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Posted on 07-06-20, 09:20 pm in Streamed Music In NSMBDS! (Nitro WAV) (rev. 11 by  TheGameratorT on 07-07-20, 10:18 pm)
Paragoomba
DMA problems.

Karma: 733
Posts: 67/78
Since: 07-19-18
Phew, it has been a while since I have actually posted something useful in this board.

But I decided to come back with some style and present you guys this new code I have been working on this month.

I present you, Nitro WAV!
(yes, yes I know terrible name, but it's not what matters )

So what does this actually do?


Well, hear for yourself:



Being more specific, it allows to play high quality music without having to setup SSEQs and other complex stuff.

Where can I get it?


You can get the player code at:
https://github.com/TheGameratorT/NitroWAV-Player

You can get the converter tool at (in the releases section):
https://github.com/TheGameratorT/NitroWAV-Tool

You can get the documentation of the format at:
https://mega.nz/file/nt5VhSIB#iLxWs7fFExDkYp7CH8nMyXT6OMoLgY9Dq5AcZz7PQyc

How can I install it in the game?


To begin the file insertion into the ROM, you can use this script:
https://mega.nz/file/CtpFjIqJ#BMbVSj0hn5Dd8EVJpiwjmYFQcq0aACH61qoD7BlYK0A

After that, you must find a way to compile the NSMB-ASMReference and add my NWAV code in the "src" folder.
Note: Currently it's somewhat hard to make it compatible with NSMBe but when the new compilation tool releases, I will update the code so it's compatible with it.

Open the NWAVPlayer_nsmb.cpp file and search for "constexpr int firstWavID = 2089;" and change the value "2089" to the one that was given to you by the insertion script.

After that, hit "make and insert" in NSMBe and you can start replacing the NWAVs in the file table that was added to your ROM.
wav000.nwav will replace SSEQ number 0, wav010.nwav will replace SSEQ number 10, and so on...

WARNING: DO NOT USE NSMBe to replace the NWAVs, since they can be somewhat big in size and NSMBe won't like that, causing file overlaps, corruptions and invalid header size. Please use EveryFileExplorer or some other alternative to replace the NWAV files in the table.

XDelta patch of ROM used in trailer:
https://mega.nz/file/jpghjCgB#q9t9qD1FbipxKBi_-hUmNI4gC-l53wf3dG-oxlT5bNw

Compatiblity


Works on multiplayer.

Card/Software
Compatibility
Tester
nds-bootstrap
Glitchy (might work with lower quality audio)
 TheGameratorT
R4i SDHC 3DS RTS
Works
 TheGameratorT
R4i Gold Pro 2020
Works
xgone
N5
Needs YSMenu
Krisgames4
r4igold.cc
Needs YSMenu
Krisgames4

Known bugs


Nitro WAV Player loop point is not perfectly correct and sometimes a garbled gap can be heard for a quarter of a second before it loops. (Will be fixed in the next update)

Special thanks!


Helped me with code:  Overblade, Ed_IT
ndspy and importer script:  RoadrunnerWMC
Posted on 08-31-19, 11:18 am in The Ultimate Mario Vs Luigi No More Sprite Limitation ASM! (rev. 8 by  TheGameratorT on 10-11-19, 06:00 pm)
Paragoomba
DMA problems.

Karma: 733
Posts: 39/78
Since: 07-19-18
Credits to  Dirbaio for making the original ASM.
Credits to  KingYoshi for giving me the separated levels idea.
Credits to  skawo, RicBent and  RoadrunnerWMC for teaching me how stacks work and executing functions in overlays.

I am proud to present the Mario Vs Luigi no spriteset limit version 2!

What's new?

- Separated Double Card and Download Play levels! (Download Play will still be limited to the spriteset limitation, but it now works at least.)
(Double Card will use the course files and Download Play will use the NARCs)

- You can now use the flag pole in some levels and battle stars in others instead of having to use one option for all levels.

- Some download play animations were remapped to loaded ones so it doesn't look weird when it tries to load one that doesn't exist.
Note: Avoid using water levels in Download Play (it's fine for Double Card), because if the player dies underwater, the game will crash.

Download Links:
Note: The download file may update at any time. Every time that happens, this message will be edited.

Version: 2.0
https://drive.google.com/file/d/1foVXsZ-UvOHnadrF_3Ij2RjORVeOtLGJ/view?usp=sharing

My NSMBe5.3 fork (allows for editing NARCs directly, only English support at the moment though):
https://github.com/TheGameratorT/NSMB-Editor/releases/latest
Posted on 05-14-20, 12:42 pm in The New NSMB Ear Rape Edition!
Paragoomba
DMA problems.

Karma: 733
Posts: 49/78
Since: 07-19-18
Phew, it's been some time since I last posted.
So as a suggestion by  ItzTacos and because I was bored, I made a program that could ear rape the hell out of the DS game musics.

Preview:


xDelta Patch:
https://mega.nz/file/C54TDaSJ#B7a_RCLFJoWemBqzSo4GoUMdF_YiQuQbbTlF0XnRQfM

Tool repository:
https://github.com/TheGameratorT/SoundMakerProjectAmplifier/
Posted on 02-06-19, 06:53 pm in NDS BNBL Editor (for editing touchscreen positions) (rev. 1 by  TheGameratorT on 02-06-19, 06:55 pm)
Paragoomba
DMA problems.

Karma: 733
Posts: 11/78
Since: 07-19-18
So, sometime ago I was trying to edit BNBL files and I came across this outdated and faulty tool with alignment calculation problems:

https://nsmbhd.net/thread/721-nsmb-tools-bnbl-editor/

So I decided to code a GUI editor with a 2D Viewer with the help from RoadrunnerWMC which in his ndspy library explained me how the alignment worked.

New tool by me:
https://github.com/TheGameratorT/NDS_BNBL_Editor
Posted on 07-04-20, 04:46 pm in how to Add More Characters (rev. 3 by  TheGameratorT on 07-04-20, 04:55 pm)
Paragoomba
DMA problems.

Karma: 733
Posts: 66/78
Since: 07-19-18
Hahaha.

For real, why not just think. Stop coming with stuff you have no clue about. The game has ABSOLUTELY ZERO CODE SUPPORT for more than 2 players and the 2 player support is already terrible. Me and  Shadey already edited the game to make NSMB-Coop. If you really think it's that easy, then go for it, I would really like to see you try. But once you find out you can't don't come ask me why it failed and read all of this again.

Really, you don't need to be an expert to know this isn't an easy task.
Posted on 09-08-19, 04:13 pm in optimism Welp, this is shocking (rev. 2 by  TheGameratorT on 09-08-19, 04:17 pm)
Paragoomba
DMA problems.

Karma: 733
Posts: 41/78
Since: 07-19-18
Posted by Skylander
I love that idea, but nobody is motivated enough to restart the community remix. Nobody has time to do it, and we barely have time to work on our own projects. Life likes to get in the way a lot

I agree with this. It's just so hard to be focused on something when there is so much other things to do. And sometimes people ask you help which can also take part of your time.

My ROM hack is currently in the works, but going secretly on a Discord server, it is supposed to revolutionise Mario Vs Luigi hacking as a base for other hacks of it. It will even have co-op support and for those who can only play in single player I made a key combo (L + R + B + A) which will boot the player into single player mode.
Posted on 04-07-20, 08:27 am in New Super Mario Bros. DS Co-Op
Paragoomba
DMA problems.

Karma: 733
Posts: 42/78
Since: 07-19-18
Finally released!!!
The team effort really paid off in the end!
Posted on 05-15-20, 10:28 pm in NSMB C++ Repository
Paragoomba
DMA problems.

Karma: 733
Posts: 50/78
Since: 07-19-18
Nice work.

And yeah, I really hope more people in the future will be able to ASM hack this game by using a better template with a more universal support like this one when it's finished.

With universal support I mean being able to just import an ASM patch and compile without any problems or requiring any adaptation.
Posted on 06-02-20, 08:55 am in Birthday Tomorrow
Paragoomba
DMA problems.

Karma: 733
Posts: 58/78
Since: 07-19-18
Are you ok Lucario?
...
Posted on 07-22-20, 09:29 pm in is there a way To (Look at the thread)
Paragoomba
DMA problems.

Karma: 733
Posts: 72/78
Since: 07-19-18
Why would you need to and yes, search on the internet it's not hard. You will need to know how to portforward n'stuff and have your computer on all the time for it to run. Or use some free service to host it for you.
Posted on 03-13-19, 02:58 pm in NDS BNCL Editor (for editing graphic positions) (rev. 2 by  TheGameratorT on 03-13-19, 05:53 pm)
Paragoomba
DMA problems.

Karma: 733
Posts: 18/78
Since: 07-19-18
So, after quite some time I finally managed to release this editor, some updates are coming and support for more of the game menus!

https://github.com/TheGameratorT/NDS_BNCL_Editor/releases



You can support this editor by completing the SizePresets.xml
https://github.com/TheGameratorT/NDS_BNCL_Editor/blob/master/NDS_BNCL_Editor/SizePresets.xml

Current guide images I prepared for New Super Mario Bros.:
https://drive.google.com/open?id=1pO_-xSbd2Mcc9V_ZhVVDFVWYg-OMWR1Z

Hope you find a good use to it!
Posted on 05-29-20, 12:29 pm in help wanted NSMB: The Comeback
Paragoomba
DMA problems.

Karma: 733
Posts: 57/78
Since: 07-19-18
I don't think anyone is going to help if you have nothing to prove it's going to be something or without any screenshots of the hack.
Posted on 06-10-20, 08:05 pm in Graphics made by me
Paragoomba
DMA problems.

Karma: 733
Posts: 63/78
Since: 07-19-18
Hey man, congrats on your Woodland Tileset, it's looking pretty good
Posted on 07-06-20, 10:19 pm in Streamed Music In NSMBDS! (Nitro WAV)
Paragoomba
DMA problems.

Karma: 733
Posts: 68/78
Since: 07-19-18
Thx I just updated the post. Still I am not entirely sure if it's only the kernel of the card. So for now I am not changing that part.
Regarding the extra RAM on other consoles, that seems pretty interesting.
Posted on 07-13-20, 02:15 pm in HOW IN THE HOLY MOTHER OF FUCC DO I DO THIS (rev. 3 by  TheGameratorT on 07-13-20, 02:18 pm)
Paragoomba
DMA problems.

Karma: 733
Posts: 70/78
Since: 07-19-18
What? Why would I post this video here in the first place?
Just because your brain isn't yet completely built, don't come here blaming me for duplicate accounts.

pfft, 11y old, what are you even doing here, logo shop??? haha great joke

Don't start behaving like detective Sherlock Holmes.

ItzTacos was just watching me do it, he didn't do it.
Posted on 07-23-18, 11:23 am in Multiple Views in Mario vs Luigi
Paragoomba
DMA problems.

Karma: 733
Posts: 5/78
Since: 07-19-18
Thx for the help! This ended up working

Posted on 01-03-19, 09:40 pm in ClassID 31 Documentation (rev. 15 by  TheGameratorT on 05-15-20, 10:23 pm)
Paragoomba
DMA problems.

Karma: 733
Posts: 9/78
Since: 07-19-18
As of 15th May 2020 I recommend just using my NSMBe fork, since it works better and has editing support for this class.
The documentation below isn't completely accurate and so I don't recommend the use of it. You can find my NSMBe fork on my GitHub.
==========================

So, I have been messing up with a Dirbaio finding that allowed to spawn Powerups out of blocks and I decided to spend the 2h 30mins documenting what I found about the item spawner.

There might be some stuff yet to be discovered. If new stuff is found I will add it here. If you found new stuff about it please reply to me (if thread gets old PM me so you won't bump it).

Dirbaio tutorial on how to activate the sprite:
http://jul.rustedlogic.net/thread.php?pid=239134#239134

ClassID 0x1F (Hidden Item Spawner) Findings

Documented by TheGameratorT

========================
Raw Sprite Data:
AB CD EF GH IJ KL
========================

Notes: Setting both E and J nibbles to 3 locks the item in
place and ignores the coming out of block animation (X Axis).

Nibble AB CD [UNDISCOVERED MIGHT DO NOTHING]
Nibble E
(
Move right stuff:
0 = Spawn coming from invisible block then move right.
1 = Spawn jumping low out of invisible block to right.
2 = Do nothing, useless.
3 = Spawn jumping high out of invisible block to right.
4 = Spawn jumping medium out of invisible block to right.
5 = Spawn jumping medium and falling fast out of invisible block to right.
6 = Spawn falling stairs to right, wut???
7 = Spawn coming from invisible block then move right.

Move left stuff:
8 = Spawn coming from invisible block then move left.
9 = Spawn jumping low out of invisible block to left.
A = Spawn stuck in place, uncollectable. Useful for decoration.
B = Spawn jumping high out of invisible block to left.
C = Spawn jumping medium out of invisible block to left.
D = Spawn jumping medium and falling fast out of invisible block to left.
E = Spawn falling stairs to left, wut???
F = Spawn coming from invisible block then move left.
)
Nibble F [UNDISCOVERED]
Nibble GH [UNDISCOVERED]
Nibble I [Layer Priority] (Spawn item above tiles. 0 = No, 1 = Yes)
Nibble J [Animation] (0 = Coming from block, F = Coming from inventory)
Nibble KL [Spawn Items]
(
Tutorial:
(
How to use?
Get the spawn method offset (it is the first interval number)
and then the ID of the item to spawn. Then apply this formula:

0xOFFSET + 0xID = 0xRESULT

Then remove the 0x and you should get just RESULT as the offset to use.

Example:
If I want a coming out of block Blue Shell do 0x00 + 0x0B = 0x0B -> 0B
If I want a normal spawn Blue Shell do 0x60 + 0x0B = 0x6B -> 6B
If I want a coming from inventory Blue Shell do 0x80 + 0x0B = 0x8B -> 8B
)

Spawn Methods:
(
[00 to 1F] = Comes out of invisible block (up)
[60 to 7F] = Comes out of invisible block (down)
[80 to 9F] = Comes from inventory
)

Filtered IDs (without duplicates)
(
00 = Mushroom (or Fireflower)
01 = Starman
02 = Coin jumping out of block
03 = Mushroom
05 = Mega Mushroom
07 = 1-Up Mushroom
09 = Fireflower
0A = Vine coming out of block (grows until block is hit)
0B = Blue Shell
12 = Entrance Vine (grows 7 tiles and then stops)
19 = Mini Mushroom
)

Unfiltered IDs (with duplicates)
(
00 = Mushroom (or Fireflower)
01 = Starman
02 = Coin jumping out of block
03 = Mushroom
04 = Coin jumping out of block
05 = Mega Mushroom
06 = Mushroom
07 = 1-Up Mushroom
08 = Mushroom
09 = Fireflower
0A = Vine coming out of block (grows until block is hit)
0B = Blue Shell
0C = Mushroom
0D = Mushroom
0E = Mushroom
0F = Mushroom
10 = Mushroom
11 = Mushroom
12 = Entrance Vine (grows 7 tiles and then stops)
13 = Coin jumping out of block
14 = Coin jumping out of block
15 = Mushroom
16 = Mushroom
17 = Mushroom
18 = Mushroom
19 = Mini Mushroom
1A = Mushroom
1B = Mushroom
1C = Mushroom
1D = Mushroom
1E = Mushroom
1F = Mushroom
)
)
Posted on 03-01-19, 02:26 pm in Misc. patches thread (rev. 2 by  TheGameratorT on 03-01-19, 02:34 pm)
Paragoomba
DMA problems.

Karma: 733
Posts: 17/78
Since: 07-19-18
Any music on Nintendo boot screen.

Save the file as nintendo_boot_music.s
#Delete coin soundset load. repl_020CCDD0_ov_01: BX LR #Force game to load music 78 on Nintendo boot instead of playing coin sound. repl_020CCDDC_ov_01: STMFD SP!, {R4,LR} MOV R0, #78 MOV R1, #0 BL 0x2011CE4 LDMFD SP!, {R4,LR} MOV R0, #78 MOV R1, #0 B 0x2011E7C #Stop music on scene deletion to allow titlescreen music load. nsub_020CCB28_ov_01: STMFD SP!, {R4,LR} MOV R0, #0 BL 0x2011E3C MOV R0, #1 LDMFD SP!, {R4,PC}


This will replace the coin playsound and set SSEQ ID 78 as the boot music.
You can always change the number 78 in the code to which slot you want.

Will leave a SSEQ, SBNK and SWAR if you want to use mono WAV files, I recommend you using Nitro Studio to import the files.
https://drive.google.com/open?id=1DcyH15ubNlQKoKIv1ly8pJsJJhkZyUEb

To import a mono WAV file in Nitro Studio, open the added WAVE_BOOT.swar, right click on "Sound 0" then import the WAV.
If it doesn't play you might need to lower the sample rate of it. I also don't recommend making the WAV longer than the Nintendo boot screen time as it will make loading times longer and won't play the extra part anyways.
Posted on 03-17-19, 04:19 pm in Misc. patches thread (rev. 1 by  TheGameratorT on 03-17-19, 04:20 pm)
Paragoomba
DMA problems.

Karma: 733
Posts: 23/78
Since: 07-19-18
Only MvsL Selectable in Main Menu.

Save the file as main_menu_only_mvsl.s
#Singleplayer button behaves like MvsL #If pressing L, R and B while selecting button go to singleplayer debug worldmap nsub_020D2F70_ov_09: LDR R3, =0x2087600 LDR R2, =0x102 LDRH R3, [R3,#0x50] BICS R2, R2, R3 BNE .TriggerMvsLButtonBehaviour TST R3, #0x200 BNE .TriggerSingleplayerDebugWorldmap .TriggerMvsLButtonBehaviour: MOV R0, #30 BL 0x2011E3C @Stop music MOV R0, #6 MOV R1, #0 BL 0x20131FC LDR R0, =0x2088F48 BL 0x2007BFC ADD SP, SP, #4 LDMFD SP!, {PC} .TriggerSingleplayerDebugWorldmap: MOV R0, #0 MOV R1, #0 LDR R2, =0x2088BDC BL 0x2012E08 @Load save MOV R0, #9 MOV R1, #0 BL 0x20131FC @Cause scene change ADD SP, SP, #4 LDMFD SP!, {PC} #Disable MvsL and Minigames buttons hook_020D339C_ov_09: LDR R3, =0x20DBB00 LDRB R2, [R3,#0x84] CMP R2, #1 BEQ .L2 CMP R2, #2 MOVEQ R2, #0 STREQB R2, [R3,#0x84] BX LR .L2: MOV R2, #3 STRB R2, [R3,#0x84] BX LR #MvsL menu return default button is Singleplayer repl_020D3704_ov_09: BX LR


You will also need to replace the following files in UiStudio folder:
https://nsmbhd.net/file/rfC56SM1DceWa9mf/UiStudio.zip
Posted on 06-12-19, 06:25 pm in NSBMD and NSBTX Converter!!!
Paragoomba
DMA problems.

Karma: 733
Posts: 32/78
Since: 07-19-18
Credits to Ermelber (Ermii) for making 'AssToImd', otherwise this tool wouldn't be possible.

As MKDSCMLast was getting outdated I decided to make a tool that would help people with NSBMD and NSBTX file
It supports almost any model format.

Repository:
- https://github.com/TheGameratorT/NSBMD-NSBTX_Converter

Download:
- https://github.com/TheGameratorT/NSBMD-NSBTX_Converter/releases
Pages: 12 »