Posted on 12-14-15, 01:33 pm in Misc. patches thread (rev. 3 by  skawo on 12-14-15, 01:36 pm)


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Correct me if I'm wrong, but I believe that if you keep editing them without ever switching to a unedited one, it may be the cause..


You are wrong. That would only happen if the code overlapped and it's rather impossible/I'd notice.

Half of your codes doesn't work for me it seems, by the way.


That's nice. Mentioning which, of course, you deem unnecessary?
Posted on 12-15-15, 02:18 pm in Misc. patches thread


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...er.

Using an older (r356 seems to work) revision of NSMBe, decompress the overlay specified in the last column of the table.

Posted on 01-02-16, 11:55 am in Newer Super Mario Bros. DS


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I uploaded a video, because I dunno;
Posted on 01-20-16, 07:45 pm in release Super Mario: Endless Earth


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The tile size is 256 pixels. 16x16

But, erm, yes.
Posted on 01-26-16, 07:03 pm in Misc. patches thread


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Added another Sharks-made patch.
Posted on 01-26-16, 07:10 pm in Newer Super Mario Bros. DS


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Three levels in 4, four levels in 6 and Worlds 7 and 8.
Posted on 01-30-16, 09:28 pm in Misc. patches thread


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Added patch #19
Posted on 02-11-16, 10:28 am in Misc. patches thread (rev. 2 by  skawo on 02-11-16, 10:30 am)


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I'm wondering, since you're on such a roll with those patches, could you perhaps look into any of the following?


1. Giant Springboard Pickup
The pickup hitbox for the giant springboard is far too large and extends even above it, which makes you pick it up if you're holding B and don't press A in time when springing off it.

2. Regular switch w/Bowser Battle
The normal switches can kill Bowser by activating an event -- but the fight doesn't end. That only happens with the special switch created for the fight, which lacks all other switch settings, and it's bridge breaking property is quite useless, as it can be replicated with a string of tilegods -- if this was fixed, it'd make it possible to make the Bowser fights more varied.

3. Pipe-enter-off-moving-sprite

When you try to enter a pipe off a moving sprite, you can start entering said pipe in it's upper half, making Mario's head clip into the ground.

4. Snow effect restart in the same area
If you're in a zone with the snow effect (and possibly others?) and enter a pipe that leads to another zone in the same area, which also has a snow effect in it, the snow effect will glitchily 'restart' from the position it was in the first zone.

5. Balloon Boo "Normal Boo" mode hitbox

The hitbox is all wrong. If it was fixed, you could possibly even change the model to resemble an actual Giant Boo and have a custom-esque enemy.

6. Giant Swooper's Disappearing Hitbox

There's a split second during giant swooper's descent when it's hitbox suddenly disappears, for whatever reason.

I'd appreciate fixing any of the above, if you have the time/motivation.
Posted on 02-12-16, 01:27 am in Misc. patches thread


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Hmmm...
But that'll make cross-zone-events unusable won't it?
Posted on 02-12-16, 10:32 am in Misc. patches thread (rev. 1 by  skawo on 02-12-16, 10:45 am)


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You have two zones, say, 0 and 1. You activate an event in Zone 1 and go to Zone 0. In the retail game, it stays active.

Now, switch the word zone with "area" there and this doesn't stay true. Which makes me wonder if essentially reloading the area will nuke the events.
Posted on 02-14-16, 01:00 pm in Misc. patches thread


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Well, yes, I agree to all three there.

Also, the rolling mode should continue as long as D-Pad-Down is held (it continues as long as B is held in the retail game).
Posted on 02-15-16, 10:56 pm in tutorial How ASM hacks are setup (rev. 1 by  skawo on 02-15-16, 10:58 pm)


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Any idea how/if this can be fixed?



This happens when using certain functions, like the OAM controlling ones, or, as in this case, timerStart();
And if it cannot be fixed, how would I do something based on a timer? Things happen to work faster on an emulator than a real console, causing problems.
Posted on 02-17-16, 07:36 pm in Misc. patches thread (rev. 2 by  skawo on 02-17-16, 07:57 pm)


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...
Can't really apply that to an already-heavily-edited ROM, though.

My psychic abilities told me that in about 3 days from the moment I post this, you would have thought about low G mode.


I was thinking about it, but I did have that semi-taken-care-of
Posted on 02-17-16, 08:00 pm in Misc. patches thread


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I would be most thankful. I didn't intend to use the pipe code, but it'd be nice if it was ported for others.
Posted on 02-19-16, 09:17 pm in Misc. patches thread (rev. 2 by  skawo on 02-19-16, 09:38 pm)


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Awesome! You're a god, sir.


You're still a god, but it doesn't, unfortunately, seem to work. Did you, uh, miss something, perhaps?






Ah, well, I planned to use the alignment-to-pipe code, yeah, just not the whole shebang

I'd appreciate porting the Mini Mushroom gravity thing, too, by the way.
Posted on 02-27-16, 04:33 pm in Super Mario Bros. Within the Limit!


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OW MY EYES WHAT IS THIS LAYOUT
Posted on 02-28-16, 05:50 pm in tutorial How ASM hacks are setup (rev. 2 by  skawo on 02-28-16, 05:51 pm)


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Yes, I have already thought of adding that to the linker script, and it did indeed compile, but did, indeed, not work correctly.

Further suggestions are welcome, however, doubtful as it is I'll know how to actually use them.
Posted on 03-04-16, 08:46 pm in Newer Super Mario Bros. DS (rev. 1 by  skawo on 03-04-16, 08:46 pm)


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The final game will only have a 1P mode; the 2P mode and minigames will be ommited completely.
Posted on 03-05-16, 03:01 pm in guide Tilesets and textures


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That IS a cool trick.
Posted on 03-07-16, 09:32 am in release Super Mario: Endless Earth


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I can work on a system to show slides like that if you want.