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Posted on 01-11-17, 01:23 am in Location of Minigame and 2P loading screen graphics


Karma: 19757
Posts: 893/1100
Since: 04-02-13
So I was scouting main.bin for some free code space, since Newer DS is starting to run out, and wait, what's this?

Imagine my surprise when I found out that Nintendo graciously decided to shit allllllll this stuff into the main code file, meaning it's always loaded and always limiting your space by lovely 53KB






Those are found in a nice 48KB NARC found in the main.bin at 0x00026CE0 and ending at 0x0003267C. NSCS, NCLs included.



This, on the other hand, is found at 0x0003267C until 0x00033A84. There are also some lovely NTFRs which are just giant packs of zeroes and a nice BMG which is the same. Yay!

Enjoy!
Posted on 02-26-17, 02:01 pm in Newer Super Mario Bros. DS


Karma: 19757
Posts: 933/1100
Since: 04-02-13
At least I can make a 1-1 video
Posted on 04-29-17, 10:54 pm in Newer Super Mario Bros. DS


Karma: 19757
Posts: 957/1100
Since: 04-02-13
Posted on 05-31-17, 12:16 am in Newer Super Mario Bros. DS


Karma: 19757
Posts: 961/1100
Since: 04-02-13
I swear, if I don't kill myself before then, this game will kill me anyway
Posted on 07-01-17, 08:30 pm in mini-hackfinished New Super Mario Bros. Plus


Karma: 19757
Posts: 992/1100
Since: 04-02-13
sweet hylia on a tricycle


my ears
Posted on 11-11-17, 01:29 am in Custom Level Intros with Player Select


Karma: 19757
Posts: 1034/1100
Since: 04-02-13
You crashed the game.
Posted on 04-22-18, 10:56 am in Newer Super Mario Bros. DS


Karma: 19757
Posts: 1073/1100
Since: 04-02-13
Update 1.05 is now out.
Posted on 07-06-20, 10:51 pm in Streamed Music In NSMBDS! (Nitro WAV) (rev. 1 by  skawo on 07-06-20, 10:52 pm)


Karma: 19757
Posts: 1090/1100
Since: 04-02-13
We did not require extra RAM, except for nds-bootstrap, since, just like this, it was broken there.
This is literally the same thing we had.
Posted on 07-20-14, 07:45 am in Save anytime


Karma: 19757
Posts: 6/1100
Since: 04-02-13
Get a hex editor, open the rom with it, use the find function and tell it to look for hexadecimals.
Posted on 08-12-14, 02:22 pm in Warp cannon problem


Karma: 19757
Posts: 43/1100
Since: 04-02-13
Posted by Dirbaio
Why use skjderp's ROMs as bases? O.o

Dunno, in case you wanted to take a look at the awful designs of his and have a bit of a laugh every time you start a level?
Pretty good reason, that.
Posted on 08-31-14, 08:39 pm in What Mario says at the end of a level


Karma: 19757
Posts: 60/1100
Since: 04-02-13
Posted by Lunarius
It is because the actors who play out Mario and Luigi have a foreign accent that is hard to interpret.


The heck? Both Mario and Luigi are played by an American. The same one.

And honestly, the things they say aren't hard to interpret at all. It's "That's-a so nice!" and "Yay for me, Luigi".

Posted on 11-25-14, 03:15 pm in Mute boss music : explanation


Karma: 19757
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Since: 04-02-13
...Wait. This was not known?
Posted on 12-25-14, 09:10 am in Newer Super Mario Bros. DS


Karma: 19757
Posts: 84/1100
Since: 04-02-13
There's a world map tool?
Posted on 03-30-15, 09:43 pm in tutorial How to edit sound sets (rev. 3 by ImageBot on 11-21-16, 03:14 am)


Karma: 19757
Posts: 112/1100
Since: 04-02-13
First, you take the Sound Set number from the editor. For example, let's say 18.

Second, open up a hex calculator (say, Windows' Calculators' "Programmer" mode, set to "Hex").
Multiply the sound set number by 4. In hex, 18 * 4 = 60.
Then add 4 to the result. 60 + 4 = 64.
Then, add EEC to that. 64 + EEC = F50.

Third, you need the info.bin file from the SDAT. Open it in a hex editor. Go to the address you've calculated. Write down the two bytes here. In case of ID 18, at 0xF50, there's: B419.

Now, change the order of the bytes. In our case, that means 19B4. That's an address. Go to it.
Alright. This is the sound set's data. In case of ID 18, that's:

0C000000-------Number of entries
03080000-------ENTRY TYPE? (SSAR?)
00000000-------ENTRY ID (SSAR ID) = 00 SAR_COURSE
01060000-------ENTRY TYPE? (BANK?)
22000000-------ENTRY ID (BANK ID) = 34 BANK_COURSE_SE
03080000-------ENTRY TYPE? (SSAR?)
0B000000-------ENTRY ID (SSAR ID) = 11 SAR_ENEMY_BASE
01060000-------ENTRY TYPE? (BANK?)
2D000000-------ENTRY ID (BANK ID) = 45 BANK_ENEMY_BASE_SE
(etc)

First byte of each entry type = hex number of said entry in the SDAT.


You can confirm this by looking into, say, Tinke's GROUP field:

(Sound Set numbers are decimal, there. Also, don't use Tinke to edit this, it'll just corrupt it)

Now, then. Edit. Save.
Repack the SDAT.
???.
Profit.


I wish someone made a tool that could expand these. Should be fairly simple. Just change the number of entries and fix all the addresses.
Posted on 04-19-15, 10:24 am in Newer Super Mario Bros. DS (rev. 1 by  skawo on 04-19-15, 10:25 am)


Karma: 19757
Posts: 128/1100
Since: 04-02-13
No, 'd be absolutely impossible to do, unfortunately; the tileset is already so full that I have to use 4x4 portions of tiles quite a bit to fit everything in.
Posted on 05-19-15, 10:49 am in Possibility to skip intro cutscene(?)


Karma: 19757
Posts: 165/1100
Since: 04-02-13
You could also just change

E5021011E20300001A -> E5021011E2030000EA

in overlay 9_9
Posted on 08-15-15, 12:38 pm in Newer Super Mario Bros. DS


Karma: 19757
Posts: 187/1100
Since: 04-02-13
Progress update:
Aside from a few new levels, I've upgraded most of tilesets that needed it from 2 palettes to 4; the undeground, crystal cave and main overworld tilesets specifically. Everything's sharp and nice now.

I've also added some new music, this time stuffing some of the songs into one swar; for instance, the Tower, Water and Freezeflame themes use the same, 70+KB SWAR and the same SBNK. This had to be done so I could use all the sseqs that used WAVE_VS in the original.
Posted on 09-23-15, 10:56 pm in shitpost Nintendo Stole OUR idea (rev. 1 by  skawo on 09-24-15, 10:11 am)


Karma: 19757
Posts: 196/1100
Since: 04-02-13
In my honest opinion, I think you're a bit foolish if you think they didn't take the romhacking community's general popularity into consideration before starting to make Mario Maker.
Posted on 11-17-15, 12:33 pm in Misc. patches thread (rev. 1 by  skawo on 11-17-15, 12:38 pm)


Karma: 19757
Posts: 211/1100
Since: 04-02-13
0500A0E1017043E0007082E5 -> 0500A0E1017043E00000A0E1
0500A0E1017083E0007082E5 -> 0500A0E1017083E00000A0E1

Overlay 8.
Should work somewhat
Might have to remove the arrow graphics, too, though.
Posted on 12-19-15, 01:03 pm in Newer Super Mario Bros. DS


Karma: 19757
Posts: 224/1100
Since: 04-02-13
Work on the project has now restarted and a new level is already halfway done.
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