Posted on 08-21-16, 03:31 pm in Particle/Sound Spawning Tilegod (rev. 3 by  skawo on 09-25-16, 12:26 am)


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Versatile Particle/Sound Spawning Tilegod:
repl_0209EED8_ov_00: @SFX Player on tile break LDR R0, =0x2000000 CMP R10, R0 LDRLT R0, =0x177 BXLT LR LDR R0, [R10, #8] LSR R0,R0,#24 AND R0, R0, #0xF BL .SetSFX B 0x0209EEDC repl_02156BDC_ov_36: @SFX Player on tile spawn LDR R0, [R10, #8] LSR R0, R0,#24 AND R0, R0, #0xF CMP R0, #0 LDREQ R0, [SP, #0x54] BXEQ LR BNE .SetSFX BX LR repl_02156BB8_ov_36: @Particle Spawner on tile spawn LDR R0, [R10, #8] LSR R0, R0,#20 AND R0, R0, #0xF CMP R0, #0 LDREQ R0, [SP,#0x48] BXEQ LR BLNE .SetParticle B 0x2156BD4 .SetSFX: STMFD SP!, {R1-R3,LR} ADD R0, #1 MOV R1, #0x10 MUL R3, R1, R0 LDR R2, =0x0208B19C LDR R2, [R2] ADD R2, #0xC LDRH R0, [R2,R3] LDMFD SP!, {R1-R3,LR} BX LR .SetParticle: STMFD SP!, {R1-R3,LR} ADD R0, #1 MOV R1, #0x10 MUL R3, R1, R0 LDR R2, =0x0208B19C LDR R2, [R2] ADD R2, #0x8 LDRH R0, [R2,R3] LDMFD SP!, {R1-R3,LR} BX LR

This one will use information which can be edited using Mariomaster's NSMBe mod. i.e you can now spawn any particle/sound you want, without being limited to 15 slots and without editing code.

Nybble 6 is Settings ID which contains the sound you want to spawn.
Nybble 7 is Settings ID which contains the particle you want to spawn.

If kept at 0, they will behave as a normal tilegod does.
Posted on 08-23-16, 05:50 pm in Misc. patches thread (rev. 4 by ImageBot on 11-21-16, 03:23 am)


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Tilted Bullet and Banzai Bill Collision and Particles Fix:
repl_02149898_ov_2a: AND R0, R5, #0x1 CMP R0, #1 MOVEQ R0, #7 MOVNE R0, #5 BX LR repl_021498A0_ov_2a: STRB R0, [R6,#0x2BD] BX LR repl_02149A1C_ov_2a: STMFD SP!, {R0-R2} LDR R0, [R6,#0x8] AND R0, R0, #0xF CMP R0, #3 LDMEQFD SP!, {R0-R2} LDREQB R0, [R6,#0x2BD] BXEQ LR CMP R0, #2 LDMLTFD SP!, {R0-R2} LDRLTB R0, [R6,#0x2BD] BXLT LR MOVEQ R0, #0x2000 STREQ R0, [R6,#0x134] LDMEQFD SP!, {R0-R2} BEQ 0x2149A38 LDR R1, =NewBillCollisions CMP R0, #8 LDRLT R0, [R1] STRLT R0, [R6,#0x140] LDMLTFD SP!, {R0-R2} BLT 0x2149A40 CMP R0, #0xA LDRLT R0, [R1, #0x4] STRLT R0, [R6,#0x140] LDMFD SP!, {R0-R2} B 0x2149A40 repl_02149920_ov_2A: repl_02149740_ov_2A: LDR R1, [R6,#0x8] AND R1, R1, #0xF CMP R1, #0x4 LDRLT R2, =0x21518C0 BXLT LR CMP R1, #0x6 LDRLT R2, =NewBanzaiCollisions BXLT LR LDR R2, =NewTiltedCollisions BX LR repl_02149960_ov_2A: LDR R1, [R6,#0x8] AND R1, R1, #0xF CMP R1, #2 LDRLTB R1, [R6,#0x2BD] MOVEQ R1, #0 CMP R1, #3 MOVEQ R1, #1 BX LR repl_02149E98_ov_2A: LDR R0, [R4,#0x8] AND R0, R0, #0xF CMP R0, #2 LDRLTB R1, [R4,#0x2BD] BXLT LR MOVEQ R1, #0 BXEQ LR CMP R0, #3 MOVEQ R1, #1 MOVNE R1, #2 BX LR repl_021499DC_ov_2A: LDR R1, [R6,#0x8] AND R1, R1, #0xF CMP R1, #0x4 LDRLT R1, [R6,#0x5A4] BXLT LR B 0x2149A40 .data .balign 4 NewBillCollisions: .word 0x00009000 .word 0x00008000 .balign 4 NewBanzaiCollisions: .word 0x00000000 .word 0x00000000 .word 0x0001BE00 .word 0x0001E000 .word 0x00930008 .word 0x0000FFFC .word 0x02098C78 .balign 4 NewTiltedCollisions: .word 0x00000000 .word 0x00000000 .word 0x0001B000 .word 0x00018000 .word 0x00930008 .word 0x0000FFFC .word 0x02098C78





Posted on 08-23-16, 11:51 pm in Failed sprites (rev. 1 by ImageBot on 11-21-16, 03:23 am)


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I really thought this would be possible to make, but proved to be a bit beyond me right now. Specifically, the collisions part.

Ah well. What the Banzai Bill actor does right now is increase in size if Nybble 10 is set to 1 and adjusts the collision a bit.



Prelude to King Bills:
repl_02149734_ov_2A: LDR R1, [R6,#0x8] LSR R1, #0x8 AND R1, R1, #0xF CMP R1, #0x1 MOVEQ R12, #0xC000 MOVNE R12, #0x5000 BX LR repl_02149EA0_ov_2A: LDR R3, [R6,#0x8] LSR R3, #0x8 AND R3, R3, #0xF CMP R3, #0x1 LDRNE R3, =0x02151918 LDREQ R3, =KingTriangleParams BX LR repl_0214995C_ov_2A: STRH R2, [R1,#0xDE] LDR R3, [R6,#0x8] LSR R3, #0x8 AND R3, R3, #0xF CMP R3, #0x1 BEQ .isking BXNE LR .isking: LDR R1, [R6,#0x8] AND R1, R1, #0xF CMP R1, #0 BEQ .left BNE .right CMP R1, #3 BEQ .left BLT .right .left: MOV R3, #0xA000 MOV R1, #0x30000 STR R3, [R6,#0x5A4] RSB R1, R1, #0 STR R1, [R6,#0x508] MOV R1, #0x18000 STR R0, [R6,#0x50C] MOV R2, #0x23000 STR R2, [R6,#0x510] MOV R0, #0xB000 STR R0, [R6,#0x514] RSB R4, R3, #0 RSB R3, R1, #0 MOV R1, #0x22000 MOV R5, #0x3000 MOV R2, #0x14000 B 0x21499DC .right: MOV R1, #0xA000 RSB R3, R1, #0 STR R3, [R6,#0x5A4] MOV R1, #0x30000 STR R1, [R6,#0x508] MOV R1, #0x18000 STR R0, [R6,#0x50C] MOV R2, #0x23000 STR R2, [R6,#0x510] MOV R0, #0xB000 STR R0, [R6,#0x514] MOV R5, #0x22000 RSB R1, R5, #0 MOV R5, #0x14000 MOV R2, #0x3000 B 0x21499DC repl_021499DC_ov_2A: STMFD SP!, {R1} LDR R1, [R6,#0x8] LSR R1, #0x8 AND R1, R1, #0xF CMP R1, #0x1 LDMFD SP!, {R1} BEQ .iskingbill LDR R1, [R6,#0x8] AND R1, R1, #0xF CMP R1, #0x4 LDRLT R1, [R6,#0x5A4] BXLT LR B 0x2149A40 .iskingbill: LDR R0, =0x4F4 STR R1, [R6,#0x134] LDR R1, [R6,#0x5A8] ADD R0, R6, R0 STR R1, [R6,#0x138] MOV R1, #0x2F000 STR R1, [R6,#0x13C] MOV R1, #0x3C000 STR R1, [R6,#0x140] STR R5, [R6,#0x580] STR R4, [R6,#0x584] STR R2, [R6,#0x588] STR R3, [R6,#0x58C] BL 0x20A46BC B 0x2149A40 .data .balign 4 KingTriangleParams: .word 0x00053000 @X pos of top triangle right point if going right .word 0x0000C000 @Y pos of top triangle right point if going right .word 0x0000C000 @X pos of top triangle left point if going right .word 0x0003C000 @Y pos of top triangle left point if going right .word 0xFFFF4000 @X pos of top triangle right point if going left .word 0x00042000 @Y pos of top triangle right point if going left .word 0xFFFAF000 @X pos of top triangle left point if going left .word 0x0000C000 @Y pos of top triangle left point if going left .word 0x00000000 .word 0x00000000 .word 0x00000000 .word 0x00000000 .word 0x00000000 .word 0x00000000 .word 0x00000000 .word 0x00000000

Posted on 08-26-16, 10:49 pm in New NSMB Editor Builds!


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...what the fuck, Butter.
Posted on 08-27-16, 09:00 pm in Particle/Sound Spawning Tilegod


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Fixed both versions to not collide with Mero's subnohara code.
Posted on 08-31-16, 01:15 pm in asm Sprite 93 always available and on higher layer priority


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Posted by Hiccup
@MeroMero
Could this be used to make "in front of Mario" ground tiles, for secret passageways and such?



Technically, you could modify it and use like that, but I think a different implementation would be better for that.
Posted on 09-02-16, 12:18 pm in Newer Super Mario Bros. DS (rev. 4 by ImageBot on 11-21-16, 03:23 am)


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And being new to this website somehow prohibits you from using common sense?


EDIT:
Posted on 09-02-16, 09:53 pm in Newer Super Mario Bros. DS


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Yes.
Posted on 09-03-16, 12:47 pm in Newer Super Mario Bros. DS


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Even moar progress
https://www.youtube.com/watch?v=UMYDRSl3nkc

Just needs to not be pickuppable and break bricks without rebounding, now.
Posted on 09-04-16, 11:30 am in Newer Super Mario Bros. DS


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Posted on 09-04-16, 01:35 pm in Misc. patches thread (rev. 1 by  skawo on 09-04-16, 06:31 pm)


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Buzzy Beetles can hit Grounded Piranha Plants:
repl_021765C8_ov_44: LDR LR, =0x2178FB4 LDR R0, =0x00F30004 STR R0, [LR,#0x10] B 0x021765CC


Posted on 09-04-16, 05:33 pm in How to swap sound sequences in the SSARs?


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Posted by Asproek
There's also this trick which I've roundly failed to reproduce. If someone manages to do it, please, share your procedure.


That's never going to work in NSMBDS.
Posted on 09-10-16, 03:44 pm in Misc. patches thread


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defenetly


Yep, you definitely do, my sir!
Posted on 09-11-16, 01:10 pm in Misc. patches thread


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How'd you know? Were there beta screenshots showing this?


We know this because we can use our optical receptors and cognitive skills in tandem to deduce what is painfully obvious.

Posted by MarioKart7z
Posted by Hiccup
(it also apparently has the power to turn poison water into swimmable water, for some reason)


The reason for THAT is because it inherits the water class, which means placing one into the level is essentially like placing a water sprite. The game will always use the last entry in the sprite list to determine the collision type of such a surface.

So, if you'd like a junglekusa to be poison, put the junglekusa first and the poison water second.
Posted on 09-12-16, 10:05 am in Misc. patches thread


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The latter is possible, but nevertheless takes a bit of time, which I don't have right now.
Posted on 09-14-16, 06:32 pm in Misc. patches thread (rev. 1 by  skawo on 09-14-16, 06:32 pm)


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Soft Cloud Platform Retexture Code:
nsub_021729D4_ov_3C: STMFD SP!, {LR} SUB SP, SP, #4 @ Copy from here LDR R0, =0x544 @ File ID - 0x83 MOV R1, #0 BL loadFileByExtId_3dModel @ to here and paste before the next line to add more models MOV R0, #1 ADD SP, SP, #4 LDMFD SP!, {PC} repl_021729AC_ov_3C: LDR R0, [R5, #8] MOV R0, R0, LSR #8 AND R0, R0, #0xF @ Copy from here CMP R0, #0 LDREQ R0, =0x544 @ to here, paste after this line and change the value in the CMP to add more settings BX LR repl_021730D8_ov_3C: LDR R0, [R6, #8] MOV R0, R0, LSR #8 AND R0, R0, #0xF @ Copy from here CMP R0, #0 LDREQ R0, [SP,#0x8] @ Particle ID when platform is stomped @ to here, paste after this line and change the value in the CMP to add more settings BX LR

Uses nybble 10.
Posted on 09-14-16, 08:04 pm in Misc. patches thread


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World-Based Environmental Moving Particles Retexture Code (Snow):
repl_020D7AEC_ov_0A: @Snow 1 repl_020D7838_ov_0A: LDR R0, =0x02088BFC LDR R0, [R0] @Copy from here CMP R0, #0 LDREQ R0, =0x[FILE ID - 0x83] BXEQ LR @To here and paste after this line. Change the cmp's value to the world you want the snow to change in LDR R0, =0x6EB BX LR repl_020D7AC8_ov_0A: @Snow 2 repl_020D7844_ov_0A: LDR R0, =0x02088BFC LDR R0, [R0] @Copy from here CMP R0, #0 LDREQ R0, =0x[FILE ID - 0x83] BXEQ LR @To here and paste after this line. Change the cmp's value to the world you want the snow to change in LDR R0, =0x6EC BX LR repl_020D7AA4_ov_0A: @Snow 3 repl_020D7850_ov_0A: LDR R0, =0x02088BFC LDR R0, [R0] @Copy from here CMP R0, #0 LDREQ R0, =0x[FILE ID - 0x83] BXEQ LR @To here and paste after this line. Change the cmp's value to the world you want the snow to change in LDR R0, =0x6ED BX LR
Posted on 09-16-16, 04:30 pm in Misc. patches thread (rev. 5 by  skawo on 09-16-16, 07:24 pm)


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Unused Spinning Log (Sprite 70) Improvements:
repl_02187864_ov_64: STMFD SP!, {R2,R3,LR} LDR R2, [R0, #8] LSR R2, #0xC AND R2, #0xF CMP R2, #2 LDMEQFD SP!,{R2,R3,PC} LDR R2, [R0, #8] LSR R2, #4 ANDS R2, #0xF MOVEQ R2, #0x200 MOVNE R3, #0x80 SUBNE R2, #1 MULNE R2, R3 ADDNE R2, #0x100 LDR R3, [R0, #8] LSR R3, #8 ANDS R3, #0xF ADDEQ R1, R1, R2 SUBNE R1, R1, R2 LDMFD SP!, {R2,R3,PC} repl_02187828_ov_64: BNE 0x218783C ADD R1, R2, #1 STRB R1, [R0,#0x56C] STMFD SP!, {R2} LDR R2, [R0, #8] LSR R2, #4 AND R2, #0xF LDR R1, =Time LDRB R1, [R1,R2] LDR R2, [R0, #8] LSR R2, #8 ANDS R2, #0xF SUBNE R1, #2 LDMFD SP!, {R2} STRB R1, [R0,#0x56E] B 0x218789C repl_021877A8_ov_64: repl_02187760_ov_64: ADD R0, R6, R0 STMFD SP!, {R1} MOV R1, #0xB STRB R1, [R0,#0x55] LDMFD SP!, {R1} BX LR repl_02187898_ov_64: STMFD SP!, {R0} LDR R0, [R0, #8] LSR R0, #0xC ANDS R0, #0xF LDMFD SP!, {R0} BEQ 0x02187960 BX LR .data .balign 4 Time: .word 0x40578040 .word 0x22262B35 .word 0x17181A1D .word 0x00141516

Fixes collision so you don't slide on it.

Additional nybbles:
Nybble 11 - Speed. (0 is default, 1 starts at half of original speed and increases the higher the value)
Nybble 10 - Direction (0 = Counterclockwise, 1 = Clockwise)
Nybble 9 - Mode (0 = Default, 1 = Always spinning, 2 = Stopped)


A lot of tilesets and BGs, when modified, seem to clone themselves over other tileset/BG slots. Is there a way to fix this and make all tileset/BG slots separate?


No idea about tilesets, but you can assign new files to Background slots in this version of NSMBe.


EDIT: Slight bugfix
Posted on 09-22-16, 01:27 pm in Newer Super Mario Bros. DS


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Here's another level preview:


Posted on 09-23-16, 02:52 pm in My name is Earl


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og hod