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Posted on 05-05-22, 10:59 pm in NSMB C++ Repository (rev. 1 by Ed_IT on 06-06-22, 12:46 pm)
Red Goomba
Okarick

Karma: 229
Posts: 45/45
Since: 07-13-18

A new code patching template has been released!


Say goodbye to the ancient, disorganized, misleading and now obsolete "ASM" Patch Template.

With this new code template, you'll be able to quickly create a NSMB code patching workspace, compile using the modern Fireflower patcher and interact with the game's code using the constantly updated NSMB Code Reference.

Instructions for how to setup the patching environment, either using standalone Fireflower or NSMBe + Fireflower, alongside some example patches, can be found in the github repository linked below.

NSMB Code Template

NSMB Code Reference update


The NSMB Code Reference is constantly being updated with new decompiled Actors, classes and functions.

With contributions from various reverse engineers every week, it is, as of now, the only reliable and up to date code reference for New Super Mario Bros.

To provide a pleasant coding experience, the reference follows a strict set of guidelines, such as unified casing and indentation, and is fully compatible with C++20.

The reference is organized in folders split by functionality, and all code is carefully reviewed and aims to be as complete as possible.

NSMB Code Reference

As of May 2022, the following classes and functionalities have been documented and added to the Reference:

Category Element Progress
Entity Process Manager and lists 100%
Base 100%
Object 100%
Scene 100%
Actor 100%
Filesystem File 100%
Archive 100%
Cache 100%
Overlay 100%
Graphics - Common Fader 80%
Effect 100%
Particle 100%
Blend Color 100%
Frame Controller 100%
View, OrthoView and PerspView 100%
Graphics - 2D Font 100%
OAM 100%
Graphics - 3D Common utilities 100%
Texture 100%
Model 100%
Model Animation 100%
Blend Model Animation 100%
Animation 100%
Animation Controller 100%
Math Common math WIP
Matrix 100%
Vector 100%
Arc Function 100%
Spring Function 100%
Physics Active Collider 90%, stable
Collider 90%, stable
Collision Manager 70%, WIP
Platform Manager 85%, stable
Platform 98%, stable
Deforming Platform 100%
Rotating Platform 100%
Round Platform 98%, stable
Segment Platform 100%
Player rendering Cap 100%
Model 100%
Shell 100%
Scenes Boot 100%, pending
Ending WIP
MvsLMenu 100%
TitleScreen 100%, pending
World 100%, pending
Worldmap WIP
Sound Sound frontend 100%
Sound backend 100%
Sequence archive definitions 100%
Stage Camera 100%
StageController 100%
StageActor 100%
StageEntity 80%, stable
StageEntity3D (Animation) 100%
Fireball WIP
ViewShaker 100%
System Cache 100%
Input 100%
Memory 100%
Save 80%, stable
Task 100%

Including the following actors:

Actor Progress
Player WIP
Coin 100%
Item 100%
StageFX 100%
Thwomp 100%
Fence Koopa 100%
Whomp 100%
Bullet/Banzai Bill 100%
Bullet/Banzai Bill Blaster 100%
Wobble Rock 100%
Checkpoint 100%
Coin Spawner 100%
Trampoline 100%
Chain Chomp 100%
Chain Chomp Log 100%
Amp 100%
Boo 100%
Phantom Hand 100%
Splunkin 100%
Manhole 100%
Broozer 100%
Toadsworth 100%
Posted on 06-21-21, 10:07 pm in backgrounds, music and tileset made by me
Red Goomba
Okarick

Karma: 229
Posts: 43/45
Since: 07-13-18
Nice tracks!
It seems as you replaced the overworld bass, vibraphone and drawbar organ with a sleigh bell.
An impressive technique I must say, considering the fact that you managed to turn an unpitched instrument into a pitched one.
Oh and to make the music more dynamic you decided to keep the original organ modulation LFO during the end of the track, which takes the previous statement to another level. I'm definitely looking forward to this theme, as you declared that it is still "in reparation".

Regarding the second track, it might seem similar to the first one to an unexperienced listener, but if you listen carefully you might even hear some amazing dissonant tones and out of key instruments, which add to the specialness of this music.
Another thing which some average music fans may not notice, is the presence of an incredible amount of electric pianos.
You included at least 5 different electric piano tracks (not sure about the exact number, because there could be even more electric piano tracks laying inaudible in the ultrasonic or subsonic frequency range) that, just like jazz, do not care about being in tune with the rest of the song, but prefer to generate sounds 4 semitones below the track's original key, giving a sense of utter confusion and making the entire composition special (hence the name "Special overworld").

I'm seriously stunned by the quality of your work and by the amount of incredibly complex techniques used in the making of these two masterpieces, and I can't wait to hear more amazing remixes from you.
Posted on 12-17-21, 10:00 pm in SSEQ Player mod - Invert all notes
Red Goomba
Okarick

Karma: 229
Posts: 44/45
Since: 07-13-18
So here's a thing I made in a few minutes.

Inverts all notes played by the ARM7 sequence player (that means both music and sound effects)

- Open arm7.bin in an hex editor. - Go to offset 0x8C20 - Replace the 4 bytes with 7F 20 64 E2 - Save and replace the binary



Does this serve any purpose? No.
Did I need something to post to avoid being too inactive? Yes.

Posted on 07-14-18, 03:08 pm in requesting Music (rev. 1 by Ed_IT on 09-03-20, 10:53 pm)
Red Goomba
Okarick

Karma: 229
Posts: 2/45
Since: 07-13-18
And here is the Volcano / Lava theme:

* Download removed, thanks to people stealing my content. *
Posted on 10-10-18, 08:41 pm in How to replace SSAR files? (rev. 3 by Ed_IT on 01-19-20, 07:38 pm)
Red Goomba
Okarick

Karma: 229
Posts: 8/45
Since: 07-13-18
Alright, here's how I do it.

First of all download these two files MENU_SSAR_LIST --- NEWER_MENU_SSAR_LIST

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Posted on 07-14-18, 12:09 am in requesting Music (rev. 2 by Ed_IT on 09-03-20, 10:53 pm)
Red Goomba
Okarick

Karma: 229
Posts: 1/45
Since: 07-13-18
Here is the NSMBU Beach Theme:

* Download removed, thanks to people stealing my content. *

I've also added working bahp points.
Posted on 10-31-18, 09:43 pm in Installing Devkitpro issues.
Red Goomba
Okarick

Karma: 229
Posts: 12/45
Since: 07-13-18
Try to open the properties of DevkitPro's installer and(if there is) check the checkbox at the bottom that's saying "Unblock" or something like that.
Posted on 01-23-19, 10:52 pm in Request Anything!
Red Goomba
Okarick

Karma: 229
Posts: 15/45
Since: 07-13-18
Posted by Helios
I guess this doesn't count as a bump...
newluigidev, can you please make SM3DW Mystery Course theme for me? Thank you very much


Here
Just, don't use it in the hurry-up phase because the tempo is already high (230 bpm).
Posted on 02-17-19, 03:13 pm in Help/Question Asking Thread
Red Goomba
Okarick

Karma: 229
Posts: 16/45
Since: 07-13-18

You don't need to change the palette, just replace the image with 00 bytes.
Posted on 07-12-19, 09:57 pm in Cancelled... (rev. 1 by Ed_IT on 07-12-19, 10:04 pm)
Red Goomba
Okarick

Karma: 229
Posts: 29/45
Since: 07-13-18
Every File Explorer afaik only allows you to import one file at a time and considering that you need two files for every level... I can't even imagine how much it will take.
As  Skylander said, if you want help PM me
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