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Posted on 09-10-16, 12:32 pm in Misc. patches thread (rev. 1 by
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Karma: 19817 Posts: 667/1100 Since: 04-02-13 |
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. |
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Posted on 09-10-16, 07:18 pm in Cancelled
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Karma: 19817 Posts: 672/1100 Since: 04-02-13 |
Well, that was sure a thread
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Posted on 09-11-16, 04:16 pm in Misc. patches thread
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Karma: 19817 Posts: 677/1100 Since: 04-02-13 |
And that stopped you from figuring out its proper usage after you saw it in the level how?
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Posted on 09-11-16, 07:36 pm in Misc. patches thread
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Karma: 19817 Posts: 679/1100 Since: 04-02-13 |
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... |
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Posted on 09-14-16, 02:10 pm in Misc. patches thread (rev. 1 by
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Karma: 19817 Posts: 683/1100 Since: 04-02-13 |
...You really shouldn't be using the bit notation until everything switches to it.
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Posted on 09-14-16, 02:40 pm in Misc. patches thread
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Karma: 19817 Posts: 684/1100 Since: 04-02-13 |
*sighs*
There, I moved the retexture code to use Nybble 8. Simply change LSR R0, R0, #8 to LSR R0, R0, #0x10 |
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Posted on 09-15-16, 11:53 am in TCRF research -- old NSMB coop mode
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Karma: 19817 Posts: 687/1100 Since: 04-02-13 |
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.
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Posted on 09-21-16, 02:27 pm in Misc. patches thread (rev. 3 by
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Karma: 19817 Posts: 695/1100 Since: 04-02-13 |
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(); |
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Posted on 09-21-16, 03:32 pm in Misc. patches thread (rev. 1 by
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Karma: 19817 Posts: 696/1100 Since: 04-02-13 |
...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. |
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Posted on 09-23-16, 12:13 pm in My name is Earl
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Karma: 19817 Posts: 706/1100 Since: 04-02-13 |
ohoho
jealous of his e-peen I see |
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Posted on 09-23-16, 06:41 pm in My name is Earl
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Karma: 19817 Posts: 709/1100 Since: 04-02-13 |
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 |
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Posted on 10-12-16, 09:15 pm in Misc. patches thread (rev. 1 by
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Karma: 19817 Posts: 749/1100 Since: 04-02-13 |
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. |
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Posted on 10-18-16, 08:16 pm in Misc. patches thread
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Karma: 19817 Posts: 760/1100 Since: 04-02-13 |
The only thing you have to be good at here is reading and comprehension
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Posted on 10-26-16, 04:14 am in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 764/1100 Since: 04-02-13 |
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 |
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Posted on 10-30-16, 03:55 pm in NSMBHD is NOT moving (rev. 1 by
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Karma: 19817 Posts: 777/1100 Since: 04-02-13 |
You should, nevertheless, give someone full access to the site, for when you're not around.
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Posted on 10-31-16, 10:12 am in Misc. patches thread (rev. 3 by
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Karma: 19817 Posts: 779/1100 Since: 04-02-13 |
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. |
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Posted on 11-05-16, 05:34 pm in Misc. patches thread (rev. 2 by
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Karma: 19817 Posts: 783/1100 Since: 04-02-13 |
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 |
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Posted on 11-05-16, 10:28 pm in Newer Super Mario Bros. DS (rev. 1 by
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Karma: 19817 Posts: 785/1100 Since: 04-02-13 |
wha
Hacking Yoshi in would take several months |
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Posted on 11-07-16, 03:07 pm in release Super Mario: Endless Earth
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Karma: 19817 Posts: 788/1100 Since: 04-02-13 |
Implementing a real 3D goomba would be no problem.
In fact, spoilers: I already have. |
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Posted on 11-12-16, 02:02 am in Misc. patches thread (rev. 1 by
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Karma: 19817 Posts: 797/1100 Since: 04-02-13 |
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 |