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Posted on 08-12-16, 08:18 pm in Ultra Super Mario Bros.
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Karma: 19817 Posts: 576/1100 Since: 04-02-13 |
Most of your levels are empty space.
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Posted on 08-21-16, 02:06 pm in About Staple (rev. 3 by
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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. |
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Posted on 08-31-16, 01:53 pm in Misc. patches thread (rev. 9 by
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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. |
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Posted on 08-31-16, 05:02 pm in Misc. patches thread (rev. 2 by
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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. |
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Posted on 09-23-16, 02:52 am in Post Count Question
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Karma: 19817 Posts: 704/1100 Since: 04-02-13 |
...the left figure is the number of that post. The right is the post total.
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Posted on 09-28-16, 06:12 pm in Misc. patches thread (rev. 7 by
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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. |
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Posted on 09-30-16, 06:33 pm in Newer Super Mario Bros. DS
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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. |
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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)
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Karma: 19817 Posts: 731/1100 Since: 04-02-13 |
Sure, here:
![]() ![]() I don't really understand your question |
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Posted on 10-01-16, 02:14 pm in Misc. patches thread
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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.
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Posted on 10-03-16, 10:39 am in Misc. patches thread (rev. 1 by
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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 |
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Posted on 10-11-16, 02:05 am in Misc. patches thread (rev. 6 by
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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 |
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Posted on 10-14-16, 04:08 pm in Newer Super Mario Bros. DS
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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. |
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Posted on 10-24-16, 04:01 pm in Misc. patches thread (rev. 1 by
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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. |
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Posted on 11-13-16, 06:48 am in Video Intro ASM Crash
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Karma: 19817 Posts: 800/1100 Since: 04-02-13 |
Shrug
I did say it was horribly glitchy |
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Posted on 11-13-16, 10:58 pm in Misc. patches thread (rev. 1 by
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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 |
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Posted on 11-18-16, 12:39 pm in Roast me
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Karma: 19817 Posts: 827/1100 Since: 04-02-13 |
OK
You look like an older, male Sandy Toksvig then |
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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? |
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Posted on 11-29-16, 12:50 am in Misc. patches thread (rev. 1 by
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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 |
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Posted on 01-31-17, 09:21 pm in Newer Super Mario Bros. DS (rev. 2 by
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Karma: 19817 Posts: 908/1100 Since: 04-02-13 |
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Posted on 03-13-17, 11:28 pm in release Super Mario: Endless Earth
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Karma: 19817 Posts: 936/1100 Since: 04-02-13 |
There are Hyrules to save
and works to do |