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Posted on 07-22-16, 07:17 pm (rev. 10 by  skawo on 03-04-19, 06:02 pm)


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This ASM hack, made by Mariomaster and improved by myself, allows you to put in a Super Mario Allstars-Esque level preview in place of the generic "World X-Y" screen before each level. On top of that, you can put something on the bottom screen as well.

Example:



1. Usage

1. Set up the ASM Hacks template using DevkitARM v41.
2. Copy the "LevelIntros.cpp" and "nsmb.h" files from /source in the downloaded RAR into the template's /source folder and the "symbols.x" into the template's root.
3. Put a ROM in the template folder and open it in NSMBe.
4. Make the preview screens, convert them to ENPG, or (if you're just testing it out) import "Top Screen Template" and "Bottom Screen Template" over some useless files. I suggest adding files to the ROM and using those. Put all the bottom screen files in order.
5. Open LevelIntros.cpp and edit the "enpgAssignment" table by changing the zeroes under appropriate level slots to FileIDs in the rom of the files you just imported. Put in the first worlds' bottom screen file ID on line 104.
6. Insert the code into the ROM by pressing "Run make and insert" on the "Tools/Options" tab in NSMBe.


2. Download

https://www.dropbox.com/s/dn1d3d12cxavbl4/LevelIntros.zip?dl=0

EDIT: If you downloaded the initial version, do redownload; added code to prevent it from crashing if the level doesn't have an assigned File ID.
Posted on 07-22-16, 07:28 pm (rev. 2 by  MeroMero on 07-22-16, 07:32 pm)
Death by cuteness

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Awesome sauce, this is where you realize that Nintendo could have made an even better game if they bothered to put an additional effort, though I won't deny that for its time it was enjoyable.
Posted on 07-22-16, 07:32 pm
Fire Brother
Eugene

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Posted by MeroMero
this is where you realize that Nintendo could have made an even better game if they bothered to put an additional effort.


I already knew that when I saw how good the more detailed NSMBWii and U Tilesets look in NSMBDS, despiting the more limited palettes.

Anyway, when I see images like the one Skawo posted in this thread's first post, I really feel something like: This is the future of NSMB Hacking ^^
Posted on 07-22-16, 07:40 pm


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Added a GIMP template for making the Top Screen enpgs and the font that was used for the example (Newer DS) images.
Posted on 07-22-16, 07:41 pm
Fire Brother
Eugene

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Posted by skawo
Added a GIMP template for making the Top Screen enpgs and the font that was used for the example (Newer DS) images.


Isn't it just this font then?

Posted on 07-22-16, 07:42 pm


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Yeah, I guess.
Posted on 07-23-16, 12:16 am
Roy Koopa
The guy who does things.

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On an unrelated note, why have I never considered the possibility that the labelled "ghost house goo" is ectoplasm?
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 07-23-16, 08:52 am


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¯\_(ツ)_/¯

Seemed obvious to me~
Posted on 07-23-16, 08:53 am
Fire Brother
Eugene

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What will happen to the End Credits's images?
Posted on 07-23-16, 09:04 am (rev. 1 by  skawo on 07-23-16, 09:04 am)


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Why would anything happen? You can add files to the ROM, as I've noted and leave them alone.

By the way, updated code slightly; again.
Posted on 07-23-16, 09:05 am (rev. 2 by  KingYoshi on 07-23-16, 09:05 am)
Fire Brother
Eugene

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O okay. I thought Mariomaster said sometime that this ASM Hack used the Credits's image files.


EDIT:
By the way, updated code slightly; again.

What this time?
Posted on 07-23-16, 09:10 am (rev. 2 by  skawo on 07-23-16, 10:56 am)


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Nothing in particular, really. I forgot to mention that you have to blank the original graphics.

EDIT: Code updated again. Now you no longer have to blank the original graphics.
Posted on 07-23-16, 01:04 pm
Banned for being a complete retard.

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I would like to give my congratulations for this code. The rocket finally is launched. Anyway, is too much for my newbie skills.
Posted on 07-23-16, 05:01 pm
Mariomaster

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Posted by KingYoshi
O okay. I thought Mariomaster said sometime that this ASM Hack used the Credits's image files.


If you don't want to add files to the rom you can use the credits images if you want.
_________________________
GitHub - Kuribo64 - YouTube
Posted on 07-26-16, 02:10 am (rev. 2 by ImageBot on 11-21-16, 03:22 am)
Banned for being a complete retard.

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I'm venturing try replicate the post steps (and sub linked threads steps ...*ufa!*) and I'm happy for reach until step 5 of this post, where my dummy skills block me to continue.

I created a "z" folder (labeled zskawo) and put the two enpg files.

Now I'm stuck. Probable I did or miss something wrong because I didn't get what to do now...

Could you help? For newbies, please?


Posted on 07-26-16, 06:17 am
Roy Koopa
The guy who does things.

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Check the file ID of those new files you made (you can see it at the bottom of the editor's window when the file is selected). Paste file ID for your intended bottom screen image over 'FIRST SUBSCREEN ID HERE', and the file ID for the top screen to whichever level slot you intend on using it for.
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 07-26-16, 09:06 am (rev. 1 by  skawo on 07-26-16, 10:58 am)


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Yep. If that's an US ROM, those files will be IDs 2088 and 2089, so you'll want the bottom line to look like

AssignAndLoadEnpg(2089 + *world);
Posted on 07-26-16, 01:13 pm (rev. 3 by ImageBot on 11-21-16, 03:22 am)
Banned for being a complete retard.

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Ok, I'm very happy to pass through all steps. But I need to agree there had some "jumps of the cat" that was not listed.

But I still have some questions.

1. DS Lazy insists trim the ROM after repack it. The file size goes from 33Mb to near 20Mb. I don't know if it's good. Is it normal?

2. The example works perfectly... For the World 1. After this, all I got is a Dead blue RAM screen, telling this:
- " 02000000 - RAM VIEWER"

I was thinking that was something about the map array in your code, and I complete all 0 (zeros) for ID 2088. But I'm still having dead screen in the others Worlds.




But I'm still getting Dead Blue Screen.
Posted on 07-26-16, 01:23 pm (rev. 2 by  skawo on 07-26-16, 01:26 pm)


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AssignAndLoadEnpg(2089 + *world);

This means it loads file 2090 for World 2, 2091 for World 3, 2092 for World 4, etc. There's no checks for if a file exists, and since it doesn't, it crashes trying to load them. Add more files to the ROM.
Posted on 07-26-16, 02:23 pm (rev. 2 by ImageBot on 11-21-16, 03:22 am)
Banned for being a complete retard.

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IT WORKS!

AAAAHHHH! I'm so happpppyyyy!!!

Suck it Pinet!!! And you said that I will not got it 'cause is not a girl's thing? Are you still installing Microsoft Studio to understand the devkitARM? Ho ho ho!

Thank you Skawo. Thank you very much! You are really a master of what people saying. Thanks for share you knowloge for the World.

And you, Pinet, I suggest you follow the Skawo's instructions on post #49766




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