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Posted on 08-18-15, 01:46 pm
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Likely more hardcoded "do not load if MvsL mode" bullshit, so yeah.
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Posted on 08-18-15, 02:50 pm
Fire Snake
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Hm.. okay. I was wondering:

- With the 'unlimited MvsL spriteset' ASM Hack you can use all sprites in MvsL, but some Mario animations won't work.

- With this ASM Hack all Mario animations work and you can use all sprites... except Battle Stars.

Is there something I can do so that all sprites* (including the Battle Stars) and all animations work?

(*It doesn't matter if I won't be able to use the sprites from sprite sets 16:0 to 16:8)
Posted on 08-18-15, 02:52 pm
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'unlimited MvsL spriteset' just means we can choose whatever banks we want, there are still several sprites that don't work in MvsL mode (either by checking for it and refusing to work, or by being incompatible in some way).



You can do whatever you want, with ASM hacking.
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Posted on 08-18-15, 02:59 pm
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Posted by KingYoshi
Sorry for the bump.

In regular MvsL some Mario animations don't work like the slide animation and the climbing-a-vine amimation. Do these things work with this ASM Hack?

That's interesting, 'cause one of the unused multiplayer levels (the unused level 3, I think) has vines in it. That's why it went unused, perhaps…

I could not…
Posted on 08-18-15, 03:19 pm (rev. 1 by  KingYoshi on 08-18-15, 03:22 pm)
Fire Snake
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Okay, but..

repl_02009568: cmp r0, #20 ADDEQ SP, SP, #0x4C LDMEQFD SP!, {R4-R11,PC} MOV R9, #0 bx lr repl_020B39C8: bx lr repl_0209C4E0: bx lr repl_02020738: bx lr repl_020AF9EC: mov R0, #0 repl_020AE018: repl_020AE070: repl_020AE184: repl_020AE1B8: repl_020B39C8: repl_020B3A80: repl_020B3C4C: bx lr


This is the ASM Hack. According to your first post, the first part of the code causes sprite set 16-9 to be unavailable, and some of the other parts remove the code that spawns the Battle Stars. I assume that one of the remaining parts causes all Mario animations to work. (And I guess that the other remaining parts cause all tilesets/backgrounds to work)

Do you remember the meaning of each part of the code? Because then, I can use the 'unlimited MvsL spriteset' ASM Hack and this ASM Hack, without the parts that cause sprite set 16-9 to be unavailable and the Battle Stars not to spawn.
Posted on 08-22-15, 10:50 am
Fire Snake
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Sorry for being impatient, but is anyone going to reply?
Posted on 10-01-15, 01:22 pm
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Posted by KingYoshi
Do you remember the meaning of each part of the code? Because then, I can use the 'unlimited MvsL spriteset' ASM Hack and this ASM Hack, without the parts that cause sprite set 16-9 to be unavailable and the Battle Stars not to spawn.

It doesn't work like that. Those ASM hacks aren't like Lego bricks.


When loading MvsL levels, the game forcefully loads sprite set 16-9. It bypasses the standard sprite bank system and we haven't found where it happens. So instead we hacked around it by ignoring requests to load that specific overlay.


I don't remember what was the deal with the battle star spawning. Maybe it crashes if there are no marker sprites for it to spawn stars. I remember the code looks for those sprites and puts them in a special list.
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Posted on 10-09-15, 02:50 am
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You know, the "race" idea could still work, such as long as the players don't de-sync (both would have to end the level somehow).

Would you mind if I used this code sometime??
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Posted on 10-16-15, 07:16 pm
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what do you want it for?
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Posted on 11-28-15, 08:54 pm (rev. 1 by  KingYoshi on 11-28-15, 08:54 pm)
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Posted by StapleButter
what do you want it for?


I don't think  GreenThunder1337 is going to reply on this. He hasn't been active on NSMBHD since he asked if he could use the code.

About my last post on this thread:
It's a shame that those ASM hacks aren't like Lego bricks. That would make things much easier xD. But still.. each part of the ASM Hack does do something else. If you could edit the first post so that there's a short description at each part of the ASM Hack, which tells what that part does, than it would be (I guess) easier for other ASM Hackers on NSMBHD to find out something to make I was talking about here:

Hm.. okay. I was wondering:

- With the 'unlimited MvsL spriteset' ASM Hack you can use all sprites in MvsL, but some Mario animations won't work.

- With this ASM Hack all Mario animations work and you can use all sprites... except Battle Stars.

Is there something I can do so that all sprites* (including the Battle Stars) and all animations work?

(*It doesn't matter if I won't be able to use the sprites from sprite sets 16:0 to 16:8)


Of course, I understand that there's the possibility noone here wants to spent so much time to find this out for me, but maybe there's many other people too who'd like to be able to make MvsL levels with all of Mario's animations.
Posted on 11-28-15, 11:35 pm
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Posted by StapleButter
what do you want it for?
To make a race-like multiplayer game mode.

I've been trying to figure the code out, figure out what I would even do to prevent de-syncing and so on.

But yeah, if I ever do figure this out, would you mind me using it? With all due credit, of course.
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Posted on 12-24-15, 06:26 pm
Fire Snake
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I guess you're allowed to use it. If you weren't, the code wouldn't be in this thread's first post.
Posted on 12-27-15, 01:06 pm (rev. 1 by  KingYoshi on 12-27-15, 01:08 pm)
Fire Snake
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I finally have the access to two DSs, so I wanted to try this ASM Hack. But unfortunately I don't really get it to work.

I've set the ASM Hack in NSMB, and put it on my two flashcards. I replaced the Ice stage with an area of a Ghost House level (without the Star Coins). But when I tested it, I still got the original Ice stage. There weren't Battle Stars btw, so the ASM Hack does (sort of) work. After that I replaced the Ice stage with the same Ghost House area, but then in 'FS\root\archive\Dat_Ice.narc' instead of in the Level list. When I tested it, I got this screen on both DSs.

What did I do wrong?
Posted on 01-02-16, 06:39 pm
Fire Snake
Eugene

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Sorry for being impatient, but is anyone going to reply?
Posted on 01-06-16, 06:53 pm
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That's a crash

This would normally be a "freeze", and then you can see the crash screen by pressing a secret key combination.
The ASM hack template forces the crash screen to show without the key combination, and adds a RAM viewer. You can toggle between the crash dump and the ram viewer by using Start/Select.

The crash screen gives more info about why the crash screen happened. You can see the registers when the crash happened on the right of the top screen, this can give you info of what function crashed if you look at the PC (Program counter) register, if you look it up on IDA it can give you clues. Bottom screen contains the stack, from it you can kind of see the chain of function calls that led to the crash.

Good luck
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