Posted on 11-13-16, 11:44 pm in Video Intro ASM Crash (rev. 1 by  skawo on 11-13-16, 11:49 pm)


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Actually, looking at that, the problem is with the file.

Why?
How?

No idea.
I didn't code the video player, nor the encoder nor NSMBe, all of which might be at fault.
Posted on 11-15-16, 08:36 pm in Newer Super Mario Bros. DS


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3D upscaling
Posted on 11-18-16, 08:56 am in Newer Super Mario Bros. DS


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that was extremely necessary
Posted on 11-22-16, 09:33 pm in Roast Me!


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Jesus wannabe
Posted on 11-23-16, 01:18 am in Roast Me!


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BTW, he didn't say he wouldn't start banhammering people for roasting him like DriedSpoon64.

So uh,

Beware~
Posted on 11-24-16, 01:41 am in SO CLOSE!


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Butter should code us a DS emu


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Unused code.
Posted on 11-30-16, 02:46 am in Misc. patches thread


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Not easily

Swinging Pendulum Platform Z-Order:
repl_0217E8C8_ov_58: LDR R1, [R4,#8] STMFD SP!, {R0, R1, LR} ANDS R1, #0xF MOV R0, #0x100 MUL R0, R1 LDR R1, [R4, #0x68] ADD R0, R1 STR R0, [R4, #0x68] LDMFD SP!, {R0, R1, PC}

Nybble 12
Posted on 12-04-16, 01:33 am in mini hackculminated The Amazing Adventure Of Mario


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Haha
Everything is fine
Lots of things to do
Please don't worry
Posted on 01-08-17, 12:15 pm in Misc. patches thread


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So I was wondering the other day precisely why sprites 0 - 19 crash the game,
Well, it's very simple. The game tries to reload Mario's models again.

Here be the fix:

Fix sprites 0 - 19:
nsub_0201F428_main: CMP R0, #0x15 BEQ 0x201F440 LDR R1, [R7] B 0x0201F42C

:\/
Posted on 01-19-17, 04:38 pm in How do I change level music in NSMBe?


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Click on a View. It's in the settings there.
Posted on 01-22-17, 03:09 pm in Unused code RE (rev. 12 by  skawo on 01-22-17, 05:32 pm)


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Actor 2 is a dummied out debug menu.

Sadly, all that left of it is the OnDelete and LoadFiles; everything else is just a return;
Load Files seems to check which levels can be used and whether midway points have been acquired in them.

There's also some strings left of it:
KINOK, KINO2, KINO3, WORLD, SAVE, TITLE, ENDIN, GOVER, KEY, SOUND, ENTRY, ERROR, MGVS


Seems like it would let you go to different scenes from a menu.
They would load:

KINOK = World Map, from node 1 in World 1
KINO2 = World Map, on 1-1
KINO3 = World Map, on node 1 in World 2
WORLD = The also-unused early World Select: https://www.youtube.com/watch?v=0ndFUoSyIYk
SAVE = Scene 7*

TITLE = Title screen
ENDIN = Ending
CRSIN = The "World X-X" screen.
GOVER = Game Over screen.
KEY = Scene 17?
SOUND = Scene 10**
ENTRY = MvsL Opponent select screen
ERROR = File corrupted error screen
MGVS = Minigames screen

The code that switches the scene is there too, but not hooked to anything.

As such, the entirety of overlay 2 is unused.


Scene 7* seems also unused and seems to be an early save-handling menu that was also dummied out. It could have loaded a save, erased it, or returned to the Debug Menu. It DOES work, but the OnDraw has been dummied out.

The options on this screen were:
Load Save 1
Load Save 2
Load Save 3
Erase Data

Erasing Data seems to just corrupt it.

I redid the OnDraw, and there it is, undummied:


Scene 10** is a Sound Effect test. Left and Right scroll through the effects. A plays it.

I redid the OnDraw, and there it is, undummied:

Posted on 01-23-17, 10:37 pm in NSMB 404 (rev. 1 by  skawo on 01-23-17, 10:37 pm)


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Gee, I wonder
Last post was five years ago


hmm...
Posted on 01-24-17, 01:40 pm in Misc. patches thread


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Restore Unused Fifth Jump Animation:
nsub_021144D8_ov_0A: CMP R1, #0x53 LDRNE R0, [R2,#4] BNE 0x21144DC STMFD SP!, {R0-R5, LR} BL 0x200E6F4 LDR R1, =0x7FFF MOV R2, #3 AND R0, R0, R1 MUL R1, R0, R2 MOV R0, R1,LSR#15 AND R4, R0, #0xFF CMP R4, #1 LDMFD SP!, {R0-R5, LR} MOVEQ R1, #0x54 LDR R0, [R2,#4] B 0x21144DC

This will randomly play the unused jump_e animation in place of the jump_d (kicking, third stomp) animation.
Posted on 01-25-17, 06:47 pm in Newer Super Mario Bros. DS


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The boss is entirely on Mariomaster, so he'll have to answer that

We've been coding other rather big things alongside.
Posted on 01-25-17, 09:45 pm in Newer Super Mario Bros. DS


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Sorry, I skipped on divination
Posted on 01-29-17, 01:57 pm in haxx Save File Structure


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The actual save file has three of those, a header, minigame saves and save backups
Posted on 02-08-17, 10:29 am in Newer Super Mario Bros. DS


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Considering it can't at all right now, I doubt it sincerely
Posted on 02-10-17, 07:43 am in tutorial So, how exactly do actors work?


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Some notes;
dword v0 = (dword)allocFromGameHeap(1224); // allocates from the heap to get memory if (v0) // successfully allocated enough memory


Perhaps it would be so, except that allocFromGameHeap, or, more specifically, allocFromHeap2, jumps to OS_Panic() when it fails to allocate memory. So that defeats that.

For instance, "Actor__SetXPosition" sets the actor's position.


It would, but it doesn't. This function is NEVER run and I can only assume is leftover from zee beta.

Posted on 02-22-17, 03:49 pm in Newer Super Mario Bros. DS


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Well, aren't you a smart cookie.