|
Posted on 07-22-16, 11:01 am in asm Worldmap icons with 256 colors each
|
Karma: 19817 Posts: 469/1100 Since: 04-02-13 |
Mico, was it entirely necessary to quote that giant post?
|
|
Posted on 07-22-16, 05:33 pm in NSMBe 2.2
|
Karma: 19817 Posts: 471/1100 Since: 04-02-13 |
|
|
Karma: 19817 Posts: 472/1100 Since: 04-02-13 |
Ah yes, simply astounding
![]() |
|
Posted on 07-22-16, 06:48 pm in NSMBe 2.2
|
Karma: 19817 Posts: 474/1100 Since: 04-02-13 |
NSMBe4 is great because it fails to open every single Newer DS level
|
|
Posted on 07-25-16, 07:39 pm in Discovery: IF activator and enemies
|
Karma: 19817 Posts: 486/1100 Since: 04-02-13 |
Wow, that does work differently in NSMBW. This makes it far less useful, though.
|
|
Posted on 07-27-16, 08:46 pm in Ghost Star Coin
|
Karma: 19817 Posts: 511/1100 Since: 04-02-13 |
*sighs*
Found more issues. Fixed again. Should be the last time. |
|
Posted on 07-30-16, 06:43 pm in Misc. patches thread (rev. 5 by
|
Karma: 19817 Posts: 534/1100 Since: 04-02-13 |
There's also some documentation on the Podoboo here I might as well post:
spriteaddress + 6A = u16 X Pos
spriteaddress + 6C = u16 Y Pos
spriteaddress + D4 = u32 Velocity (only uses the bottom 24 bits)
spriteaddress + 47A = u16 Jump height
spriteaddress + 488 = u16 add to tail bit 1 ncg id
spriteaddress + 48A = u16 add to tail bit 2 ncg id
spriteaddress + 48C = u16 add to tail bit 3 ncg id
spriteaddress + 498 = u16 add to tail bit 1 ???
spriteaddress + 49A = u16 add to tail bit 2 ???
spriteaddress + 49C = u16 add to tail bit 3 ???
spriteaddress + 4B8 = u16 Tail bit 1 NCG ID
spriteaddress + 4BA = u16 Tail bit 2 NCG ID
spriteaddress + 4BC = u16 Tail bit 3 NCG ID
spriteaddress + 4C8 = u16 IsPodobooUnderLava
spriteaddress + 4CA = u16 LavaTimer (jumps out if <=1)
spriteaddress + 4CC = u16 something about drawing the tail
spriteaddress + 4CE = u16 head pos wiggle offset X
spriteaddress + 4D0 = u16 head pos wiggle offset Y
spriteaddress + 4D6 = u8 HeadRotation (2 = upside down, 0 = regular)
|
|
Posted on 07-31-16, 05:58 pm in Misc. patches thread
|
Karma: 19817 Posts: 540/1100 Since: 04-02-13 |
I haven't actually shown the super fast star coins hack from the Ghost Coin patch on video. Here it is:
Well, it's not identical, I suppose. |
|
Posted on 08-07-16, 12:42 pm in Newer Super Mario Bros. DS (rev. 1 by
|
Karma: 19817 Posts: 561/1100 Since: 04-02-13 |
Why wouldn't it be compatible with NSMBe?
And what for do you need the individual nmps for? To steal and put in other hacks? |
|
Posted on 08-18-16, 03:58 pm in Actor/Particle/SFX Spawner Sprite
|
Karma: 19817 Posts: 581/1100 Since: 04-02-13 |
Something fun: Spawning actor 21 ends your game.
Which is weird, as placing a sprite with that actor into the level just crashes. |
|
Posted on 08-27-16, 09:26 am in Nintendo's amazing level design (rev. 1 by
|
Karma: 19817 Posts: 608/1100 Since: 04-02-13 |
That's also the blurriest picture since Captain Blur the Blurry recorded his RF-Modulator N64 on a zoetrope and then converted it on his potato to 64p, proceeding henceafter to blow it up to 1080x720
Seriously. Learn to at least focus on the thing you're pictures of. |
|
Posted on 08-31-16, 02:29 pm in Help/Question Asking Thread
|
Karma: 19817 Posts: 624/1100 Since: 04-02-13 |
In your nsmb.h you have to change your SaveData struct into this:
typedef struct SaveData
{
u32 header;
u32 field_04;
u32 field_08;
u32 lives;
u32 field_10;
u32 field_14;
u32 field_18;
u32 field_1C;
u32 world;
u32 field_24;
u32 worldMapNode;
u32 field_2C;
u32 field_30;
u32 Score;
u32 field_38;
u32 field_3C;
u32 field_40;
u32 field_44;
u32 field_48;
u32 field_4C;
u32 field_50;
u32 field_54;
u32 field_58;
u8 field_5C;
u8 field_5D;
u8 field_5E;
u8 field_5F;
u16 worlds[8];
u8 starCoins[200];
u8 levels[240];
u8 something;
}SaveData;
|
|
Posted on 09-02-16, 09:42 am in Newer Super Mario Bros. DS
|
Karma: 19817 Posts: 633/1100 Since: 04-02-13 |
Posted by Hiccup
For the huge goombas, couldn't you mod the Mega Goomba to have a nybble that removes the boss stuff (growing from small goomba on event, camera control, key spawning)? Maybe. But I'm not going to. |
|
Posted on 09-02-16, 10:21 am in Sprite database notice. (rev. 1 by
|
Karma: 19817 Posts: 634/1100 Since: 04-02-13 |
Something could be put into NSMBe that would let you use the same data for multiple sprites, but there isn't much point.
|
|
Posted on 09-02-16, 11:28 am in Newer Super Mario Bros. DS
|
Karma: 19817 Posts: 635/1100 Since: 04-02-13 |
I can add resizing code and modify the death behaviour in everything that uses models. I haven't been able to resize the sprite enemies yet, aside from the normal goombas, which looks amazing, as you can see here:
![]() |
|
Posted on 09-02-16, 11:36 am in Newer Super Mario Bros. DS
|
Karma: 19817 Posts: 636/1100 Since: 04-02-13 |
NSMBU uses models, yes. I don't think putting in WiiU models into a DS game would be a good idea even if you could.
|
|
Posted on 09-05-16, 07:49 am in Misc. patches thread
|
Karma: 19817 Posts: 656/1100 Since: 04-02-13 |
Posted by Asproek Can any shell enemy kill them or just the Buzzy Beetles? Because IIRC only Mario could kill the grounded Piranha Plants. All shell enemies in the original game can, EXCEPT the Beetles for some reason. |
|
Posted on 09-08-16, 06:23 pm in Misc. patches thread (rev. 2 by
|
Karma: 19817 Posts: 660/1100 Since: 04-02-13 |
Track Controlled Swinging Rope Speed Adjustment Nybble:
repl_02187EB0_ov_61:
STMFD SP!, {R1, R2, LR}
LDR R0, [R4, #8]
LSR R0, #0xC
AND R0, R0, #0xF
CMP R0, #0
MOVEQ R0, R4
LDMEQFD SP!, {R1, R2, PC}
MOV R1, #0x200
MUL R1, R0
LDR R2, [R4, #0x56C]
LDR R0, [R4, #8]
LSR R0, #0x8
ANDS R0, R0, #0xF
SUBNE R2, R1
ADDEQ R2, R1
STR R2, [R4, #0x56C]
MOV R0, R4
LDMFD SP!, {R1, R2, PC} Uses nybble 9 (counting from 1). Higher = faster. |
|
Posted on 09-09-16, 05:26 pm in Newer Super Mario Bros. DS
|
Karma: 19817 Posts: 663/1100 Since: 04-02-13 |
Four levels remain in World 7.
|
|
Posted on 09-09-16, 06:15 pm in Newer Super Mario Bros. DS
|
Karma: 19817 Posts: 664/1100 Since: 04-02-13 |
No.
|