Posted on 03-07-16, 03:48 pm in I have a problem with nmp files !


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You don't play the nmp, you import the nmp to a clean rom in NSMBe, and it becomes the hacked one.
Posted on 03-08-16, 02:57 pm in Misc. patches thread (rev. 1 by  skawo on 03-08-16, 02:58 pm)


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*shakes head*

It behaves slightly differently, but that's about it.
Posted on 03-16-16, 07:44 pm in Super Mario Bros. Within the Limit! (rev. 1 by  skawo on 03-16-16, 07:50 pm)


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0210A0E30400A0E1C914C4E5 -> 0110A0E30400A0E1C914C4E5

Overlay 71

And for fun, as a bonus!
https://www.youtube.com/watch?v=NafF8GzIwQU
Posted on 06-13-16, 12:26 pm in Splunkin Remodel Code (rev. 4 by  skawo on 08-25-19, 12:07 am)


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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
Posted on 06-29-16, 12:57 pm in Misc. patches thread (rev. 3 by  skawo on 06-29-16, 01:14 pm)


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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
Posted on 07-01-16, 09:41 pm in asm Title logo with 256 colors (rev. 2 by  skawo on 07-29-16, 08:39 am)


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Excellenté, excellánté

Posted on 07-10-16, 05:05 pm in Particle/Sound Spawning Tilegod (rev. 2 by  skawo on 07-10-16, 05:06 pm)


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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'
Posted on 07-10-16, 08:58 pm in Particle/Sound Spawning Tilegod (rev. 4 by  skawo on 07-10-16, 11:25 pm)


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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
Posted on 07-14-16, 04:07 pm in Newer Super Mario Bros. DS


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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)
Posted on 07-14-16, 04:52 pm in Newer Super Mario Bros. DS (rev. 1 by  skawo on 07-14-16, 04:56 pm)


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Dunno, I'm pretty sure I do more than just defecate, though I haven't a clue how that relates to your hack.
Posted on 07-16-16, 09:04 pm in asm Dedicated graphics for all Views within an Area


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Holy shizzle~
Posted on 07-20-16, 02:49 pm in Newer super mario bros.Special


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You sure don't hesitate to copy anything, do you?
Posted on 07-26-16, 09:25 pm in Custom Level Intros with Player Select


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Indeed, 'tis a shame reading and following instructions is such a rarely found skill nowadays.
Posted on 07-26-16, 09:39 pm in Custom Level Intros with Player Select


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I think that's an insult to italians in some way.
Posted on 07-31-16, 05:38 pm in Misc. patches thread (rev. 9 by  skawo on 08-01-16, 11:11 am)


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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.
Posted on 07-31-16, 06:17 pm in Misc. patches thread


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Here's that retexture thing, BTW:
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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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).


Posted on 08-01-16, 02:10 pm in Misc. patches thread (rev. 9 by  skawo on 08-01-16, 03:51 pm)


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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.
Posted on 08-08-16, 11:35 pm in Misc. patches thread (rev. 6 by  skawo on 09-14-16, 02:41 pm)


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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.
Posted on 08-21-16, 03:04 pm in Misc. patches thread (rev. 1 by  skawo on 08-21-16, 03:04 pm)


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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.