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							Posted on 09-10-16, 12:32 pm in  Misc. patches thread (rev. 1 by  
						
						
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						 Karma: 19832 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: 19832 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: 19832 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: 19832 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: 19832 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: 19832 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: 19832 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: 19832 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: 19832 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: 19832 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: 19832 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: 19832 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: 19832 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: 19832 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: 19832 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: 19832 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: 19832 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: 19832 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: 19832 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: 19832 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  |