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Posted on 09-23-16, 05:20 pm in My name is Earl
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Karma: 19817 Posts: 708/1100 Since: 04-02-13 |
vile cheating
I hereby accuse MF64 of purchasing karma |
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Posted on 09-23-16, 07:44 pm in Misc. patches thread (rev. 5 by
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Karma: 19817 Posts: 710/1100 Since: 04-02-13 |
Extra Flimsy Lift Properties:
repl_0217E084_ov_59:
LDR R0, =0x4C4
BX LR
repl_0217DDA0_ov_59:
MOV R4, R0
MOV R0, #0x20
STR R0, [R4,#0x4C4]
MOV R0, R4
BX LR
repl_0217DEE0_ov_59:
MOV R0, #0x20
STR R0, [R4,#0x4C4]
MOV R0, #1
BX LR
repl_0217DF20_ov_59:
LDR R0, [R4, #8]
LSR R0, #8
ANDS R0, R0, #0xF
LDREQ R1, =0x217FA48
BXEQ LR
LDR R0, [R4,#0x4C4]
CMP R0, #0
LDREQ R1, =0x217FA48
BXEQ LR
SUB R0, #1
STR R0, [R4,#0x4C4]
ANDS R0, #1
LDR R1, [R4, #0x64]
ADDEQ R1, #0x1200
SUBNE R1, #0x1200
STR R1, [R4, #0x64]
B 0x217DF34
repl_0217DEA4_ov_59:
LDR R0, [R4, #8]
LSR R0, #4
ANDS R0, R0, #0xF
MOVEQ R0, #0x4000
BXEQ LR
MOV R1, #0x500
MUL R0, R1
BX LR
Nybble 10: Have a delay. If set, the platform will shake a bit before actually falling. Nybble 11: Speed. If 0 = default (0x4000). Else, 0x500 * nybble value Platform Retexture Code: nsub_020DB4C0_ov_0A:
STMFD SP!, {LR}
SUB SP, SP, #4
LDR R0, =0x596
MOV R1, #0
BL loadFileByExtId_3dModel
@Copy from HERE
LDR R0, =FILE ID - 0x83
MOV R1, #0
BL loadFileByExtId_3dModel
@To HERE and paste after this line to add more models
MOV R0, #1
ADD SP, SP, #4
LDMFD SP!, {PC}
nsub_020DB4A8_ov_0A:
LDR R12, =0x20DB1B4
LDR R1, [R0, #8]
LSR R1, #0xC
AND R1, R1, #0xF
CMP R1, #0
LDREQ R1, =0x596
BEQ .Load
@Copy from HERE
CMP R1, #1
LDREQ R1, =FILE ID - 0x83
BEQ .Load
@To HERE and paste after this line to add more models, change the CMP value to the nybble setting
.Load:
ADD R0, R0, #0x3F4
BX R12 Uses nybble 9 and applies to all platforms that use the standard platform texture. Can be used in tandem with the Flimsy Lift code. |
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Posted on 09-27-16, 12:28 am in Misc. patches thread (rev. 1 by
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Karma: 19817 Posts: 717/1100 Since: 04-02-13 |
Resize Boos:
repl_02175F2C_ov_47:
repl_02175B74_ov_47:
MOV R1, #0x1000
MOV R3, #0x100
LDR R2, [R5, #8]
LSR R2, #4
ANDS R2, R2, #0xF
BXEQ LR
ADD R2, #1
MUL R2, R3
ADD R1, R2
BX LR This is pointless, since they look awful like this... but ¯\_(ツ)_/¯ EDIT: Ah, right. Nybble 11. |
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Posted on 09-30-16, 11:49 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 732/1100 Since: 04-02-13 |
How could I possibly answer that without bias?
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Posted on 10-04-16, 11:21 am in release Super Mario: Endless Earth
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Karma: 19817 Posts: 738/1100 Since: 04-02-13 |
One of those natural pyramids, I see
The world is a very strange place. |
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Posted on 10-05-16, 04:13 pm in My name is Earl
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Karma: 19817 Posts: 740/1100 Since: 04-02-13 |
...
sigh |
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Posted on 10-24-16, 04:32 pm in Misc. patches thread
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Karma: 19817 Posts: 762/1100 Since: 04-02-13 |
Bottom of upright plant is top of upside plant
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Posted on 10-31-16, 08:08 pm in Misc. patches thread
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Karma: 19817 Posts: 780/1100 Since: 04-02-13 |
Sure, hire someone who can write 3D engines and maybe he could implement that for you
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Posted on 11-07-16, 05:36 pm in release Super Mario: Endless Earth
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Karma: 19817 Posts: 789/1100 Since: 04-02-13 |
...
I invite you to just copypaste Mega Goomba model onto something and get it working like a real Goomba. |
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Posted on 11-13-16, 12:33 pm in Misc. patches thread
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Karma: 19817 Posts: 803/1100 Since: 04-02-13 |
hence why pipes aren't loaded either That pipe world level must take its graphics from the moon then |
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Posted on 11-13-16, 07:14 pm in Video Intro ASM Crash
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Karma: 19817 Posts: 807/1100 Since: 04-02-13 |
It's crashing with an OS_Panic, which means it's not a problem in my code.
You fucked up the rom somehow |
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Posted on 11-13-16, 11:51 pm in Video Intro ASM Crash
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Karma: 19817 Posts: 812/1100 Since: 04-02-13 |
Yes.
It crashes. |
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Posted on 11-13-16, 11:58 pm in Video Intro ASM Crash
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Karma: 19817 Posts: 813/1100 Since: 04-02-13 |
It's not the music.
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Posted on 11-15-16, 05:19 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 816/1100 Since: 04-02-13 |
If used, the level stops scrolling.
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Karma: 19817 Posts: 825/1100 Since: 04-02-13 |
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Posted on 11-24-16, 01:47 am in SO CLOSE!
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Karma: 19817 Posts: 838/1100 Since: 04-02-13 |
too bad you can't even spell Desmume
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Posted on 11-24-16, 07:26 am in SO CLOSE!
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Karma: 19817 Posts: 839/1100 Since: 04-02-13 |
ye
so Write a neu one :\/ |
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Posted on 12-20-16, 08:03 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 860/1100 Since: 04-02-13 |
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Karma: 19817 Posts: 871/1100 Since: 04-02-13 |
Posted by poudink Because the DS isn't powerfull enough to load all of the sprite graphics and models at the same time. No, this is actually entirely incorrect. Models and stuff are not loaded when you add in a sprite set. Only putting in the specific sprite will make their graphics load. The only reason for sprite sets is that they couldn't fit all of their code in at once into the RAM. As a bonus; if NSMBDS was a DSi exclusive title, or if it uses the expansion pak, there would be no need for sprite sets at all. |
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Posted on 01-09-17, 04:33 pm in Misc. patches thread (rev. 8 by
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Karma: 19817 Posts: 888/1100 Since: 04-02-13 |
(Buggy) Clones die individually and become main player if he dies:
nsub_021196BC_ov_0A: @ Pits
STMFD SP!, {R0, R1}
MOV R4, R0
LDR R0, =PlayerCount
LDRB R1, [R0]
CMP R1, #0
SUBGT R1, #1
STRB R1, [R0]
CMP R1, #0
LDMEQFD SP!, {R0, R1}
BEQ 0x021196C0
BLNE .Die
ADD SP, SP, #0x10
LDMFD SP!, {R4,PC}
nsub_02119B2C_ov_0A: @ Enemies
STMFD SP!, {R0, R1}
MOV R4, R0
LDR R0, =PlayerCount
LDRB R1, [R0]
CMP R1, #0
SUBGT R1, #1
STRB R1, [R0]
CMP R1, #0
LDMEQFD SP!, {R0, R1}
BEQ 0x02119B30
BLNE .Die
ADD SP, SP, #0x4
LDMFD SP!, {R4,R5,PC}
nsub_02119980_ov_0A: @ Lava
STMFD SP!, {R0, R1}
MOV R4, R0
LDR R0, =PlayerCount
LDRB R1, [R0]
CMP R1, #0
SUBGT R1, #1
STRB R1, [R0]
CMP R1, #0
LDMEQFD SP!, {R0, R1}
BEQ 0x02119984
BLNE .Die
LDMFD SP!, {R4,PC}
nsub_02119800_ov_0A: @ Poison Water
STMFD SP!, {R0, R1}
MOV R4, R0
LDR R0, =PlayerCount
LDRB R1, [R0]
CMP R1, #0
SUBGT R1, #1
STRB R1, [R0]
CMP R1, #0
LDMEQFD SP!, {R0, R1}
BEQ 0x02119804
BLNE .Die
LDMFD SP!, {R4,PC}
.Die:
STMFD SP!, {LR} @ Try finding another player from beginning
MOV R0, #0x15
MOV R1, #0
BL 0x0204D66C
CMP R0, R4
MOVEQ R0, #0x15 @ If returned adress is the same as the dying one...
LDREQ R1, [R4, #0x30] @ try to find one starting at the dying player
BLEQ 0x0204D66C
MOV R1, #0
BL 0x2020618 @ Make it the current player
LDR R0, =338
MOV R1, #0
BL PlaySNDEffect
LDR R0, =22
ADD R1, R4, #0x5C
BL SpawnParticle
MOV R0, R4
BL Base__deleteIt
LDR R0, =0x020CA880
MOV R1, #0
STRB R1, [R0]
LDMFD SP!, {PC}
nsub_020FF864_ov_0A: @ Add to player count when spawning a player
MOV R4, R0
LDR R0, =PlayerCount
LDRB R1, [R0]
ADD R1, #1
STRB R1, [R0]
B 0x20FF868
nsub_020A3318_ov_00: @ Restore count to 0 when creating stage
MOV R4, R0
LDR R0, =PlayerCount
MOV R1, #0
STRB R1, [R0]
MOV R0, #1
B 0x20A331C
nsub_0201F428_main: @ Fix reloading models
CMP R0, #0x15
BEQ 0x201F440
LDR R1, [R7]
B 0x0201F42C
.data
.balign 4
PlayerCount:
.word 0x0 If you can find another way for Mario to die (i.e one that makes the stage exit if a clone dies), drop a line. |