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Posted on 07-14-16, 08:16 pm in download ASM Hacks ready for importing
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OP updated with a new download link!

Also those 4 ASM Hacks were updated due to them not working on a flashcart.
Jyotyu super update
Bouncing Bricks
Mini Mushroom + Buzzy Beetle & Spiny


Look at this thread to see in detail what the massive update is about!
Posted on 07-14-16, 08:21 pm in asm Each Area has its own graphics
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The check might be done only for things like BG or the likes, I don't think that check is for every file in NSMB.
Posted on 07-16-16, 04:39 pm in Misc. patches thread
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My bad, ASM code updated.

Be careful, upon applying any ASM patch that needs to modify overlay 0, the jyotyu tile behaviors will all revert to default settings.
What you should do is close NSMBe upon patching, then open it again and go to Jyotyu tileset to set back the Ice Snake Block behavior to 00 10 01 00.
Posted on 07-16-16, 07:38 pm in Misc. patches thread
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Last node behaviour: list at nybble 4: 0=Nothing (keeps shape),1=Falls apart (doesn't keep shape),2=Comes back and forth,3=Skyrockets (keeps shape),4=Falls apart (keeps shape). Game will freeze if N4 mod 8 is 5 or 6.

Sorry for the emphasis but you can already do that, unless you meant the Snake Blocks in W4-Castle at the beginning of the level who just go around in an endless loop instead of coming back and forth?
Posted on 07-17-16, 10:28 am in asm Dedicated graphics for all Views within an Area (rev. 1 by  MeroMero on 07-17-16, 10:34 am)
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So there was indeed a slight glitch that caused a non modified level 1-4 to not load…
And I found the culprit: it was because of the Info Data for Level 1-4 Area 3 Block 14 on a non-modified A04_3.bin.

Data was 50 01 00 00 00 00 00 00 when it should have been 50 01 00 00 10 00 00 00, especially when the 16 bytes at offset 0x150 are present…

Since Block 14 is supposed to always be 16 (0x10) bytes in size anyways, I changed this part of the code:
LDR R4, [R4, #0x6C] ADD R1, R4, R1

into this:
ADD R1, R1, #0x10

to prevent that kind of miscalculation to happen again.
Posted on 07-21-16, 09:04 am in Misc. patches thread (rev. 3 by  MeroMero on 07-21-16, 09:09 am)
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Posted by skawo
Heh, for a second I thought you managed to load the actual models.

Oh well ¯\_(ツ)_/¯

You know, my original plan was to transform the palette used for the icons into a 10x256 palette.
Everything worked, but there was one slight problem: the OAM for the Sub-screen sprites were still reading the original palette despite having their color depth bit set to 1.

I almost gave up but suddenly I realized what was wrong, I forgot to tell the game to set [­B]DISPCNT bit 31 at 1, which when set is what enables the Sub-screen OAM to read the Sub Extended palettes.

Now it might take a little while before the thread's ready.
Posted on 07-26-16, 06:18 pm in Misc. patches thread (rev. 4 by  MeroMero on 07-27-16, 09:05 am)
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Posted by MarioFanatic64
I have a request for  MeroMero. Would you be able to fix some issues with Clone behavior, like Mario receiving bouncing effect when the Clone stomps an enemy, and Koopa Shells teleporting to Mario when picked up by the Clone?

It'll help make my Clone Tag Team games function much better, and you've proved yourself worthy of pretty much anything at this point!


First things first I managed to implement most of the changes you asked for, except for the Springboard…

1) Unlike other Actors that can be grabbed the Springboard has its own handler,
2) also unlike other grabbable Actors the Springboard fails in that it always thinks the original Mario is the one grabbing it
3) plus I would have to make the game be able to handle what would happen if 2 or more Mario's try to jump on the Springboard…
All in all it makes the Springboard too much of a hassle to make exceptions for… I'm sorry.

I don't remember if CTT or CTT2 have any area with both clones and springboards.
Apart for that Springboards still work as they should.


Second point: I know you didn't ask for that but I also made the 2 following codes:
_one for Luigi clones (you don't have to use this one since it might break CTT2 level design)
_fixed progress bar (this one you want to use)


Without further ado:

Clones fix :
@Luigi can spawn clones too repl_0215AEC4_ov_36: LDR R1, =0x2085A50 LDRB R1, [R1] @Get Player Number MOV R1, R1, LSL #4 AND R1, R1, #0x10 ORR R1, R1, R3 @Incorporate Player Number into cloned Player Actor Data (ID 21) BX LR @Progress bar always follows the original repl_020BECD4_ov_00: LDR R2, =0x208B35C LDR R2, [R2] LDR R2, [R2, #0x908] BX LR @Get the right Player Actor on Stomp repl_0209A82C_ov_00: LDR R0, =PseudoStack LDR R5, [R10, #4] STR R5, [R0] @Store the offset of the right Player Actor MOV R5, R3 BX LR repl_0209A83C_ov_00: LDR R0, =PseudoStack LDR R0, [R0] @Retrieve the offset of the right Player Actor BX LR @Get the right Player Actor on Grab repl_020E063C_ov_0A: LDR R0, =0x478 @Increase heap for Koopa Troopa BX LR repl_020E066C_ov_0A: LDR R0, =0x478 @Increase heap for Koopa Paratroopa BX LR repl_02155EA8_ov_36: LDR R0, =0x50C @Increase heap for Springboard BX LR repl_0214E2D4_ov_2A: LDR R0, =0x4C0 @Increase heap for Bob-Omb BX LR repl_02151748_ov_2A: LDR R0, =0x634 @Increase heap for Spiny BX LR repl_0215179C_ov_2A: LDR R0, =0x634 @Increase heap for Roof Spiny BX LR repl_021775B8_ov_44: LDR R0, =0x598 @Increase heap for Buzzy Beetle BX LR repl_0212B27C_ov_0B: CMP R1, #0 BEQ .Return LDRH R0, [R1, #0xC] @Get the Actor ID CMP R0, #0x23 @Bob-Omb BEQ .SpecialCases CMP R0, #0x28 @Spiny BEQ .SpecialCases CMP R0, #0x36 @Buzzy Beetle BEQ .SpecialCases CMP R0, #0x5E @Koopa Troopa BEQ .SpecialCases CMP R0, #0x5F @Koopa Paratroopa BEQ .SpecialCases CMP R0, #0x7B @Roof Spiny BEQ .SpecialCases CMP R0, #0xED @Springboard BNE .Return .SpecialCases: LDR R0, [R1, #-0xC] @Get heap size for grabbed Actor SUB R0, R0, #4 @Subtract 4 to get the offset… STR R2, [R1, R0] @…where the Player Actor will be stored .Return: LDR R0, [R2, #0x688] BX LR repl_0209A174_ov_00: LDR R0, [R8, #-0xC] SUB R0, R0, #4 LDR R0, [R8, R0] @Retrieve the offset of the right Player Actor BX LR repl_0209FB64_ov_00: LDR R0, [R4, #-0xC] SUB R0, R0, #4 LDR R0, [R4, R0] @Retrieve the offset of the right Player Actor BX LR .data .balign 4 PseudoStack: .word 0x0

Posted on 07-26-16, 07:45 pm in asm Is rising/lowering liquid understood yet? (rev. 3 by  MeroMero on 07-26-16, 07:48 pm)
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Well, that was fast!

Water, Lava and Poison Water fix for ASM-Template:
repl_02165024_ov_36: LDR R0, [R4, #8] ANDS R0, R0, #0x80 @Check Liquid direction ADDEQ R1, R1, R2 @If up add R2 to get final position SUBNE R1, R1, R2 @If down subtract R2 to get final position MOV R0, #0x1000 ADD LR, LR, #4 BX LR


Tested on a NDS.

 Hiccup, you might want to edit your topic title to put an ASM tag.
Posted on 07-28-16, 09:42 pm in download ASM Hacks ready for importing
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OP updated with the following hacks:
_improved jyotyu now includes the bouncing bricks
_4000 points per Star Coin
_Worldmap icons with 255 colors each
_No freeze patch originally by  Dirbaio
_Snake Blocks and Ice Snake Blocks with the possibility to throw them into an endless loop
_improved clones behavior
_liquids fix on lowering
_edge grab fix by Powerline
_improved code for dedicated graphics per View
Posted on 07-31-16, 12:40 pm in No freezing during power-up/-down animation hack (rev. 1 by  MeroMero on 07-31-16, 12:40 pm)
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Update:
_now Actors don't freeze upon level completion



There are 2 exceptions for this as far as I noticed:
_Actors 254 to 256 (Spin Blocks)
_Actor 67 (Star Coins)

Sadly the code that makes those actors stop spinning is also the same that allows the "Mario clear" message and the Timer->Score conversion to kick in.

If you change that part of the code to make the Star Coin and the Spin Block continue spinning, the "Mario clear" message will never appear nor will the timer go down, trapping Mario in the level until you reset the game.



Interesting case:
_Actor 235 (Large Flamethrower) actually switches off permanently upon level completion, rather than freezing.
Posted on 08-01-16, 12:11 pm in Misc. patches thread
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Posted by skawo
Could you tell me what those values you're MOVing in that code are? I know R4, =0x4080 will be jump height, but what about the others?


R4 => Jumping height
R5 => Deceleration
R6 => Acceleration (1st phase)
R7 => Acceleration (2nd phase)
R8 => Acceleration (3rd phase)
R9 => Traction

Acceleration is done in 3 phases.
Deceleration is used when the player stops running while not pressing any button.
Traction is used when braking.
Posted on 08-02-16, 02:53 pm in download ASM Hacks ready for importing
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Update:
_Graphics per View updated: http://nsmbhd.net/post/49633/ (fixes music continuation on View change)
_Snake Blocks updated: http://nsmbhd.net/post/49596/ (you can select 1 speed setting out of 4 now)
_Freeze timer for any given View
_Fast Star Coins
_Red Ring in any of the 4 colors palette
_path south of 4-1 fixed
Posted on 08-07-16, 11:40 am in download ASM Hacks ready for importing
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nsmb-editor-380b.zip

This download link comes with a standalone modified version of NSMBe with 2 new elements:
  • NSMBe now opens bncd files in 8 bpp mode by default, also Tile Count was doubled to allow you to import any icon in bncd files with the right amount of tiles
  • ASM patcher handles 2 new methods:
    • xrpl: which replace the 4 bytes on where you hook the code into a BLX instruction
    • lrpl: which replace the 6 bytes on where you hook the code into a PUSH LR followed by a BLX instruction, which is only needed in case you want to modify a part of THUMB code that uses the BX LR return method


Archive in the OP was also updated with this version of NSMBe.
Posted on 08-07-16, 05:08 pm in download ASM Hacks ready for importing
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It's going to be difficult without a GitHub account.
And, as I already told  KingYoshi, this is supposed to be an answer to the 256-colors worldmap icons ASM Hack in anyways.
Posted on 08-14-16, 08:39 am in Misc. patches thread (rev. 1 by  MeroMero on 08-14-16, 08:39 am)
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Posted by ray
What do I have to change if I want a different trigger ID?

I was about to say use Sprite 167, but turns out that it didn't work quite as expected.

So as a result the code was updated and now you can do this:
_if you want this effect but from another trigger ID, you must combine the P/?/!-Switch with Sprite 167 with those settings:
XX 28 00 00 00 20

XX can be any Trigger ID from 0x01 to 0x40, except for 0x28 obviously.

It works on a NDS so you can go wild now.
Posted on 08-15-16, 06:54 pm in mini hack Classic Super Mario Bros.
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Posted by Hiccup
* Put the "thank you for playing" message in world 2-1 (texture world 2 the same as world 1). Crashing the game purposely is not good, for one thing, it stops you from using the some flash cart softresets

Or another solution (from  SaturnYoshi) would be to make the secret exit on W1-Tower the only possible choice to end the level.
That way you can set the cannon to go to World 8, and upon reaching the Final Castle, the player will get to see the proper ending.
The only downside is that it would force  Pedroalone to make 8 more levels, for a total of 16 levels.
Posted on 08-17-16, 10:39 am in Infinite bubble effect sequence
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8-3-Area2.nml
Look at View 1, here are located all the necessary Actors:
_7 Pipe bubbles
_1 Sprite 168
_10 Sprites 167

Demonstration:
Posted on 08-19-16, 09:23 pm in incompatible tileset
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2 words: tile randomization

See this post to check which tilesets use randomization.
Posted on 08-23-16, 05:36 pm in New NSMB Editor Builds!
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Basically what Skawo said.
Next step will be to transform spritedata.xml into actordata.xml.
Third step will be then to make NSMBe read Actor Data in the xml file as bits instead of nybbles.
Posted on 08-23-16, 05:48 pm in (nvm)
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Posted by Fluorescent
This is the best thread of 2016

Posted by MarioKart7z
10/10 would read again
inb4 lock


You know, the best course of action in that case would be to report the thread to an admin.
Don't take it the wrong way but what you both did there doesn't contribute to anything of note.
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