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Posted on 07-03-16, 08:20 pm (rev. 7 by  MeroMero on 07-04-16, 11:34 am)
Death by cuteness

Karma: 6554
Posts: 445/598
Since: 05-01-13

What this ASM hack does is that it doubles the effective area for SubNohara.
On top of that Snowy Castles and Broken Flagpoles are fully implemented.
Also contains the NSMBWii castles and NSMBWii flagpoles.
Enjoy

Download:
SubNohara V2

The archive contain the enemy folder, the polygon_unit folder, the .nmt for SubNohara and the ASM hack (.s) for this to work.
For both folders, only the modified files are present, to import them with NSMB Editor:
_click the corresponding folder and click Replace, this will replace only the files named exactly like the original ones.

Even though the .s file is already present in the zip archive, here is the ASM hack:

SubNohara textures and broken flagpole relocation:
@Write BG 8192 bytes later in the VRAM repl_020BD048_ov_00: ADD R1, R3, #0xB000 BX LR @Write FG 8192 bytes later in the VRAM repl_020BD094_ov_00: ADD R1, R3, #0x6000 BX LR @Begin lecture of BG and FG nsc 2 rows later repl_020BCBB4_ov_00: MOV R5, #0 MOV R7, #0x400 SUB R7, R7, #1 LDRH R4, [R11] AND R6, R4, R7 CMP R6, #0x100 @Take into account Tile-Share ADDCS R4, R4, #0x80 STRH R4, [R11], #2 ADD R5, R5, #1 CMP R5, #0x2000 SUBCC PC, PC, #0x24 LDR R4, =0x20CAD5C LDR R4, [R4] CMP R4, #0 ADDEQ PC, PC, #0x18 LDR R5, [R4, #-0xC] ADD R5, R4, R5 LDRH R6, [R4] ADD R6, R6, #0x80 STRH R6, [R4], #2 CMP R4, R5 SUBCC PC, PC, #0x18 ADD SP, SP, #0x24 LDMFD SP!, {R4-R11, PC} @TEN animations for some tilesets repl_020B699C_ov_00: repl_020B69BC_ov_00: repl_020B6E98_ov_00: ADD R1, R1, #0x2000 MOV R2, #0x180 BX LR repl_020B6DB8_ov_00: ADD R1, R1, #0x2000 MOV R2, #0x400 BX LR repl_020B710C_ov_00: repl_020B712C_ov_00: repl_020B714C_ov_00: repl_020B7168_ov_00: repl_020B720C_ov_00: repl_020B722C_ov_00: repl_020B724C_ov_00: repl_020B731C_ov_00: repl_020B733C_ov_00: repl_020B735C_ov_00: repl_020B737C_ov_00: repl_020B739C_ov_00: repl_020B73B8_ov_00: repl_020B744C_ov_00: repl_020B746C_ov_00: repl_020B748C_ov_00: repl_020B751C_ov_00: repl_020B753C_ov_00: repl_020B755C_ov_00: repl_020B757C_ov_00: repl_020B7598_ov_00: repl_020B762C_ov_00: repl_020B764C_ov_00: repl_020B766C_ov_00: repl_020B768C_ov_00: repl_020B76A8_ov_00: repl_020B77E0_ov_00: repl_020B7804_ov_00: repl_020B7828_ov_00: repl_020B78C4_ov_00: repl_020B78E4_ov_00: repl_020B7904_ov_00: repl_020B7920_ov_00: ADD R1, R1, #0x2000 MOV R2, #0x100 BX LR @Change which Tile Number yields which texture for SubNohara nsub_020B00EC_ov_00: CMP R1, #0x540 ADDCC PC, PC, #0x54 LDR R2, =0x545 CMP R1, R2 BHI 0x20B0184 SUB R3, R1, #0x540 MOV R0, #0x65 CMP R3, #1 MOVEQ R0, #0x68 CMP R3, #2 MOVEQ R0, #0x62 CMP R3, #3 MOVEQ R0, #0x67 CMP R3, #4 MOVEQ R0, #0x6A CMP R3, #5 MOVEQ R0, #0x64 MOV R3, R0 LDR R0, =0x20CAD44 LDR R2, [R0] ADD SP, SP, #4 STRB R3, [R2, LR] MOV R0, R1 LDMFD SP!, {R4-R5, PC} CMP R1, #0x530 ADDCC PC, PC, #0x2C LDR R2, =0x539 CMP R1, R2 BHI 0x20B0184 SUB R3, R1, #0x530 ADD R3, R3, #0x86 AND R3, R3, #0xFF LDR R0, =0x20CAD44 LDR R2, [R0] ADD SP, SP, #4 STRB R3, [R2, LR] MOV R0, R1 LDMFD SP!, {R4-R5, PC} CMP R1, #0x520 BCC 0x20B0184 LDR R2, =0x529 CMP R1, R2 BHI 0x20B0184 SUB R3, R1, #0x520 ADD R3, R3, #0x7A AND R3, R3, #0xFF LDR R0, =0x20CAD44 LDR R2, [R0] ADD SP, SP, #4 STRB R3, [R2, LR] MOV R0, R1 LDMFD SP!, {R4-R5, PC} @Broken flagpole dynamic palette repl_02130214_ov_0C: LDRH R0, [R4, #0xC] CMP R0, #0x24 ADDNE PC, PC, #0x24 LDR R0, =0x20CAD30 LDR R0, [R0] LDR R1, =0x635B635A LDR R2, =0x635D635C LDRB R3, [R4, #0xB] ANDS R3, R3, #0x10 LDRNE R1, =0x737B737A LDRNE R2, =0x737D737C STR R1, [R0, #0x174] STR R2, [R0, #0x17C] LDR R1, [R4, #0x64] BX LR



Pics:

Posted on 07-04-16, 09:08 am (rev. 2 by  skawo on 07-04-16, 09:09 am)


Karma: 19752
Posts: 410/1100
Since: 04-02-13
Ha, very cool. Doesn't destroy the universe somehow, though, does it? Bit wary of editing game-wide things, a lesson learned from the pipe fix.

You do have to wonder why Nintendo limited themselves so if they could have done this.
Posted on 07-04-16, 09:12 am
Fire Brother
Eugene

Karma: 3646
Posts: 851/1120
Since: 11-29-11
Posted by skawo
You do have to wonder why Nintendo limited themselves so if they could have done this.

One thing I still don't get, is why Nintendo used such simple-looking tilesets, while the more detailed NSMBWii tilesets look great in NSMB too.
Posted on 07-04-16, 10:00 am (rev. 4 by  MeroMero on 07-04-16, 01:05 pm)
Death by cuteness

Karma: 6554
Posts: 446/598
Since: 05-01-13
Posted by skawo
Ha, very cool. Doesn't destroy the universe somehow, though, does it? Bit wary of editing game-wide things, a lesson learned from the pipe fix.


It does destroy the universe, at least for now.

I'm almost finished fixing the code.
The fix mostly consist about taking into account the additional animations some foregrounds yield (for example the flames for the Tower foreground).
Only some FG animations left and then I'm good to go.



EDIT:
Code updated!
Download link also updated!
This time all the TEN_*tileset's name* animations should be taken into account.
Also did a check for the Tile-Share method, even though it is canonically used only for Tileset/FG 5 and FG/BG 60.

Sorry for my earlier hastiness.
Posted on 07-04-16, 02:16 pm


Karma: 19752
Posts: 411/1100
Since: 04-02-13
Awesome sauce.
Posted on 07-06-16, 03:43 pm


Karma: 19752
Posts: 414/1100
Since: 04-02-13
Dumb question; can the flagpole and castle be split in the objects or do they have to be together like you set them?

Posted on 07-06-16, 06:09 pm
Death by cuteness

Karma: 6554
Posts: 453/598
Since: 05-01-13
Flagpole and castle don't have to be necessarily bound together.

But I would advise instead to create 2 more objects for the standalone flagpoles.
That way you don't have to touch the other 4 objects, while also ensuring that for those 4 castles will always be at the same distance from their respective flagpole (8 tiles).
Posted on 07-06-16, 06:32 pm


Karma: 19752
Posts: 415/1100
Since: 04-02-13
I don't really care about that last part, as things like this amuse me sometimes:

https://dl.dropboxusercontent.com/u/4558852/Screenshot%202016-07-06%2020.31.16.png

But, K.
Posted on 07-06-16, 06:36 pm (rev. 1 by  MeroMero on 07-06-16, 06:37 pm)
Death by cuteness

Karma: 6554
Posts: 454/598
Since: 05-01-13
Well then yeah, you can knock yourself out.

But that pic tho.
I guess this is how you would define a leap of faith?
Posted on 07-06-16, 06:42 pm


Karma: 19752
Posts: 416/1100
Since: 04-02-13
Just something to catch the player offguard with
Posted on 07-06-16, 07:44 pm
Death by cuteness

Karma: 6554
Posts: 455/598
Since: 05-01-13
Just from the pic, would I be correct to assume that both entrances for View 1 must have "Display on lower screen" checked?
Posted on 07-06-16, 08:14 pm


Karma: 19752
Posts: 417/1100
Since: 04-02-13
Correct, as destroying the flagpole would be quite disastrous.

https://www.youtube.com/watch?v=ttoE-cr44AQ
Posted on 02-09-17, 05:21 pm
Giant Red Paratroopa
Not Edible

Karma: 3366
Posts: 218/1447
Since: 02-12-16
Sorry for the bump, but could I use this to use extended tilesets and sub nohara at the same time?
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Posted on 01-26-20, 08:21 pm
Micro-Goomba
@jnthndrn

Karma: 25
Posts: 15/18
Since: 01-04-18
How do I import the .s asm file?
Posted on 01-27-20, 03:31 pm
Mariomaster

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Since: 06-09-12
https://nsmbhd.net/thread/1281-how-asm-hacks-are-setup-tutorial/
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