Posted on 10-01-16, 12:46 pm
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Could you make a hack that makes the quicksand animations apply for another tileset slot of choice
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Posted on 10-01-16, 12:55 pm (rev. 1 by  MarioFanatic64 on 10-01-16, 12:58 pm)
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http://nsmbhd.net/thread/3107-tileset-animations-hack/
Unless you need 3D tiles (go-behind) specifically, in which case, this post is pointless.
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Posted on 10-01-16, 01:11 pm
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I already read that thread, LOL, but
Posted by MarioFanatic64
Unless you need 3D tiles (go-behind) specifically, in which case, this post is pointless.

^ that was my main concern about that hack
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Posted on 10-01-16, 02:14 pm


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Why would you want that, anyway? All the modern NSMBs put Mario in front of the quicksand so you can see him.
Posted on 10-01-16, 02:36 pm
この記号は… 解読できないよ…


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He wants to have animated go-behind tiles, simple as that.

He decided to rely on the quicksand animation for that, however that would require having it in more tilesets than one.
Posted on 10-01-16, 05:32 pm
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Posted by Thierry
He wants to have animated go-behind tiles, simple as that.

I don't just want that, i want to have the quicksand itself in another tileset slot, 'cause i have 2 different desert tilesets. 1 contains the beta desert tiles, the other has an oasis kinda thing
(you can find both tilesets in the "Edited NSMB Tilesets" thread)
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Posted on 10-01-16, 05:52 pm


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Then use the tileset animations hack. It'll be better, anyway.
Posted on 10-01-16, 05:55 pm
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Posted by skawo
Then use the tileset animations hack. It'll be better, anyway.

Oh. Well i guess i'll get an opportunity to copy the jyotyu tile behaviours into the overlay 0 backup, then
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Posted on 10-03-16, 10:39 am
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skawo you publish the ASM for the giants goombas and koopas?
Posted on 10-03-16, 10:39 am (rev. 1 by  skawo on 10-03-16, 11:26 am)


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No, mico I not

Blue Koopas do not spawn powerups:
repl_020DDF2C_ov_0A: BL 0x20DDFAC BX LR nsub_020DDE70_ov_0A: B 0x20DF754
Posted on 10-03-16, 01:01 pm
I Am Not Inteligent

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Whoa, thank you very much for that! But I have question: is it still possible to get the power-up by groundpounding the blue Koopa Troopa or its shell?

I could not…
Posted on 10-03-16, 01:08 pm


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No.
Posted on 10-03-16, 07:59 pm
Fuzzy
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Wait why would you disable the power up, that defeats the purpose of the blue koopa
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Posted on 10-03-16, 08:17 pm (rev. 1 by RicBent on 10-03-16, 08:24 pm)
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Then you have a 3rd Koopa Color without the item unbalancing the difficulty of a the level.
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Posted on 10-03-16, 08:39 pm (rev. 1 by  Ndymario on 10-03-16, 08:39 pm)
Fuzzy
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Guess I didn't think of that
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Posted on 10-08-16, 06:10 pm (rev. 3 by  skawo on 10-09-16, 11:13 am)


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nvm
Posted on 10-09-16, 07:22 am
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Posted by skawo
Swinging Rope on Line Movement Speed Setting:
repl_02187EB0_ov_61: STMFD SP!, {R1, R2, LR} LDR R0, [R4, #8] LSR R0, #0xC AND R0, R0, #0xF CMP R0, #0 MOVEQ R0, R4 LDMEQFD SP!, {R1, R2, PC} MOV R1, #0x200 MUL R1, R0 LDR R2, [R4, #0x56C] LDR R0, [R4, #8] LSR R0, #0x8 ANDS R0, R0, #0xF SUBNE R2, R1 ADDEQ R2, R1 STR R2, [R4, #0x56C] MOV R0, R4 LDMFD SP!, {R1, R2, PC}

Nybble 9. 0 is default speed, each subsequent value adds 0x200 units to speed.

Didn't you already post something like this?
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Posted on 10-09-16, 09:48 am


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Not that I recall. But perhaps?
Posted on 10-09-16, 10:07 am
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Posted by skawo
Not that I recall. But perhaps?

Here was the post
Posted by skawo
Track Controlled Swinging Rope Speed Adjustment Nybble:
repl_02187EB0_ov_61: STMFD SP!, {R1, R2, LR} LDR R0, [R4, #8] LSR R0, #0xC AND R0, R0, #0xF CMP R0, #0 MOVEQ R0, R4 LDMEQFD SP!, {R1, R2, PC} MOV R1, #0x200 MUL R1, R0 LDR R2, [R4, #0x56C] LDR R0, [R4, #8] LSR R0, #0x8 ANDS R0, R0, #0xF SUBNE R2, R1 ADDEQ R2, R1 STR R2, [R4, #0x56C] MOV R0, R4 LDMFD SP!, {R1, R2, PC}


Uses nybble 9 (counting from 1). Higher = faster.

I checked the code between the 2 posts and it's EXACTLY the same
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Posted on 10-09-16, 11:13 am


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yay.
That'll show me to not add the patches to the first post.