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Posted on 11-13-16, 11:44 pm in Video Intro ASM Crash (rev. 1 by
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Karma: 19817 Posts: 811/1100 Since: 04-02-13 |
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. |
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Posted on 11-15-16, 08:36 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 819/1100 Since: 04-02-13 |
3D upscaling
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Posted on 11-18-16, 08:56 am in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 826/1100 Since: 04-02-13 |
that was extremely necessary
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Posted on 11-22-16, 09:33 pm in Roast Me!
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Karma: 19817 Posts: 832/1100 Since: 04-02-13 |
Jesus wannabe
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Posted on 11-23-16, 01:18 am in Roast Me!
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Karma: 19817 Posts: 834/1100 Since: 04-02-13 |
BTW, he didn't say he wouldn't start banhammering people for roasting him like DriedSpoon64.
So uh, Beware~ |
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Posted on 11-24-16, 01:41 am in SO CLOSE!
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Karma: 19817 Posts: 837/1100 Since: 04-02-13 |
Butter should code us a DS emu
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Posted on 11-25-16, 12:08 pm in Does the "floaty physics" setting just apply mini physics?
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Karma: 19817 Posts: 841/1100 Since: 04-02-13 |
Unused code.
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Posted on 11-30-16, 02:46 am in Misc. patches thread
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Karma: 19817 Posts: 846/1100 Since: 04-02-13 |
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 |
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Karma: 19817 Posts: 853/1100 Since: 04-02-13 |
Haha
Everything is fine Lots of things to do Please don't worry |
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Posted on 01-08-17, 12:15 pm in Misc. patches thread
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Karma: 19817 Posts: 880/1100 Since: 04-02-13 |
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 :\/ |
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Posted on 01-19-17, 04:38 pm in How do I change level music in NSMBe?
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Karma: 19817 Posts: 899/1100 Since: 04-02-13 |
Click on a View. It's in the settings there.
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Posted on 01-22-17, 03:09 pm in Unused code RE (rev. 12 by
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Karma: 19817 Posts: 900/1100 Since: 04-02-13 |
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: |
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Karma: 19817 Posts: 901/1100 Since: 04-02-13 |
Gee, I wonder
Last post was five years ago hmm... |
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Posted on 01-24-17, 01:40 pm in Misc. patches thread
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Karma: 19817 Posts: 902/1100 Since: 04-02-13 |
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. |
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Posted on 01-25-17, 06:47 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 904/1100 Since: 04-02-13 |
The boss is entirely on Mariomaster, so he'll have to answer that
We've been coding other rather big things alongside. |
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Posted on 01-25-17, 09:45 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 905/1100 Since: 04-02-13 |
Sorry, I skipped on divination
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Posted on 01-29-17, 01:57 pm in haxx Save File Structure
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Karma: 19817 Posts: 907/1100 Since: 04-02-13 |
The actual save file has three of those, a header, minigame saves and save backups
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Posted on 02-08-17, 10:29 am in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 917/1100 Since: 04-02-13 |
Considering it can't at all right now, I doubt it sincerely
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Posted on 02-10-17, 07:43 am in tutorial So, how exactly do actors work?
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Karma: 19817 Posts: 918/1100 Since: 04-02-13 |
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. |
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Posted on 02-22-17, 03:49 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 925/1100 Since: 04-02-13 |
Well, aren't you a smart cookie.
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