skawo |
Posted on 12-28-15, 07:59 pm in Running hacked DS games through 3DS homebrew launcher?
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Karma: 19757 Posts: 225/1100 Since: 04-02-13 |
As far as I know, you cannot.
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skawo |
Posted on 01-02-16, 10:36 pm in Newer Super Mario Bros. DS
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Karma: 19757 Posts: 228/1100 Since: 04-02-13 |
...I see.
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skawo |
Posted on 02-08-16, 06:18 am in "Ba!" sound animation (rev. 2 by skawo on 02-08-16, 07:56 am)
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Karma: 19757 Posts: 245/1100 Since: 04-02-13 |
1. Extract sound_data.sdat out of the ROM. Open it with a hex editor.
2. Search the sound_data.sdat for "B002010080". Replace all instances of that hex string (120 of them; most hex editors should have a "Replace all" function) with B002000080. 3. Save. Reimport into the rom. 4. Profit. Enemies will no longer react to the sound. As for removing the sound itself, you have to dabble into SWAR editing, and that's not all that fun. |
skawo |
Posted on 02-14-16, 12:28 pm in Misc. patches thread (rev. 1 by skawo on 02-14-16, 01:01 pm)
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Karma: 19757 Posts: 254/1100 Since: 04-02-13 |
I thought of another thing, though it's debatable:
7. Shell Mario Roll on D-Pad Down only Getting into the shell mode as Blue Shell Mario due to just running can get annoying, so perhaps making it be triggered by speed and pressing d-pad down together (something akin to Penguin Suit in Wii) could be a nice fix. |
skawo |
Posted on 02-15-16, 04:32 pm in The single levels thread!
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Karma: 19757 Posts: 256/1100 Since: 04-02-13 |
That's incredibly well designed, well done.
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skawo |
Posted on 02-26-16, 03:03 pm in Video intro with streamed sound (rev. 1 by skawo on 02-26-16, 03:04 pm)
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Karma: 19757 Posts: 269/1100 Since: 04-02-13 |
...Oh. Right. You NEED -lgcc in the makefile to compile this. I think devkitARM rev41 has it setup right.
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skawo |
Posted on 03-01-16, 01:02 am in Newer Super Mario Bros. DS (rev. 1 by skawo on 03-01-16, 01:04 am)
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Karma: 19757 Posts: 276/1100 Since: 04-02-13 |
World 3 is complete. Game overall 70-80% complete. |
skawo |
Posted on 03-17-16, 08:49 pm in This is NSMBHD in a nutshell. (rev. 2 by skawo on 05-22-16, 09:26 pm)
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Karma: 19757 Posts: 303/1100 Since: 04-02-13 |
Posted by newsuperhackboys (BTW: The IRC Link above the sarcastic title of "DO NOT CLICK HERE!" does not work. Put the link back up) I've noticed the IRC is... pretty lame to put it. I wait for something to happen but it never happens. I go to SMBX's IRC chat and they talk a lot. It is not the most important for NSMBHD, but I feel like we need to chat a bit more in there. I also think we need a New NSMB Editor Update too. That hasn't even gotten updated in 2 years now and you think the developers would make 1 update. There are pretty substantial updates on github, it'd just need to be compiled, and the autobuild system seems dead; Here's the lastest rev, compiled: https://dl.dropboxusercontent.com/u/4558852/r379.rar |
skawo |
Posted on 04-18-16, 09:16 pm in Newer Super Mario Bros. DS
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Karma: 19757 Posts: 324/1100 Since: 04-02-13 |
Game is now entirely complete up to World 6-4.
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skawo |
Posted on 04-21-16, 07:37 am in Newer Super Mario Bros. DS (rev. 1 by skawo on 04-21-16, 07:46 am)
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Karma: 19757 Posts: 328/1100 Since: 04-02-13 |
Posted by MrRean wow you fucking suck then again more hype but you still suck love you skawo Fuck off, Rean, you already got to test it like thrice and your potato computer refused to emulate it, even on No$GUB which can run on, like, an 8080. |
skawo |
Posted on 04-26-16, 08:17 pm in FUCK NSMBHD
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Karma: 19757 Posts: 330/1100 Since: 04-02-13 |
I like how this is the most active thread in some time.
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skawo |
Posted on 06-06-16, 11:42 am in Misc. patches thread
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Karma: 19757 Posts: 352/1100 Since: 04-02-13 |
Move Petey Piranha and Mummypokey bosses to different worlds
There's some absolutely retarded code that deletes Peach if Worlds 2 and 5 are cleared when you enter the boss battles with Mummypokey and Petey Piranha. If this code isn't adjusted and you move the bosses to a different world, this happens if you try battling them again: https://www.youtube.com/watch?v=q_zleiDDP6Y Hooray. Here's the fix; ------- 010050E30C00001A7C009FE5 -> 0X0050E30C00001A7C009FE5 040050E30B00001A48009FE5 -> 0X0050E30B00001A48009FE5 ------- 010050E30300001A34009FE50010A0E3 -> 0X0050E30300001A34009FE50010A0E3 040050E30200001A20009FE50010A0E3 -> 0X0050E30200001A20009FE50010A0E3 ------- 94009FE5200090E5010050E30100000A040050E3 -> 94009FE5200090E50X0050E30100000A0X0050E3 200090E5010050E30100000A040050E31B00001A9F3AFBEB -> 200090E50X0050E30100000A0X0050E31B00001A9F3AFBEB 200090E5010050E30100000A040050E31C00001A0000A0E34571FBEB -> 200090E50X0050E30100000A0X0050E31C00001A0000A0E34571FBEB 200090E5010050E30100000A040050E31C00001A0000A0E3BB6EFBEB -> 200090E50X0050E30100000A0X0050E31C00001A0000A0E3BB6EFBEB Replace the Xes with the world numbers your relocated bosses appear in. The first two patches go together, so put the Mummypokey boss in the first one and then the Petey boss in the second one. |
skawo |
Posted on 06-13-16, 08:55 pm in Splunkin Remodel Code (rev. 2 by ImageBot on 11-21-16, 03:21 am)
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Karma: 19757 Posts: 370/1100 Since: 04-02-13 |
skawo |
Posted on 07-10-16, 04:10 pm in Particle/Sound Spawning Tilegod (rev. 12 by skawo on 09-25-16, 12:26 am)
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Karma: 19757 Posts: 423/1100 Since: 04-02-13 |
Sometimes a nice SFX or graphical effect would be nice to spawn if you're breaking something or whatever, so here's code to support this:
Normal Particle/Sound Spawning Tilegod: repl_0209EED8_ov_00: @SFX Player on tile break
LDR R0, =0x2000000
CMP R10, R0
LDRLT R0, =0x177
BXLT LR
LDR R0, [R10, #8]
LSR R0,R0,#24
AND R0, R0, #0xF
BL .SetSFX
B 0x0209EEDC
repl_02156BDC_ov_36: @SFX Player on tile spawn
LDR R0, [R10, #8]
LSR R0,R0,#24
AND R0, R0, #0xF
CMP R0, #0
LDREQ R0, [SP, #0x54]
BXEQ LR
BNE .SetSFX
BX LR
repl_02156BB8_ov_36: @Particle Spawner on tile spawn
LDR R0, [R10, #8]
LSR R0,R0,#20
AND R0, R0, #0xF
CMP R0, #0
LDREQ R0, [SP,#0x48]
BXEQ LR
BLNE .SetParticle
B 0x2156BD4
.SetSFX:
STMFD SP!, {R1,LR}
LSL R0, R0, #1
LDR R1, =SoundArray
ADD R0, R1, R0
LDRH R0, [R0]
LDMFD SP!, {R1,LR}
BX LR
.SetParticle:
STMFD SP!, {R1,LR}
SUB R0, R0, #1
LSL R0, R0, #0x1
LDR R1, =ParticleArray
ADD R0, R1, R0
LDRH R0, [R0]
LDMFD SP!, {R1,PC}
.data
.balign 2
SoundArray:
.hword 0x0177 @ Default breaking sound.
.hword 0x0001
.hword 0x0177 @ Used by broozers
.hword 0x0003
.hword 0x0004
.hword 0x0005
.hword 0x0006
.hword 0x0007
.hword 0x0008
.hword 0x0009
.hword 0x000A
.hword 0x000B
.hword 0x000C
.hword 0x000D
.hword 0x000E
.hword 0x000F
.balign 2
ParticleArray:
.hword 0x0001
.hword 0x0002
.hword 0x0003
.hword 0x0004
.hword 0x0005
.hword 0x0006
.hword 0x0007
.hword 0x0008
.hword 0x0009
.hword 0x000A
.hword 0x000B
.hword 0x000C
.hword 0x0000
.hword 0x0000
.hword 0x0000 Sound IDs go into the "SoundArray" section and the ParticleIDs go into "ParticleArray" section. (counting from nybble 1) Nybble 6 = Sound setting Nybble 7 = Particle setting Versatile Particle/Sound Spawning Tilegod: repl_0209EED8_ov_00: @SFX Player on tile break
LDR R0, =0x2000000
CMP R10, R0
LDRLT R0, =0x177
BXLT LR
LDR R0, [R10, #8]
LSR R0,R0,#24
AND R0, R0, #0xF
BL .SetSFX
B 0x0209EEDC
repl_02156BDC_ov_36: @SFX Player on tile spawn
LDR R0, [R10, #8]
LSR R0, R0,#24
AND R0, R0, #0xF
CMP R0, #0
LDREQ R0, [SP, #0x54]
BXEQ LR
BNE .SetSFX
BX LR
repl_02156BB8_ov_36: @Particle Spawner on tile spawn
LDR R0, [R10, #8]
LSR R0, R0,#20
AND R0, R0, #0xF
CMP R0, #0
LDREQ R0, [SP,#0x48]
BXEQ LR
BLNE .SetParticle
B 0x2156BD4
.SetSFX:
STMFD SP!, {R1-R3,LR}
ADD R0, #1
MOV R1, #0x10
MUL R3, R1, R0
LDR R2, =0x0208B19C
LDR R2, [R2]
ADD R2, #0xC
LDRH R0, [R2,R3]
LDMFD SP!, {R1-R3,LR}
BX LR
.SetParticle:
STMFD SP!, {R1-R3,LR}
ADD R0, #1
MOV R1, #0x10
MUL R3, R1, R0
LDR R2, =0x0208B19C
LDR R2, [R2]
ADD R2, #0x8
LDRH R0, [R2,R3]
LDMFD SP!, {R1-R3,LR}
BX LR This one will instead use information which can be edited using Mariomaster's NSMBe mod. Nybble 6 is Settings ID which contains the sound you want to spawn. Nybble 7 is Settings ID which contains the particle you want to spawn. If kept at 0, they will behave as a normal tilegod does. Of course, the sound you're playing must be present in the sound group you loaded for the level. Sounds work on both tile destroy and create, but particles spawn only on create. You can use this with the "Nothing" tile spawning setting to spawn JUST the particle/sound. |
skawo |
Posted on 07-12-16, 04:23 pm in tutorial Edit world-map icons
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Karma: 19757 Posts: 429/1100 Since: 04-02-13 |
This really seems like a perfect thing to ASM Hack to use separate palettes, you know. Wink Wink Nudge Nudge Poke Poke
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skawo |
Posted on 07-18-16, 11:06 am in release Super Mario: Endless Earth
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Karma: 19757 Posts: 445/1100 Since: 04-02-13 |
"Mario Maker it"?
So it's an automatic stage, then? runs |
skawo |
Posted on 07-18-16, 11:35 am in Newer Super Mario Bros. DS
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Karma: 19757 Posts: 446/1100 Since: 04-02-13 |
skawo |
Posted on 07-20-16, 03:09 pm in Newer super mario bros.Special (rev. 1 by skawo on 07-20-16, 03:10 pm)
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Karma: 19757 Posts: 451/1100 Since: 04-02-13 |
Sorry, what's that there?
"I'm not copying, I'm just copying Tower 2 from NerSMBW", is what you just said. At least I think. I haven't quite learned the same variation of english, I think. Also, I was more primairly referring to the fact the bottom screen bg suddenly looks rather familiar. Not that I can claim that much artistic workmanship went into that particular asset, but coupled with the icons and, well, everything else, it sort of reminds me of something. |
skawo |
Posted on 07-21-16, 06:22 pm in Newer super mario bros.Special
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Karma: 19757 Posts: 462/1100 Since: 04-02-13 |
If one who promises to do things but not launch the rocket and just show the plans, will fast be passed to background from who is giving the result to the world. You must /really/ hate 99% of actual game releases considering most don't get any kind of demo at all. |
skawo |
Posted on 07-24-16, 04:13 pm in Newer Super Mario Bros. DS
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Karma: 19757 Posts: 484/1100 Since: 04-02-13 |