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Karma: 19817 Posts: 873/1100 Since: 04-02-13 |
No.
The code would have to modify itself and update addresses accordingly; which, while not impossible... |
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Posted on 12-30-16, 11:06 pm in tutorial Adding a block containing a shell and more
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Karma: 19817 Posts: 874/1100 Since: 04-02-13 |
So you mean you choose "Blue Shell" in the tileset editor and it becomes a Blue Shell?
Whiiiiiiiiiii :o Amazin |
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Posted on 01-09-17, 11:47 am in Prevent a functions default execution (rev. 3 by
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Karma: 19817 Posts: 886/1100 Since: 04-02-13 |
Overlay 10, i.e where the code is.
Code goes like this MOV R4, R0 <- Original instruction that was there. Moves the Player Address to R4 so we can operate on R0-R3. LDR R0, =0x208B37 <- Loading the coin counter address into R0 LDRB R0, [R0] <- Loading a byte (coin count) from address in R0 into R0 CMP R0, #0 <- Comparing R0 to 0 LDREQ R0, =0x02115AAC <- If they're equal, put address of idle standing state into R0 STREQ R0, [R4, #0x980] <- If they're equal, put R0 into Mario's state field LDMEQFD SP!, {R4,PC} <- If equal, restore R4 and Program Counter (i.e return) B 0x21135C0 <- Jump to next I got both this function's address and the idle function address by watching Mario's state field in memory (Player address + 0x980). Death state is at 0x990. And, uh, I meant that the function you found wasn't the jumping function. It seems to actually be what sets Mario's jump height or something, and it's called every frame. |
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Posted on 01-09-17, 06:20 pm in Misc. patches thread
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Karma: 19817 Posts: 889/1100 Since: 04-02-13 |
Those use the enemy code.
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Posted on 01-11-17, 07:26 pm in Location of Minigame and 2P loading screen graphics
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Karma: 19817 Posts: 895/1100 Since: 04-02-13 |
No, that's not the debug font. That's in there too, but later.
And, dunno. See for yourself, mister. |
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Posted on 01-11-17, 08:57 pm in Unused code RE (rev. 2 by
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Karma: 19817 Posts: 896/1100 Since: 04-02-13 |
Most of the code that makes up sprite 125:
bool Class229_ExecuteState0(Class229* class)
{
0x2185EBC(class);
0x209ADB0(class, 0);
return 1;
}
void 0x2185F30(Class229* class, unk, unk1)
{
class->unk3FC = unk;
int something = (0x2186634 + ((unk<<3) / 4) + 1);
int somethingelse = *(0x2186634 + ((unk<<3) / 4));
class->unk3F4 = somethingelse;
class->unk3F8 = something;
class->unk400 = 1;
}
void 0x2185EBC(Class229* class);
{
if (!class->unk400)
{
u32* pointer = (((class->unk3F8 >>> 1) / 4) + class);
if (class->unk3F8 & 1)
{
u32* pointer2 = *pointer;
u32* pointer3 = (*pointer2 + *class->unk3F8);
}
else u32* pointer3 = *class->unk3F8;
pointer3();
}
else
{
Similar jump as above;
}
}
bool Class229_LoadFiles(Class229* class)
{
return 1;
}
bool Class229_onDelete(Class229* class)
{
return 1;
}
void 0x21860F0(Class229* class)
{
return;
}
bool Class229_OnCreate(Class229* class)
{
class->direction = (class->spriteData >> 28) & 1;
class->scale.x = 0x1000;
class->scale.y = 0x1000;
class->scale.z = 0x1000;
class->unk40C = (class->spriteData << 4) >> 28;
if (class->unk40C == 0) class->unk40C = 1;
if (class->unk40C > 4) class->unk40C = 4;
int TempUnk40D = ((class->spriteData << 8) >> 28) & 0xFF;
if (TempUnk40D == 0) TempUnk40D = 1;
if (TempUnk40D > 3) TempUnk40D = 3;
class->unk40D = (TempUnk40D - 1) << (TempUnk40D - 1);
if (class->EventIDField2 == class->EventIDField1)
{
if (!IsEventActivated(class->EventFieldID2) && !IsEventActivated(class->EventFieldIDw))
{
class->unk404 = 0;
0x2185F30(class, 0, ActivatedEventsBitmask);
*20CAC9C = -class->unk40D & *20CAC9C;
}
}
else
{
class->unk404 = 3;
0x2185F30(class, 2, 3);
*20CAC9C = -class->unk40D & *20CAC9C;
}
class->unk3B4 = 1;
return 1;
} Well, uh... it sets some level params on event, it seems. No idea what those params do. There are three nybbles it references: Nybble 5 which changes the field usually used by other sprites for direction, Nybble 6, which has range of 1-4 and Nybble 7, which has range of 1-3. There's more code to tackle here, which I'll do later. |
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Posted on 01-11-17, 11:23 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 897/1100 Since: 04-02-13 |
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Posted on 01-12-17, 03:27 am in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 898/1100 Since: 04-02-13 |
shrug
sure |
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Posted on 03-27-17, 02:25 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 940/1100 Since: 04-02-13 |
Midfall 2022
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Posted on 04-01-17, 07:42 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 945/1100 Since: 04-02-13 |
That would require model importing, with Maya, i.e the one thing I can't do.
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Posted on 05-10-17, 07:06 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 959/1100 Since: 04-02-13 |
I went with red because the yellow looks absolutely horrible in my opinion.
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Posted on 06-05-17, 06:45 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 964/1100 Since: 04-02-13 |
What is this cancer
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Posted on 06-29-17, 10:36 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 985/1100 Since: 04-02-13 |
xdelta.
No. |
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Posted on 06-30-17, 03:34 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 990/1100 Since: 04-02-13 |
Lots.
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Posted on 07-06-17, 07:09 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 994/1100 Since: 04-02-13 |
The latter.
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Posted on 07-07-17, 03:08 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 995/1100 Since: 04-02-13 |
It kind of has been "done" since Christmas. Everything being added now is polish and flare.
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Posted on 07-27-17, 06:29 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 1005/1100 Since: 04-02-13 |
Desmume can emulate the rumble pak, though, which works well with, say, the Wii Remotes.
Also, you can also insert Wario Ware Twisted in, and it'll also work as a Rumble Pak. |
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Posted on 08-11-17, 02:30 pm in Newer Super Mario Bros. DS
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Karma: 19817 Posts: 1016/1100 Since: 04-02-13 |
It already has been
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Posted on 08-19-17, 05:03 pm in Quick Testing (rev. 2 by
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Karma: 19817 Posts: 1020/1100 Since: 04-02-13 |
main0:0203CC44 DCD 0xC202041C ; 180
main0:0203CC44 DCD 0xC103041E ; 181 main0:0203CC44 DCD 0xC4020420 ; 182 main0:0203CC44 DCD 0xC6010422 ; 183 main0:0203CC44 DCD 0xC3020424 ; 184 main0:0203CC44 DCD 0 ; 185 main0:0203CC44 DCD 0 ; 186 i.e... Both. As you can see, there's what looks to be two empty slots, too. |
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Posted on 08-22-17, 02:40 pm in Is it possible to search ARM9/overlays for file references?
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Karma: 19817 Posts: 1021/1100 Since: 04-02-13 |
subtract.
And it's ALT+T |