MeroMero |
Posted on 08-23-16, 08:23 pm in New NSMB Editor Builds!
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Death by cuteness
Karma: 6589 Posts: 556/598 Since: 05-01-13 |
Dunno about value 5, but value 6 is used on the ending node and some others for Dorrie paths.
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MeroMero |
Posted on 08-24-16, 03:36 pm in New NSMB Editor Builds!
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Death by cuteness
Karma: 6589 Posts: 557/598 Since: 05-01-13 |
Decompress overlays work again!
nsmb-editor-380b.zip Also added the xrpl and lrpl method for the ASM Patcher. On top of that the ASM Patcher now takes into account the following 35 ROMs before putting the "uint sectionTableAddr" parameter to use: _Pokémon Diamond version (all 7 languages) _Pokémon Pearl version (all 7 languages) _Pokémon Platinum version (all 7 languages) _Pokémon HeartGold version (all 7 languages) _Pokémon SoulSilver version (all 7 languages) Which means that if you plan to ASM Hack one of the above ROMs, the only things you have to do is to fetch the Arena offset and modify the arenaoffs file. |
MeroMero |
Posted on 08-26-16, 06:34 pm in Adding rest of "BG" folder graphics to "List of Backgrounds"
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Death by cuteness
Karma: 6589 Posts: 559/598 Since: 05-01-13 |
That should be the answer to your request:
http://nsmbhd.net/thread/3276-tilesets-and-backgrounds-name-table-guide/ |
MeroMero |
Posted on 09-14-16, 02:41 pm in Misc. patches thread
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Death by cuteness
Karma: 6589 Posts: 583/598 Since: 05-01-13 |
Posted by MeroMero What you have to keep in mind is that: _if you want to go to Area 2 from Area 1, you'll have to put 4 as the Area number. _if you want to go to Area 1 from Area 2, you'll have to put 3 as the Area number. This is because the 2 bytes mentioned earlier are actually the number of areas for Levels 8-5 and 8-6 respectively. Once you change those 2 numbers, what happens is that the game expects to load the only Area of Level 8-6 from area number 164 (163 in US), but is still loaded from Area 163 (162 in US) due to that information staying as-is in overlay 8, thus the Area count begins from Area 1 Level 8-5 rather than Area 1 Level 8-6. |
MeroMero |
Posted on 09-14-16, 04:51 pm in Misc. patches thread
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Death by cuteness
Karma: 6589 Posts: 584/598 Since: 05-01-13 |
Destination Area = What I meant by Area Number. Also about to values being reset to 02 02, this is because you ASM Patched something after modifying the arm9. What you should do is look in the ASM-Template folder for a sub-folder named bak, and then open the file named main.bin (which is actually arm9.bin) in a Hex Editor and change 02 02 into 03 01 at offset 0x3C94E. |
MeroMero |
Posted on 09-15-16, 06:24 pm in Help/Question Asking Thread (rev. 1 by MeroMero on 09-15-16, 06:24 pm)
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Death by cuteness
Karma: 6589 Posts: 586/598 Since: 05-01-13 |
Well, Airship Top BG is actually fucked up somehow…
A chance I still had the working file. Post updated: http://nsmbhd.net/post/49051/ I also updated Airship tileset to prevent tile randomization from affecting current tiles. Also look there to get an idea on how to change BG and FG animations: http://nsmbhd.net/thread/3283-animate-any-background-tutorial/ |
MeroMero |
Posted on 12-13-16, 08:20 pm in asm Improved score graphics with custom colors for Luigi (rev. 1 by MeroMero on 12-13-16, 08:20 pm)
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Death by cuteness
Karma: 6589 Posts: 597/598 Since: 05-01-13 |
Sure.
Keep the ASM from the first post, and replace your NSLU physics ASM Hack with this one: repl_0215EAD4_ov_36:
STMFD SP!, {R2-R9, LR}
MOV R0, R5, LSL R9
LDR R2, =0x2085A50
LDRB R2, [R2]
LDR R3, =0x212E2D8
CMP R2, #1
LDRNE R4, =0x3A80
MOVNE R5, #0x90
MOVNE R6, #0xB0
MOVNE R7, #0x80
MOVNE R8, #0x60
MOVNE R9, #0x180
LDREQ R4, =0x4080
MOVEQ R5, #0x60
MOVEQ R6, #0x78
MOVEQ R7, #0x54
MOVEQ R8, #0x40
MOVEQ R9, #0x100
STR R4, [R3]
STR R4, [R3, #0x40]
STR R4, [R3, #0x80]
STR R5, [R3, #0xE0]
STR R5, [R3, #0x100]
STR R6, [R3, #0xE4]
STR R6, [R3, #0x104]
STR R7, [R3, #0xE8]
STR R7, [R3, #0x108]
STR R8, [R3, #0xEC]
STR R8, [R3, #0x10C]
STR R9, [R3, #0xFC]
LDR R3, =0x216F8E8
LDRH R4, [R3, #4]
ANDS R4, R4, #0x100
BNE .AlternateCalculation
LDR R4, [R3]
STR R4, [R3, #-0xC0]
STR R4, [R3, #0x28]
STR R4, [R3, #-0x80]
STR R4, [R3, #-0x28]
STR R4, [R3, #-0x158]
STR R4, [R3, #0x20]
STR R4, [R3, #-0x70]
STR R4, [R3, #-0xF8]
STR R4, [R3, #-0x170]
ADD R3, R3, #4
MOV R4, #0
SUB R4, R4, #0x10000
ADD R4, #0x1000
CMP R2, #1
ADDEQ R4, #0x2000
STR R4, [R3, #-0xC0]
ADD R4, R4, #2
STR R4, [R3, #0x28]
ADD R4, R4, #2
STR R4, [R3, #-0x80]
ADD R4, R4, #2
STR R4, [R3, #-0x28]
ADD R4, R4, #2
STR R4, [R3, #-0x158]
ADD R4, R4, #2
STR R4, [R3, #0x20]
ADD R4, R4, #2
STR R4, [R3, #-0x70]
ADD R4, R4, #2
STR R4, [R3, #-0xF8]
ADD R4, R4, #2
STR R4, [R3]
ADD R4, R4, #2
STR R4, [R3, #-0x170]
B .Exit
.AlternateCalculation:
ADD R3, R3, #5
LDRB R4, [R3]
AND R4, R4, #0x1F
CMP R2, #1
ADDEQ R4, R4, #0x20
STRB R4, [R3, #-0xC0]
STRB R4, [R3, #0x28]
STRB R4, [R3, #-0x80]
STRB R4, [R3, #-0x28]
STRB R4, [R3, #-0x158]
STRB R4, [R3, #0x20]
STRB R4, [R3, #-0x70]
STRB R4, [R3, #-0xF8]
STRB R4, [R3]
STRB R4, [R3, #-0x170]
.Exit:
LDMFD SP!, {R2-R9, PC} |