Nintendo's broken compiler
- I guess some reverse engineering and programming skills

tl;dr learn to do some simple asm mods first and then decide if you really want to do that. And don't expect that you can reach the required skill too fast, you'll just get frustrated otherwise
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Posted on 01-24-19, 04:39 pm in How do I add more worlds beyond the eighth world
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Posted by Skylander
Not only would it take ASM, but worldmaps are hardcoded.

That sentence doesn't make any sense. If you do code modding you change the code.

Also NewerDS was very capable of doing full custom world maps and potentially adding a world. We chose not to do it as it would've delayed the release quite a bit.
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Posted on 02-10-19, 10:39 pm in Help/Question Asking Thread
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Boolean variables are stored as bytes as that is the smallest addressable unit. 0 is "false" and 1 is "true". In pretty much all cases values greater than 1 will also be interpreted as "true".
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Posted on 03-09-19, 05:28 pm in Help/Question Asking Thread
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Got a short question not worth creating a thread for? Ask here!
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Posted on 03-11-19, 02:34 pm in The lost princess!
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You could've just asked for an unban on your real account. As you said yourself reregs will also be banned and kill your chances for an unban so yeah, not that smart.
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Posted on 03-12-19, 05:35 pm in Super weeb bros. (replacing super peter bros.)
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what is so bad about my game that everyone don't like?

The problem is that you only modify existing levels. Also your tiling is wrong in quite a lot places. Some tile and sprite placements seem just random and not thought through.

When you create a new level delete the existing one entirely. That way you properly learn to tile and make something interesting yourself.
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Posted on 03-15-19, 05:26 pm in Newer Summer Sun. DS
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Can you stop posting links to ROMs already? I thought "Do not link ROMs!" was clear enough.

You won't get a 3rd warning about that.
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Posted on 04-04-19, 12:59 pm in Delete post
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You did not credit anybody anywhere.

You are in no way allowed to take stuff from other hacks unless you specifically ask or it is stated that the stuff is free to use. Just giving credit isn't enough if you didn't ask.
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Posted on 08-19-19, 08:11 am in Create a sunset effect (rev. 1 by RicBent on 08-19-19, 08:11 am)
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Wasn't able to find the pictures again. But you can briefly see it here (0:24). Some other videos of mine also feature it for a few seconds.


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Posted on 11-19-19, 09:32 pm in Problem with ASM hacking
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Just press A until you get to the title screen.

Your save file got corrupted by your emulator. Most likely unrelated to the asm mods you imported.
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Posted on 06-05-20, 09:36 am in Is it possible to delete my account here?
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You account cannot be deleted. That is not how boards work.

We want to have the conversations and the contents of this board to be preserved.

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Posted on 06-05-20, 08:52 pm in Super Mario Bros. Next
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Small sneak peek:


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Posted on 06-25-20, 06:52 pm in How to import specific type of ASM? (rev. 1 by RicBent on 06-25-20, 06:52 pm)
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It is explained here: https://nsmbhd.net/thread/1281-how-asm-hacks-are-setup-tutorial/

What you got there is an ARM assembly source file. Save it in an file with the '.s' extension in the source folder and hit 'Run make and insert'
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Posted on 07-01-20, 09:32 am in How to import specific type of ASM? (rev. 1 by RicBent on 07-01-20, 09:40 am)
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-lgcc missing is caused by devkitARM updating the gcc (the compiler) it uses.

See this commit https://github.com/Dirbaio/ASMPatchTemplate/commit/b6786d589a8237dce03aec66b88f89c363734084

It fixed the same issue 4 years ago.

But gcc got updated several times since then again. The current version devkitARM uses is 10.1.0.
You can always find out what version you got by looking into the devkitpro/devkitARM/lib/gcc/arm-none-eabi/ folder.
There should be a single folder inside with the version of the install gcc.

Just change the gcc version in the Makefile and you are good to go!

Edit: I made a pull request to the patch template repo. Just have to wait for  Dirbaio to approve it now.
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Posted on 07-04-20, 02:45 pm in help Any tips on reverse engineering the collision system?
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1) NSMB uses a reactive system. Actors change their position and after that the collision manager (the thing that controls the sensor) moves them to where they can or should be.

2) The tiles where slopes go into flat ground actually aren't solid tiles. They have a special tile behavior. Basically a "flat slope" that always pushes you on top. If you didn't place a tile with that special behavior Mario wouldn't go up because the lower sensor hits it from the side as you said. Later NSMB games after NSBMDS don't require that special "flat slope" tile anymore. No idea how they solve it there though.
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Posted on 07-04-20, 03:05 pm in help Any tips on reverse engineering the collision system?
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I think I wasn't specific enough.

Every actor that uses sensors has a member class that controls the sensors: CollisionMgr.

The actors basically do this in onExecute:
- Change position
- this->collisionMgr.execute()

The latter thing then places the parent actor where it can be if it is inside a block, slope, etc.

There isn't a central class that handles this.
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Posted on 08-28-20, 06:53 am in Newer Super Mario Bros. DS
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We can't help you finding a prepatched ROM. You have to patch an original ROM to the NewerDS ROM with the patcher linked in the first post (desktop only).
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Posted on 09-05-20, 06:46 pm in the ytp thread #2
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no need for another.
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Posted on 11-23-20, 07:04 pm in Reversing the 3D tile system (rev. 1 by RicBent on 11-23-20, 07:05 pm)
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Those offsets are in address space, not absolute offsets from the ROM start.

0x020C7CEC is at 0x2F60C in overlay 0.
0x02121EC0 is at 0x55BE0 in overlay 10.

If you want to have a look at it you should probably just go to those addresses in IDA.
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Posted on 03-29-21, 08:57 pm in Level exporting
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You can just export a patch with NSMBe. Follow this thread: How to import and export patches!

This will include all areas of levels you edited in your ROM as well as and other files like tilesets.
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