Posted on 09-10-16, 12:32 pm in Misc. patches thread (rev. 1 by  skawo on 09-10-16, 12:33 pm)


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It's impossible because tilesets are a background layer and therefore will always appear behind 3D.

I suppose it /could/ be possible if you could assign tiles to models as texture, but I haven't a clue how.
Posted on 09-10-16, 07:18 pm in Cancelled


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Well, that was sure a thread
Posted on 09-11-16, 04:16 pm in Misc. patches thread


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And that stopped you from figuring out its proper usage after you saw it in the level how?
Posted on 09-11-16, 07:36 pm in Misc. patches thread


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Well, they go behind water, poisoned water and lava. Perhaps they may have some special setting/code that makes them appear above everything.


Hm, you're right, I didn't condsider that. That said, the water/lava/poison/junglekusa ocreate doesn't seem to ever set the Z-order, so it really must be some sort of flag. Finding it would be rather difficult.

MIND = BLOWN


No big loss there, then...
Posted on 09-14-16, 02:10 pm in Misc. patches thread (rev. 1 by  skawo on 09-14-16, 02:10 pm)


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...You really shouldn't be using the bit notation until everything switches to it.
Posted on 09-14-16, 02:40 pm in Misc. patches thread


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*sighs*
There, I moved the retexture code to use Nybble 8. Simply change LSR R0, R0, #8 to LSR R0, R0, #0x10
Posted on 09-15-16, 11:53 am in TCRF research -- old NSMB coop mode


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The amount of code and glitchiness makes me wonder if they ever actually had a mode like this working anything approaching decent at all, or if all trailers/press releases simply embellished the truth.

Posted on 09-21-16, 02:27 pm in Misc. patches thread (rev. 3 by  skawo on 09-21-16, 02:30 pm)


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First goes into a .cpp file, the second into an .s file.


Meaning, you need both.

Also, I forgot; you need to chane void* getPtrToPlayerActor(); to u32* getPtrToPlayerActor();
Posted on 09-21-16, 03:32 pm in Misc. patches thread (rev. 1 by  skawo on 09-21-16, 03:50 pm)


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...oh right,

u8 MygetUnk1ForView(u32 viewID);
u8 MygetUnk2ForView(u32 viewID);
u8 MygetUnk3ForView(u32 viewID);

...add those to nsmb.h too >.>

EDIT: Also, just fixed a bug that caused this not to happen in Ghost Houses.
Posted on 09-23-16, 12:13 pm in My name is Earl


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ohoho

jealous of his e-peen I see
Posted on 09-23-16, 06:41 pm in My name is Earl


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Posted by MarioKart7z
Posted by skawo
vile cheating

I hereby accuse MF64 of purchasing karma

OBJECTION!!!!!!!!!111!!!!!!!1!!1!!

He didn't directly purchase it, he hired Cros to buy it for him


that's a good argument
blimey
however will I 'scape that one
Posted on 10-12-16, 09:15 pm in Misc. patches thread (rev. 1 by  skawo on 10-12-16, 09:18 pm)


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Load different pipes per world/level:
repl_020BB6F8_ov_00: MOV R4, R0 LDR R0, =0x02088BFC LDR R0, [R0] CMP R0, #0xWORLD ID BNE .CheckWhatLoaded @If not this world ID LDR R0, =0x02085A9C LDR R0, [R0] CMP R0, #0xLEVEL ID BNE .CheckWhatLoaded @ or if not this level ID, it checks if the pipes currently loaded are the default ones, @ if not, it reloads them LDR R0, =0x02122004 LDR R9, =0xPIPES FILE ID - 0x83 here @ Else, it loads this file and uses them for the pipes MOV R6, #0x33C BL .Store LDR R0, =0x021223B8 LDR R9, =0xMINI PIPES FILE ID - 0x83 here @ and this for the minipipes MOV R6, #0x9C BL .Store B 0x020BB6FC .CheckWhatLoaded: LDR R0, =0x02122004 LDR R7, [R0] LDR R9, =0xC70406F9 CMP R7, R9 BEQ 0x020BB6FC MOV R6, #0x33C BL .Store LDR R0, =0x021223B8 LDR R9, =0x00000407 MOV R6, #0x9C BL .Store B 0x020BB6FC .Store: MOV R7, #0 .Loop: STR R9, [R0, R7] ADD R7, #0xC CMP R7, R6 BNE .Loop BX LR

This will probably be useless to anyone but me, as I needed it for a very specific thing but w/e.
Posted on 10-18-16, 08:16 pm in Misc. patches thread


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The only thing you have to be good at here is reading and comprehension
Posted on 10-26-16, 04:14 am in Newer Super Mario Bros. DS


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XDELTA does error out on wrong rom.

So, here's a fun bit of news. I managed to do this: (read description)

https://www.youtube.com/watch?v=HYbXj_TIa6k
Posted on 10-30-16, 03:55 pm in NSMBHD is NOT moving (rev. 1 by  skawo on 10-30-16, 03:55 pm)


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You should, nevertheless, give someone full access to the site, for when you're not around.
Posted on 10-31-16, 10:12 am in Misc. patches thread (rev. 3 by  skawo on 10-31-16, 10:13 am)


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Proper Blue Shell Block Type
repl_020D07B4_ov_0A: STMFD SP!, {LR} MOV R1, R4 LDR R4, =#0x0088002B CMP R1, R4 LDMNEFD SP!, {PC} BL getPtrToMarioOrLuigi ADD R0, R0, #0x700 LDRB R0, [R0, #0xAB] LDR R1, =#0x0088002B CMP R0, #4 LDREQ R1, =#0x00080000 CMP R0, #0 LDREQ R1, =#0x00080000 LDMFD SP!, {PC}

Not the best code there, but it makes the Blue Shell-type regular blocks actually spawn Mushrooms if you're small or mini (like they should) as opposed to always shells. Does not affect the map blocks.

Item on Select
hook_0211F844_ov_0A: STMFD SP!, {R0, R1, LR} LDR R0, =0x04000130 LDRB R0, [R0] LSR R0, #2 ANDS R0, #1 LDMNEFD SP!, {R0, R1, PC} LDR R0, =0x0208B698 LDR R1, =0x009500DA STR R1, [R0] LDR R1, =0x09600D40 STR R1, [R0, #0x8] LDR R1, =0x1 STR R1, [R0, #0x4] STR R1, [R0, #0xC] LDMFD SP!, {R0, R1, PC}


Better than the horrible C version.
Posted on 11-05-16, 05:34 pm in Misc. patches thread (rev. 2 by  skawo on 11-05-16, 05:35 pm)


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I thought Unk2 just did absolutely nothing at all.

Here's an alternate fix that allows you to move the rotating thing to whatever value you want:

repl_020AEB8C_ov_00: BL MygetUnk2ForView CMP R0, #5 <- Set this to whatever you want MOVEQ R0, #1 MOVNE R0, #0 B 0x20AEB90

edit: dangit
Posted on 11-05-16, 10:28 pm in Newer Super Mario Bros. DS (rev. 1 by  skawo on 11-05-16, 10:28 pm)


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wha

Hacking Yoshi in would take several months
Posted on 11-07-16, 03:07 pm in release Super Mario: Endless Earth


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Implementing a real 3D goomba would be no problem.

In fact, spoilers: I already have.
Posted on 11-12-16, 02:02 am in Misc. patches thread (rev. 1 by  skawo on 11-12-16, 02:02 am)


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Disable Falling Rock BG Animation in Stages with Zoom > 16

repl_0216341C_ov_36: LDR R0, =0x20CADB4 LDR R0, [R0] CMP R0, #0x1000 LDREQ R0, [R5,#0x60] MOVNE R0, #0 BX LR