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Posted on 08-23-17, 06:54 pm in Newer Super Mario Bros. DS


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No.
Posted on 08-23-17, 10:18 pm in Newer Super Mario Bros. DS


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I'm not taking any money anyway.
Posted on 09-06-17, 07:42 am in overworld Over-world Editor


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I only assumed WMs were crappily coded early on because of NSMBW, where they are. Right now, the problem is modelling them, really.
Posted on 09-27-17, 08:28 pm in Newer Super Mario Bros. DS (rev. 1 by  skawo on 09-27-17, 08:29 pm)


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No, the Tower will just be another regular level.

https://www.dropbox.com/s/rpmkux8cslb5az4/29%20-%20Death%20Athletic.mp3?dl=0
Posted on 10-08-17, 02:49 pm in Misc. patches thread (rev. 6 by  skawo on 10-08-17, 03:09 pm)


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Mess with animations hardcoded to tileset ID
repl_020BCE4C_ov_00:                    @ R1 = Tileset ID
        LDR     R2, =0x208B168          @ Pointer to block 1
        LDR     R2, [R2]
        LDRH    R0, [R2,#6]             @ Get Top BG ID
        LDRH    R2, [R2,#18]            @ Get Bottom BG ID
        CMP     R0, #7                         
        BNE     .TryForSlot31
        CMP     R2, #7
        BNE     .TryForSlot31
        MOV     R2, #1
        BEQ     .TurnOn                 @ If both BG IDs = 7, turn on lava waterfall animations.
       
.TryForSlot31:
        CMP     R0, #31        
        BNE     .NotLava
        CMP     R2, #31        
        BNE     .NotLava
        MOV     R2, #1
        BEQ     .TurnOn                 @ If both BG IDs = 31, turn on lava waterfall animations.
       
.NotLava:                               @ Well, the BG IDs don't match, but let's check if we can enable snow animations.
        CMP     R1, #3                  @ For tileset ID 3...
        MOVEQ   R2, #2
        BEQ     .TurnOn
        BNE     .Exit

        CMP     R1, #17                 @ And for tileset ID 17.
        MOVEQ   R2, #2
        BEQ     .TurnOn
        B       .Exit
       
.TurnOn:
        LDR     R0, =0x20CAC7C         
        STRB    R2, [R0]

.Exit:
        B       0x20BCE84               @ Exit.


Sometimes I wish Nintendo fucking dead.

The above code restores the functionality of the original game, except that it turns on the lava waterfall animations based on the BG slot ID, and not the tileset ID.

Adjust/remove code to suit your animation needs.
Posted on 12-25-17, 07:43 pm in Newer Super Mario Bros. DS


Karma: 19757
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Since: 04-02-13
Did you do this:

For Linux and macOS users: you will first need to install the latest
Python 3 release for your system, which will allow you to run the .py
script. After installing Python, run the following commands in a
terminal window to install other required libraries:
python3 -m pip install PyQt5
python3 -m pip install xdelta3
After this, you will be able to launch the patch_wizard.py script. (If
double-clicking the file doesn't work, run "python3 patch_wizard.py" in
a terminal window after navigating to patch_wizard.py's directory.)

?
Posted on 01-01-18, 07:49 am in Newer Super Mario Bros. DS


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Since: 04-02-13
That's also not a thing.
Posted on 01-11-18, 08:30 pm in Newer Super Mario Bros. DS


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What emulator is this?
Posted on 01-20-18, 12:56 am in PlayMusicFile Function Question


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Since: 04-02-13
0xFF should work.

You need to LoadMusicFile(ID, 0xFF); beforehand.
Posted on 03-08-18, 09:55 pm in Newer Super Mario Bros. DS


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- What flashcart?
- Sadly, some camera jerks are entirely unfixable.
- Fixed
- Fixed
- Again, the camera jerks are sometimes just unfixable.
- "Boss level"?
Posted on 03-09-18, 11:42 am in Newer Super Mario Bros. DS


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Does this card have any RTS type of stuff?

...don't really see how 6 could happen
Posted on 03-15-18, 04:12 pm in Newer Super Mario Bros. DS


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Posted on 03-15-18, 06:23 pm in Newer Super Mario Bros. DS


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That said, it looks like some file isn't compressed when it's supposed to, or vice versa.
Posted on 05-18-18, 11:27 am in Newer Super Mario Bros. DS


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8-7 Area 2 is in 8-5 Area 2.
Posted on 05-23-18, 11:58 pm in NSMBDS Collision Info Viewer by Powerline and Treeki (rev. 1 by  skawo on 05-24-18, 12:00 am)


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StapleButter's fix for hacked roms died, so here's a re-fix:

https://pastebin.com/z1YZQ1j3
Posted on 05-27-18, 09:43 am in Newer Super Mario Bros. DS (rev. 1 by  skawo on 05-27-18, 09:43 am)


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You do realize loading save states brings back everything that was in the RAM when you saved, ie. most of the code?
Posted on 05-27-18, 10:30 am in Newer Super Mario Bros. DS


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*sigh*

I guess the compiler doesn't check for changes in .h files, where the version is stored.
Pushed out version 1.07 with that adjusted and misc fixes.
Posted on 07-11-18, 11:51 pm in Misc. patches thread


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nsub_0201E4A8_main:
MOV R0, #0
BX LR

should work
Posted on 08-07-18, 04:55 pm in New Super Mario Bros. DS Co-Op (rev. 3 by  skawo on 08-07-18, 06:07 pm)


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Since: 04-02-13
Posted by Shadey21
Posted by RicBent
I assume he "abused" the coin counter

Exactly that.

Unfortunately it's only clever placement of the HUD


Aw.


As far as expanding RAM goes, I'd personally try to move the whole main heap to the Expansion Pak.


Something like this:

(.s:)
repl_02044AE8_main: LDR R0, =GBAHEAP LDR R0, [R0] STR R0, [R1] BX LR


(.c:)

u32* GBAHEAP = 0; void hook_02004F48_main() { sysSetBusOwners(true, true); sysSetCardOwner(true); sysSetCartOwner(true); *(vu16*)0x8240000 = 1; *(vu32*)0x9000000 = 1234; if (*(vu32*)0x9000000 == 1234) { GBAHEAP = tryCreateHeap((u32*)0x9000000, 0x800000, 0); } }


(tryCreateHeap is at 0204540C)



Posted on 12-01-18, 10:41 pm in A little problem with the Importing


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Since: 04-02-13
That it indeed the case. You need everything everytime.
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