Posted on 08-12-16, 08:18 pm in Ultra Super Mario Bros.


Karma: 19817
Posts: 576/1100
Since: 04-02-13
Most of your levels are empty space.
Posted on 08-21-16, 02:06 pm in About Staple (rev. 3 by  Arisotura on 08-21-16, 02:30 pm)


Karma: 19817
Posts: 586/1100
Since: 04-02-13
You really shouldn't go around actively trying to hijack the forum CSS, no matter what it is for, though. I also think there may be more reasons for your ban than just that.

That said, StapleButter telling others to be more mature is hilarious.
Posted on 08-31-16, 01:53 pm in Misc. patches thread (rev. 9 by  skawo on 09-11-16, 04:03 pm)


Karma: 19817
Posts: 623/1100
Since: 04-02-13
Always load the correct boss particles if necessary:
nsub_02022D98_main: LDR R0, =0x208B19C @ Pointer to block 14 LDR R0, [R0] LDR R0, [R0, #0xF] CMP R0, #9 MOVEQ R0, #0x0 BXEQ LR CMP R0, #2 @ If Bowser MOVLT R0, #0x0 BXLT LR BEQ .Bowser LDR R1, =0x2026C88 @ Particle files array CMP R0, #3 @ If Giga Goomba ADDEQ R0, R1, #0x10 BXEQ LR CMP R0, #4 @ If Petey ADDEQ R0, R1, #0x18 BXEQ LR CMP R0, #5 @ If Mummipokey MOVEQ R0, R1 BXEQ LR CMP R0, #6 @ If Lakithunder ADDEQ R0, R1, #0x28 BXEQ LR CMP R0, #7 @ If Cheep Skipper ADDEQ R0, R1, #0x8 BXEQ LR ADD R0, R1, #0x20 @ Else, Monty Tank BX LR .Bowser: LDR R0, =0x208B180 @ Pointer to block 7 LDR R1, =0x208B184 @ Pointer to block 8 LDR R0, [R0] LDR R1, [R1] ADD R1, #4 @ Remove padding STMFD SP!, {R0,LR} SUB R0, R1, R0 @ Get size of block 7 LDR R1, =0xC BL FX_Div @ Get amount of sprites in level LDMFD SP!, {R0,LR} MOV R12, R1 LDR R3, =0x2026C80 .CheckWhichBowser: @ Determine which Bowser sprite is present MOV R1, R12 MOV R2, #0xC MUL R1, R2, R1 LDRH R2, [R0,R1] CMP R2, #0x3A @If Bowser MOVEQ R0, R3 BXEQ LR CMP R2, #0x3F @If Dry Bowser ADDEQ R0, R3,#0x38 BXEQ LR CMP R12, #0 SUBGT R12, #1 BGT .CheckWhichBowser ADD R0, R3,#0x40 @Else, Giant Bowser BX LR


In the original sub_02022D98, in a bout of awesomeness, Nintendo decided that the boss .spa files should be loaded by comparing the current Area number with a giant table and returning the pointer to the .spa File ID.

This is, of course, incredibly dumb. What this code will do instead, is check if you have one of the boss overlays loaded in sprite sets. If they are, the function will return the proper particle file ID pointer.

Since Bowsers are all in the same overlay, the code will also check just which Bowser sprite is used in the level.

This means you can put bosses /anywhere/ now.
Posted on 08-31-16, 05:02 pm in Misc. patches thread (rev. 2 by  skawo on 08-31-16, 05:55 pm)


Karma: 19817
Posts: 625/1100
Since: 04-02-13
Choose which levels load the boss music:
nsub_020AD01C_ov_00: LDR R0, =0x208B184 LDR R0, [R0] LDRB R0, [R0, #0xC] CMP R0, #0 @This is technically MOVNE R0, #1 @unnecessary, but just to be safe BX LR


Improvement over Mero's code, which makes the boss music load all the time, possibly cutting into your sound effects.

The original sub_020AD01C checks if the first area's bottom background is set to one that's present in a certain array. If so, it returns true, which makes whatever function calls it load the boss music. This is incredibly dumb.

What this does instead, is check if View 0 of the first area has its' Unknown 2(A) set, and if it does, it returns true. That particular unknown seems to do nothing, so it's a nice way to give it some function. And it's fifty times more efficient, to boot!

....Or, if you're scared that Unknown 2 does do something, then...

Boss music always loads in boss stages:
nsub_020AD01C_ov_00: LDR R0, =0x02085A9C LDR R0, [R0] CMP R0, #0xD BEQ .true CMP R0, #0xE BEQ .true CMP R0, #0x15 BEQ .true CMP R0, #0x16 BEQ .true MOV R0, #0 BX LR .true: MOV R0, #1 BX LR


This will instead simply check if the level is a Castle, Final Castle, Tower or a Tower-2 and load the music if it is.


EDIT: In other news, all patches are added to the topic now.
Posted on 09-23-16, 02:52 am in Post Count Question


Karma: 19817
Posts: 704/1100
Since: 04-02-13
...the left figure is the number of that post. The right is the post total.
Posted on 09-28-16, 06:12 pm in Misc. patches thread (rev. 7 by  skawo on 09-29-16, 01:04 am)


Karma: 19817
Posts: 723/1100
Since: 04-02-13
Control Pipe Cannon Force:
repl_020F8700_ov_0A: LDR R12, [R12,#0x94] STMFD SP!, {R1} LDR R1, [R4, #8] LSR R1, #4 ANDS R1, R1, #0xFF LDMEQFD SP!, {R1} BEQ 0x20F8704 SUB R1, #1 MOV R2, #0x1000 MUL R2, R1 ADD R2, #0x2000 LDMFD SP!, {R1} B 0x20F8704

Nybbles 10-11. 0 = default (0x8000), 1 = 0x2000, 2-n = 0x2000 + (n-1)*0x1000


Fixed the darkness thing.
Posted on 09-30-16, 06:33 pm in Newer Super Mario Bros. DS


Karma: 19817
Posts: 728/1100
Since: 04-02-13

A lot of work lately has been put into updating the sprites the game uses - enemies, blocks, switches, coins, pipes, platforms, etc. have been updated to look more NSMBUy.
Posted on 09-30-16, 10:03 pm in Newer Super Mario Bros. DS (rev. 1 by ImageBot on 11-21-16, 03:24 am)


Karma: 19817
Posts: 731/1100
Since: 04-02-13
Sure, here:



I don't really understand your question
Posted on 10-01-16, 02:14 pm in Misc. patches thread


Karma: 19817
Posts: 733/1100
Since: 04-02-13
Why would you want that, anyway? All the modern NSMBs put Mario in front of the quicksand so you can see him.
Posted on 10-03-16, 10:39 am in Misc. patches thread (rev. 1 by  skawo on 10-03-16, 11:26 am)


Karma: 19817
Posts: 736/1100
Since: 04-02-13
No, mico I not

Blue Koopas do not spawn powerups:
repl_020DDF2C_ov_0A: BL 0x20DDFAC BX LR nsub_020DDE70_ov_0A: B 0x20DF754
Posted on 10-11-16, 02:05 am in Misc. patches thread (rev. 6 by  skawo on 10-12-16, 05:07 pm)


Karma: 19817
Posts: 747/1100
Since: 04-02-13
Different Powerup Hierarchy:
repl_020D490C_ov_0A: @ Fire Flowers replace Shells. ADD R0, R8, #0x500 LDRH R0, [R0,#0xA0] CMP R0, #1 BNE 0x20D4964 CMP R4, #3 BEQ 0x20D4934 CMP R4, #2 BEQ 0x20D4934 BNE 0x20D494C repl_0212BA48_ov_0B: CMP R2, #0 BEQ 0x212BA60 CMP R2, #1 BEQ 0x212BA60 CMP R2, #5 BEQ 0x212BA60 CMP R2, #4 BNE 0x212BABC nsub_020D4A70_ov_0A: STMFD SP!, {R4,LR} MOV R4, R1 MOV R1, #0 CMP R3, #0 @ If nothing is in storage MOVEQ R1, #1 BEQ 0x20D4AF0 @ Replace item in storage CMP R3, #5 @ If current item is a Mega Mushroom BEQ 0x20D4AF0 @ Don't replace anything CMP R2, #5 @ If item gotten is Mega Mushroom MOVEQ R1, #1 BEQ 0x20D4AF0 @ Replace item in storage CMP R2, #1 @ If item gotten isn't a mushroom... BEQ 0x20D4AF0 CMP R2, R3 @ and item gotten isn't a duplicate BEQ 0x20D4AF0 MOVNE R1, #1 B 0x20D4AF0 @ Replace item in storage

What this does is change how items get swapped in inventory and in field.

Originally, it works like this:

FIELD:
Mushroom can be replaced by anything
Fire Flower can be replaced by anything but Mushroom
Shell can be replaced by Mini Mushroom and Mega Mushroom, but nothing else
Mini Mushroom can be replaced by anything
Mega Mushroom can be replaced by nothing

INVENTORY:
Mushroom can be replaced by anything
Fire Flower can be replaced by anything but Mushroom
Shell can be replaced by Mini Mushroom and Mega Mushroom, but nothing else
Mini Mushroom can be replaced by Mega Mushroom, but nothing else
Mega Mushroom can be replaced by shell

I changed it to this (changes highlighed):

FIELD:
Mushroom can be replaced by anything
Fire Flower can be replaced by anything but Mushroom
Shell can be replaced by anything but Mushroom
Mini Mushroom can be replaced by anything
Mega Mushroom can be replaced by nothing

INVENTORY:
Mushroom can be replaced by anything
Fire Flower can be replaced by anything but Mushroom
Shell can be replaced by anything but Mushroom
Mini Mushroom can be replaced by anything but Mushroom
Mega Mushroom can be replaced by nothing


Posted on 10-14-16, 04:08 pm in Newer Super Mario Bros. DS


Karma: 19817
Posts: 750/1100
Since: 04-02-13
So, due to a certain wonderful person's actions, Newer DS ROM has been leaked.

So far, I know of two people that aren't supposed to have it, but there may be more.

So, just a heads up:
If anyone leaks it further, the game will be cancelled on the spot.
Have a wonderful day.
Posted on 10-24-16, 04:01 pm in Misc. patches thread (rev. 1 by  skawo on 10-30-16, 09:23 am)


Karma: 19817
Posts: 761/1100
Since: 04-02-13
Upside-down Grounded Piranha Plants and Grounded Venus Fire Traps:
@Rotate model if Nybble 11 set repl_0217A100_ov_51: repl_0217AEFC_ov_51: LDR R0, [R4, #0x8] LSR R0, #0x4 ANDS R0, #0xF LDREQH R0, [R4,#0xC] BXEQ LR MOV R0, #0x8000 STRH R0, [R4, #0xA4] LDRH R0, [R4,#0xC] BX LR @No gravity if Nybble 11 set repl_0217A3C0_ov_51: repl_0217A2A4_ov_51: repl_0217B074_ov_51: repl_0217B17C_ov_51: repl_0217B2AC_ov_51: STMFD SP!, {LR} LDR R0, [R4, #0x8] LSR R0, #0x4 ANDS R0, #0xF LDMNEFD SP!, {PC} MOV R0, R4 BL 0x209C85C LDMFD SP!, {PC} @Move stem hitbox if Nybble 11 set: repl_0217A178_ov_51: LDR R0, [R4, #0x8] LSR R0, #0x4 ANDS R0, #0xF MOVEQ R3, #0x0 BXEQ LR LDR R0, =0x54C LDR R1, =0xFFFF4000 STR R1, [R4, R0] MOV R3, #0 BX LR @Move stem hitbox if Nybble 11 set: repl_0217AF60_ov_51: LDR R0, [R4, #0x8] LSR R0, #0x4 ANDS R0, #0xF MOVEQ R3, #0x0 BXEQ LR LDR R0, =0x4BC LDR R1, =0xFFFF3000 STR R1, [R4, R0] MOV R3, #0 BX LR

Works with nybble 11 = 1.
Posted on 11-13-16, 06:48 am in Video Intro ASM Crash


Karma: 19817
Posts: 800/1100
Since: 04-02-13
Shrug

I did say it was horribly glitchy
Posted on 11-13-16, 10:58 pm in Misc. patches thread (rev. 1 by  skawo on 11-13-16, 10:58 pm)


Karma: 19817
Posts: 810/1100
Since: 04-02-13
Shift Expand-Contract Mushroom By Half Tile Right Nybble:
repl_021822A0_ov_5A: LDR R0, [R6, #8] LSR R0, #0xC ANDS R0, #1 LDREQ R0, =0x544 BXEQ LR LDR R0, [R6, #0x60] ADD R0, #0x8000 STR R0, [R6, #0x60] LDR R0, =0x544 BX LR

Nybble 9

Posted on 11-18-16, 12:39 pm in Roast me


Karma: 19817
Posts: 827/1100
Since: 04-02-13
OK

You look like an older, male Sandy Toksvig then
Posted on 11-24-16, 02:19 pm in SO CLOSE! (rev. 1 by  skawo on 11-24-16, 07:01 pm)


Karma: 19817
Posts: 840/1100
Since: 04-02-13
You could just

like

take the ancient Desmume

and like

...


:l



Okay, maybe not.

EDIT:
Hold on...
omg nintendo will send us the fbi


What?
Posted on 11-29-16, 12:50 am in Misc. patches thread (rev. 1 by  skawo on 11-29-16, 12:50 am)


Karma: 19817
Posts: 845/1100
Since: 04-02-13
Shift Whomp By Half Tile Right Nybble:
repl_0214329C_ov_22: LDR R0, [R4,#8] LSR R0, #0x8 ANDS R0, #1 LDREQ R0, [R4,#8] BXEQ LR LDR R0, [R4,#0x60] ADD R0, #0x8000 STR R0, [R4,#0x60] LDR R0, [R4,#8] BX LR

Nybble 10
Posted on 01-31-17, 09:21 pm in Newer Super Mario Bros. DS (rev. 2 by  skawo on 01-31-17, 09:38 pm)


Karma: 19817
Posts: 908/1100
Since: 04-02-13
Posted on 03-13-17, 11:28 pm in release Super Mario: Endless Earth


Karma: 19817
Posts: 936/1100
Since: 04-02-13
There are Hyrules to save
and works to do