Posted on 09-23-16, 05:20 pm in My name is Earl


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vile cheating

I hereby accuse MF64 of purchasing karma
Posted on 09-23-16, 07:44 pm in Misc. patches thread (rev. 5 by  skawo on 09-23-16, 11:18 pm)


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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.
Posted on 09-27-16, 12:28 am in Misc. patches thread (rev. 1 by  skawo on 09-27-16, 12:34 am)


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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.
Posted on 09-30-16, 11:49 pm in Newer Super Mario Bros. DS


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How could I possibly answer that without bias?
Posted on 10-04-16, 11:21 am in release Super Mario: Endless Earth


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One of those natural pyramids, I see

The world is a very strange place.
Posted on 10-05-16, 04:13 pm in My name is Earl


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...

sigh
Posted on 10-24-16, 04:32 pm in Misc. patches thread


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Bottom of upright plant is top of upside plant
Posted on 10-31-16, 08:08 pm in Misc. patches thread


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Sure, hire someone who can write 3D engines and maybe he could implement that for you
Posted on 11-07-16, 05:36 pm in release Super Mario: Endless Earth


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...

I invite you to just copypaste Mega Goomba model onto something and get it working like a real Goomba.
Posted on 11-13-16, 12:33 pm in Misc. patches thread


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hence why pipes aren't loaded either


That pipe world level must take its graphics from the moon then
Posted on 11-13-16, 07:14 pm in Video Intro ASM Crash


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It's crashing with an OS_Panic, which means it's not a problem in my code.


You fucked up the rom somehow
Posted on 11-13-16, 11:51 pm in Video Intro ASM Crash


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Yes.
It crashes.

Posted on 11-13-16, 11:58 pm in Video Intro ASM Crash


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It's not the music.
Posted on 11-15-16, 05:19 pm in Newer Super Mario Bros. DS


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If used, the level stops scrolling.
Posted on 11-17-16, 12:00 pm in Roast me (rev. 1 by  skawo on 11-17-16, 12:00 pm)


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You look like a male, young Sandy Toksvig
Posted on 11-24-16, 01:47 am in SO CLOSE!


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too bad you can't even spell Desmume
Posted on 11-24-16, 07:26 am in SO CLOSE!


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ye

so


Write a neu one :\/
Posted on 12-20-16, 08:03 pm in Newer Super Mario Bros. DS


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https://www.youtube.com/watch?v=zOwB5wzVQBE

Preview of another level. See description for updates.
Posted on 12-29-16, 09:39 pm in Quesion (rev. 2 by  skawo on 12-29-16, 09:40 pm)


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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.
Posted on 01-09-17, 04:33 pm in Misc. patches thread (rev. 8 by  skawo on 01-10-17, 03:58 pm)


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(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.