Pages: 1
MeroMero |
Posted on 07-03-16, 08:20 pm (rev. 7 by MeroMero on 07-04-16, 11:34 am)
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Death by cuteness
Karma: 6564 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: |
skawo |
Posted on 07-04-16, 09:08 am (rev. 2 by skawo on 07-04-16, 09:09 am)
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Karma: 19757 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. |
KingYoshi |
Posted on 07-04-16, 09:12 am
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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. |
MeroMero |
Posted on 07-04-16, 10:00 am (rev. 4 by MeroMero on 07-04-16, 01:05 pm)
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Death by cuteness
Karma: 6564 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. 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. |
skawo |
Posted on 07-04-16, 02:16 pm
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Karma: 19757 Posts: 411/1100 Since: 04-02-13 |
Awesome sauce.
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skawo |
Posted on 07-06-16, 03:43 pm
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Karma: 19757 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?
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MeroMero |
Posted on 07-06-16, 06:09 pm
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Death by cuteness
Karma: 6564 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). |
skawo |
Posted on 07-06-16, 06:32 pm
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Karma: 19757 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. |
MeroMero |
Posted on 07-06-16, 06:36 pm (rev. 1 by MeroMero on 07-06-16, 06:37 pm)
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Death by cuteness
Karma: 6564 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? |
skawo |
Posted on 07-06-16, 06:42 pm
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Karma: 19757 Posts: 416/1100 Since: 04-02-13 |
Just something to catch the player offguard with
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MeroMero |
Posted on 07-06-16, 07:44 pm
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Death by cuteness
Karma: 6564 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?
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skawo |
Posted on 07-06-16, 08:14 pm
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Karma: 19757 Posts: 417/1100 Since: 04-02-13 |
Correct, as destroying the flagpole would be quite disastrous.
https://www.youtube.com/watch?v=ttoE-cr44AQ |
poudink |
Posted on 02-09-17, 05:21 pm
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Giant Red Paratroopa
Not Edible Karma: 3366 Posts: 218/1447 Since: 02-12-16 |
jnthndrn |
Posted on 01-26-20, 08:21 pm
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Micro-Goomba
@jnthndrn Karma: 25 Posts: 15/18 Since: 01-04-18 |
How do I import the .s asm file?
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RicBent |
Posted on 01-27-20, 03:31 pm
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Mariomaster
Karma: 8528 Posts: 1528/1681 Since: 06-09-12 |
https://nsmbhd.net/thread/1281-how-asm-hacks-are-setup-tutorial/
_________________________ GitHub - Kuribo64 - YouTube |
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