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Posted on 03-07-16, 03:48 pm in I have a problem with nmp files !
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Karma: 19817 Posts: 286/1100 Since: 04-02-13 |
You don't play the nmp, you import the nmp to a clean rom in NSMBe, and it becomes the hacked one.
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Posted on 03-08-16, 02:57 pm in Misc. patches thread (rev. 1 by
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Karma: 19817 Posts: 287/1100 Since: 04-02-13 |
*shakes head*
It behaves slightly differently, but that's about it. |
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Posted on 03-16-16, 07:44 pm in Super Mario Bros. Within the Limit! (rev. 1 by
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Karma: 19817 Posts: 300/1100 Since: 04-02-13 |
0210A0E30400A0E1C914C4E5 -> 0110A0E30400A0E1C914C4E5
Overlay 71 And for fun, as a bonus! https://www.youtube.com/watch?v=NafF8GzIwQU |
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Posted on 06-13-16, 12:26 pm in Splunkin Remodel Code (rev. 4 by
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Karma: 19817 Posts: 361/1100 Since: 04-02-13 |
Certain Hiccups and SnakeBlocks asked me to post the code that let me do this;
https://www.youtube.com/watch?v=ob364gKV4zs Here it is, commented. Enjoy. Works on nybble 8 = 1. Files replaced are /polygon_unit/l_hashira_c.tx, /polygon_unit/l_hashira_cd.tx and /polygon_unit/l_hashira_cu.tx, but you can adjust that. https://www.dropbox.com/s/8xvbjw76pa8z90d/ShyGuy2.txt?dl=0 |
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Posted on 06-29-16, 12:57 pm in Misc. patches thread (rev. 3 by
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Karma: 19817 Posts: 400/1100 Since: 04-02-13 |
That's excellent, once again.
Only problem; the springboard will now go through tiles if it's placed in a 1-tile space ![]() https://www.youtube.com/watch?v=467aEgbt1g8 Dealt with it through level design means, but y'know ![]() |
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Posted on 07-01-16, 09:41 pm in asm Title logo with 256 colors (rev. 2 by
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Karma: 19817 Posts: 404/1100 Since: 04-02-13 |
Excellenté, excellánté
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Posted on 07-10-16, 05:05 pm in Particle/Sound Spawning Tilegod (rev. 2 by
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Karma: 19817 Posts: 424/1100 Since: 04-02-13 |
Courtesy of MeroMero:
0. Setup ASM Template: http://nsmbhd.net/thread/1281-how-asm-hacks-are-setup-tutorial/ 1. In Notepad++, create a new file 2. Copy/paste the code above 3. Save the file with an extension .s (for example tilegod.s) 4. The file must be located in the Source folder of the ASM-template 5. In NSMBe, click 'Run make and insert' |
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Posted on 07-10-16, 08:58 pm in Particle/Sound Spawning Tilegod (rev. 4 by
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Karma: 19817 Posts: 425/1100 Since: 04-02-13 |
You can make fireworks, yes. After the flag is touched? Mm, maybe.
EDIT: A list of most particle effects! https://dl.dropboxusercontent.com/u/4558852/Effects.htm |
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Posted on 07-14-16, 04:07 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 432/1100 Since: 04-02-13 |
Dunno, I stare at the editor for an entire day and maybe manage to insert a tile or two. Eventually, it's done!
(slight exaggeration but not really) |
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Posted on 07-14-16, 04:52 pm in Newer Super Mario Bros. DS (rev. 1 by
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Karma: 19817 Posts: 433/1100 Since: 04-02-13 |
Dunno, I'm pretty sure I do more than just defecate, though I haven't a clue how that relates to your hack.
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Posted on 07-16-16, 09:04 pm in asm Dedicated graphics for all Views within an Area
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Karma: 19817 Posts: 443/1100 Since: 04-02-13 |
Holy shizzle~
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Posted on 07-20-16, 02:49 pm in Newer super mario bros.Special
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Karma: 19817 Posts: 449/1100 Since: 04-02-13 |
You sure don't hesitate to copy anything, do you?
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Posted on 07-26-16, 09:25 pm in Custom Level Intros with Player Select
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Karma: 19817 Posts: 495/1100 Since: 04-02-13 |
Indeed, 'tis a shame reading and following instructions is such a rarely found skill nowadays.
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Posted on 07-26-16, 09:39 pm in Custom Level Intros with Player Select
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Karma: 19817 Posts: 496/1100 Since: 04-02-13 |
I think that's an insult to italians in some way.
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Posted on 07-31-16, 05:38 pm in Misc. patches thread (rev. 9 by
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Karma: 19817 Posts: 539/1100 Since: 04-02-13 |
Well, the second thing's quite nice, though I don't really see that ever happening.
...but I've already done the "super fast coins" thing in the "Ghost Star Coin" patch, and it works just like you've shown. So, uh... :l Crude Common Enemy Retexture Code: hook_02006984_main:
STMFD SP!, {R0,R1,R2,LR}
LDR R1, =0x212EE94
MOV R2, #0x600
ADD R2, #0xA9
STRH R2, [R1]
LDR R1, =0x212EED4
MOV R2, #0x600
ADD R2, #0x6D
STRH R2, [R1]
BL .AlternateGoomba
BL .AlternateKoopa
LDMFD SP!, {R0,R1,R2,PC}
.AlternateGoomba: #Example of world-based retexture
LDR R0, =0x2088BFC
LDR R0,[R0]
CMP R0,#0x4 #World ID
LDR R1, =0x212EE94
MOVEQ R2, #0x1C #Custom NCG ID - 0x83 here
STREQH R2, [R1]
BX LR
.AlternateKoopa: #Example of level-based retexture
LDR R0, =0x2088BFC
LDR R0,[R0]
CMP R0,#0x5 #World ID
BXNE LR
LDR R0, =0x02085A9C
LDR R0,[R0]
CMP R0,#0x2 #Level ID
BXNE LR
LDREQ R1, =0x212EED4
MOVEQ R2, #0x1C #Custom NCG ID - 0x83 here
STREQH R2, [R1]
BX LR Allows you to hardcode retextures of Koopa Troopas and Goombas based on the World and Level. |
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Posted on 07-31-16, 06:17 pm in Misc. patches thread
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Karma: 19817 Posts: 541/1100 Since: 04-02-13 |
Here's that retexture thing, BTW:
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Posted on 08-01-16, 10:49 am in Misc. patches thread (rev. 5 by ImageBot on 11-21-16, 03:22 am)
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Karma: 19817 Posts: 543/1100 Since: 04-02-13 |
Could you tell me what those values you're MOVing in that code are? I know R4, =0x4080 will be jump height, but what about the others?
Red Coin Ring Retexture Code: repl_021534B4_ov_36:
BL 0x02009C64
LDR R0, =0x5A4
MOV R1, #0
BL 0x02009C64
BX LR
repl_02153408_ov_36:
LDR R0, [R4, #8]
AND R0, R0, #0xF
CMP R0, #1
LDREQ R0, =0x5A4
LDRNE R0, =0x5A5
BX LR Uses nybble 12 (the last one). ![]() |
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Posted on 08-01-16, 02:10 pm in Misc. patches thread (rev. 9 by
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Karma: 19817 Posts: 544/1100 Since: 04-02-13 |
X/Y Tracking, Event-Activated Midway Point:
repl_021622B8_ov_36:
LDR R0, [R4, #8]
AND R0, R0, #0xF
CMP R0, #0
BLEQ 0x2020608
BEQ 0x21622BC
CMP R0, #2
BLLT .Normal
BLEQ .Precise
CMP R0, #3
BLGE .Event
.Normal:
MOV R0, #0
BL 0x2020608
LDRH R1, [R0,#0x62]
LDRH R2, [R4,#0x62]
CMP R1, R2
MOVNE R0, #0
LDMNEFD SP!, {R4,PC}
LDRH R1, [R0,#0x66]
ADD R1, R1, #2
LDRH R2, [R4,#0x66]
CMP R1, R2
MOVLT R0, #0
LDMLTFD SP!, {R4,PC}
MOVGE R0, #1
LDMFD SP!, {R4,PC}
.Precise:
MOV R0, #0
BL 0x2020608
LDRH R1, [R0,#0x62]
LDRH R2, [R4,#0x62]
CMP R1, R2
MOVNE R0, #0
LDMNEFD SP!, {R4,PC}
LDRH R1, [R0,#0x66]
ADD R1, R1, #2
LDRH R2, [R4,#0x66]
CMP R1, R2
MOVNE R0, #0
LDMNEFD SP!, {R4,PC}
MOVEQ R0, #1
LDMFD SP!, {R4,PC}
.Event:
LDR R1, =0x208AF3C
LDR R12, [R1]
LDR R0, [R4, #0x334]
AND R0, R12, R0
CMP R0, #0
LDMEQFD SP!, {R4,PC}
MOVNE R0,#1
LDMNEFD SP!, {R4,PC} Replaces the Vertical Midway point. If Nybble 12 = 0, works like normal, If Nybble 12 = 1, will activate when Mario's Y position is greater or equal to the midway point's, and X is exactly the same. Meaning, if Mario's feet touch the place where the midpoint stake is inserted in NSMBe, or the air above it, it'll activate. If Nybble 12 = 2, will activate when Mario's Y and X position are precisely the same midway point's. Meaning, if Mario's feet touch the place where the midpoint stake is inserted in NSMBe, it'll activate. If Nybble 12 = 3, will activate when Nybble 1-2's Event ID is activated. Mind, you'll probably need some sort of physical marker for this either way. |
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Posted on 08-08-16, 11:35 pm in Misc. patches thread (rev. 6 by
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Karma: 19817 Posts: 562/1100 Since: 04-02-13 |
Junglekusa Retexture Code
repl_02165B74_ov_36:
STMFD SP!, {LR}
@Copy from here
LDR R0, =MODEL ID - 0x83 HERE
MOV R1, #0
BL loadFileByExtId_3dModel
@...to here and paste before the MOV R0, #1 to add more models
MOV R0, #1
LDMFD SP!, {PC}
repl_021659A8_ov_36:
LDR R0, [R4, #8]
LSR R0,R0,#x0x10
AND R0, R0, #0xF
@Copy from here
CMP R0, #1
LDREQ R0, =MODEL ID - 0x83 HERE
@To here and paste after this comment to add more settings. Change the 1 in 'CMP R0, #1' to whatever you want nybble to be set.
CMP R0, #0
LDREQ R0, =0x725
BX LR Uses nybble 8. You can still only have one kind per zone though. |
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Posted on 08-21-16, 03:04 pm in Misc. patches thread (rev. 1 by
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Karma: 19817 Posts: 588/1100 Since: 04-02-13 |
Pokey Retexture:
rnsub_0213DBA8_ov_17:
STMFD SP!, {LR}
SUB SP, SP, #4
LDR R0, =0x5CC @ Head
MOV R1, #0
BL loadFileByExtId_3dModel
LDR R0, =0x5CB @ Body
MOV R1, #0
BL loadFileByExtId_3dModel
@Copy from here
LDR R0, =MODEL FILE ID - 0x83 @ Head
MOV R1, #0
BL loadFileByExtId_3dModel
LDR R0, =MODEL FILE ID - 0x83 @ Body
MOV R1, #0
BL loadFileByExtId_3dModel
@to here to add more models
MOV R0, #1
ADD SP, SP, #4
LDMFD SP!, {PC}
repl_0213DB14_ov_17 @ Head Model to use
LDR R0, [R5, #8]
LSR R0, R0, #8
AND R0, R0, #0xF
CMP R0, #0
LDREQ R0, =0x5CC
@Copy from here
CMP R0, #1
LDREQ R0, =MODEL FILE ID - 0x83
@to here to add more models
BX LR
repl_0213DB54_ov_17: @ Body Model to use
LDR R7, [R5, #8]
LSR R7, R7, #8
AND R7, R7, #0xF
CMP R7, #0
LDREQ R7, =0x5CB
@Copy from here
CMP R7, #0
LDREQ R7, =MODEL FILE ID - 0x83
@to here to add more models
BX LR Uses Nybble 10. Jelly Bricks Groundpounding Fix: repl_02185914_ov_63:
STMFD SP!, {R0,R1,LR}
BL getPtrToPlayerActor
LDR R0, [R0, #0x77E]
AND R0, #2
CMP R0, #0
MOVEQ R12, #0x10
MOVNE R12, #0x55
LDMFD SP!, {R0,R1,LR}
BX LR Bug still occurs if an enemy is on the platform. Will maybe tackle that later. |