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Posted on 10-28-13, 07:06 pm
a

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When will you make the videO?
Posted on 10-28-13, 09:19 pm
Fire Brother
Eugene

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Posted by hamza62240
When will you make the videO?


First, I check where it works and where it doesn't.
Second, I'll think which levels are the best to show in the video.
Third, I record some levels with DeSmuME.
Fourth, Copy, Cut, Paste and make one video to post on YouTube.

I already recorded some video's of W1-1 and W3-1 (Cheep Chomp ).
One of the other levels I'll record is W7-A.
Posted on 12-24-14, 03:33 pm (rev. 1 by  KingYoshi on 12-24-14, 03:34 pm)
Fire Brother
Eugene

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I'm sorry it took so long.

Posted on 01-04-15, 05:01 pm
☭ coffee and cream


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Hah, interesting hack. Makes for better gameplay imo, even if it's weird when entering doors.
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Posted on 01-04-15, 05:47 pm
この記号は… 解読できないよ…


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We should add it to the beta replica.
Posted on 01-04-15, 06:40 pm
Death by cuteness

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That makes me think, you can already replicate this behavior in-game, sorta.

Normally losing a life should stop the sprites mid-animation, but somehow if you manage to take damage twice within a span of 1 frame, well this happens:


Note: Hitting an Amp will always pause then resume the animations, whether you lose a life or not upon taking damage from it.
Posted on 01-04-15, 07:02 pm
Fire Brother
Eugene

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That’s very interesting. I already knew about the Amps, but I didn’t know yet about those other things. Nice found!
Posted on 01-05-15, 09:17 am (rev. 1 by  Hiccup on 01-05-15, 09:17 am)
Birdo


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Another thing about things persisting after death is that the tank boss 'rolling' sound effects continue after you die. Not a graphical thing, but still odd.
Posted on 07-31-15, 02:16 pm (rev. 1 by  KingYoshi on 07-31-15, 02:55 pm)
Fire Brother
Eugene

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Sorry for the bump, but I think that I've useful information to post about the ASM Hack.

Unfortunately there are Flagpole glitches when using the 'noFreeze' ASM Hack.



The last two glitches don't matter really much, because it won't happen often that there's an enemy very near to the Flagpole like that Koopa Troopa, and it also won't happen often that the player wants to take an item before jumping on the Flagpole.

But that first glitch... I really wanted to use this ASM Hack in my NSMB hack (if I'm ever going to make a full one), but that first glitch looks really weird. It won't freeze the game, but still..

Does anyone know how to solve this glitch? Or else something to prevent the player from finishing a level with a Mega Mushroom?

--
EDIT: The Mega Mushroom glitch is also at Boss battles.
http://youtu.be/LomgOkMyBqI
http://youtu.be/QxX3k6L2iWM
Posted on 08-01-15, 02:42 am
Roy Koopa
The guy who does things.

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Posted by KingYoshi
But that first glitch... I really wanted to use this ASM Hack in my NSMB hack (if I'm ever going to make a full one), but that first glitch looks really weird. It won't freeze the game, but still..


Well, in the NSMB Beta, levels ended with just Mario walking off screen. You could do that, but the power down sound effect will still play.
New Super Mario Bros.: Clone Tag Team 1+2 / New Super Mario Advance + Take 2 / Super Mario: Endless Earth
My two greatest assets have been mental stability and being, like, really smart.
Posted on 08-06-15, 01:45 pm
Fire Brother
Eugene

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Posted by MarioFanatic64
Well, in the NSMB Beta, levels ended with just Mario walking off screen. You could do that, but the power down sound effect will still play.


Hm.. Yeah, I could do that. I'll think about it. Thanks for the tip anyway.

Also, I just saw that this glitch also happens at the Coop experiment of Dirbaio and StapleButter. (See 2:18 at the video in the first post.)
Of course this won't be coincidence.
Posted on 06-21-16, 07:22 pm
Fire Brother
Eugene

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I was wondering if someone who's good in ASM Hacking would want to take a look at code of the noFreeze ASM Hack for me, since there are some glitches when reaching the flagpole/beating the boss. Maybe it'd be possible to make something that disables the ASM hack in these events.

Thanks in advance.
Posted on 06-21-16, 11:08 pm (rev. 10 by  MeroMero on 07-31-16, 12:42 pm)
Death by cuteness

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repl_0209DC30_ov_00: BX LR @Prevent almost all Actors from freezing upon level completion repl_0218EAB8_ov_76: BX LR @Prevent Actor 210 (Carry-through-wall platform) from pausing the remaining actors repl_0218E6F8_ov_76: LDR R1, =0x20CA880 MOV R2, #0 STRB R2, [R1, #0x18] @Prevent the timer from pausing when Actor 210 is acting ADD R1, R4, #0x500 BX LR repl_0211FDDC_ov_0A: MOV R1, #1 STRB R1, [R0] @Prevent particles from being frozen on power-change (on load) MOV R1, #0x28 BX LR repl_021207F4_ov_0A: MOV R1, #1 STRB R1, [R0] @Prevent particles from being frozen on death ADD SP, SP, #4 BX LR repl_0211F904_ov_0A: STMFD SP!, {LR} BL .CheckLevelClear LDMEQFD SP!, {PC} @If the level is cleared this patch will prevent a glitch when Mega LDR R4, =0x203A784 LDR R4, [R4] LDR R4, [R4, #0x2F8] ADD R4, R4, #0x760 LDR R1, [R4, #0x4C] CMP R1, #0 @Check if a power change is happening ADDEQ PC, PC, #0x1C @If not return LDR R1, [R4, #8] CMP R1, #0x2000 @Check if Mario is above his Super height (Mega) MOVGT R1, #0x2000 STRGT R1, [R4, #8] @If he is make him 'Super Mario' height instantly MOVGT R1, #0 STRGT R1, [R4, #0x4C] @Prevent flagpole-stalling when Mega-Mario powers down (this one may be not needed) ADDGT R4, R4, #0x400 STRGTB R1, [R4, #0x57] @Prevent flagpole-stalling when Mega-Mario powers down (this one is a must) LDMFD SP!, {PC} repl_0211F974_ov_0A: STMFD SP!, {LR} LDR R0, =0x203CF80 MOV R4, #1 STRB R4, [R0] @Prevent particles from being paused on power-change (afterwards) BL .CheckLevelClear LDMEQFD SP!, {PC} LDR R4, =0x203A784 LDR R4, [R4] LDR R4, [R4, #0x2F8] ADD R4, R4, #0x760 MOV R1, #0 STR R1, [R4, #0x4C] @Drop power-change 2nd phase remaining frames to 0 ADD R4, R4, #0x400 STRB R1, [R4, #0x57] @Drop power-change 1st phase remaining frames to 0 LDMFD SP!, {PC} repl_0211F92C_ov_0A: repl_021207B8_ov_0A: MOV R0, #0 BX LR repl_0212C13C_ov_0B: MOV R1, #0 BX LR .CheckLevelClear: STMFD SP!, {LR} LDR R0, [R0] LDR R4, =0x20CA2C0 LDR R4, [R4] CMP R4, #0 @Check if level is not cleared (flag is 0x100 when the level is completed) MOVEQ R0, #0 @If true then apply the no-freeze patch LDMFD SP!, {PC}

Posted on 06-22-16, 09:46 am


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There's just one thing I do not understand...
I should first apply the first ASM-hack and then this, or directly only this?
Posted on 06-22-16, 09:59 am
Death by cuteness

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Just the one you see in my post above, and you're set.
Posted on 06-27-16, 06:29 pm (rev. 1 by  MeroMero on 06-27-16, 06:31 pm)
Death by cuteness

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Code edited by adding a function to prevent freezing when Mario stands on a Carry-through-wall platform (Sprite 256).

But… it's just a BX LR!
Well, it voids the original operation which was a ORR R2, R2, #1.
The #1 needed to be a #0 but ORR Rx, Ry, #0 is the same as doing MOV Rx, Ry and if Rx=Ry then it's the same as doing nothing.
Posted on 06-28-16, 07:19 pm (rev. 2 by  MeroMero on 06-29-16, 09:37 pm)
Death by cuteness

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Code updated:
_timer doesn't halt when Actor 210 is in action;
_Mario power-change animation doesn't pause when Actor 210 is in action;*
_particles doesn't freeze anymore on power-change;
_particles doesn't freeze anymore on death;


*Well, nope. Either you load the original animation that come with Sprite 256, or you load the power-change animation but you can't have both.
Might as well stick to original animation, because the power-change animation makes the Sprite 256 glitch a little.
Posted on 07-31-16, 12:40 pm (rev. 1 by  MeroMero on 07-31-16, 12:40 pm)
Death by cuteness

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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 07-31-16, 02:50 pm (rev. 1 by  KingYoshi on 08-02-16, 09:34 am)
Fire Brother
Eugene

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Posted by MeroMero
Interesting case:
_Actor 235 (Large Flamethrower) actually switches off permanently upon level completion, rather than freezing.


I think that's because large Flamethrowers were used in a Bowser Jr. Battle.

EDIT: Changed the thread's name.
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