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Posted on 10-28-13, 07:06 pm
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a
Karma: 1589 Posts: 576/1290 Since: 02-12-13 |
When will you make the videO?
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Posted on 10-28-13, 09:19 pm
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![]() Eugene Karma: 3853 Posts: 212/1160 Since: 11-29-11 |
Posted by hamza62240 When will you make the videO? First, I check where it works and where it doesn't. Second, I'll think which levels are the best to show in the video. Third, I record some levels with DeSmuME. Fourth, Copy, Cut, Paste and make one video to post on YouTube. I already recorded some video's of W1-1 and W3-1 (Cheep Chomp ![]() One of the other levels I'll record is W7-A. |
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Posted on 12-24-14, 03:33 pm (rev. 1 by
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![]() Eugene Karma: 3853 Posts: 352/1160 Since: 11-29-11 |
I'm sorry it took so long.
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Posted on 01-04-15, 05:01 pm
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☭ coffee and cream
Karma: 10582 Posts: 1628/2795 Since: 06-26-11 |
Thierry |
Posted on 01-04-15, 05:47 pm
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この記号は… 解読できないよ…
Karma: 6447 Posts: 1401/2797 Since: 01-17-13 |
We should add it to the beta replica.
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Posted on 01-04-15, 06:40 pm
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Death by cuteness
Karma: 6609 Posts: 192/598 Since: 05-01-13 |
That makes me think, you can already replicate this behavior in-game, sorta.
Normally losing a life should stop the sprites mid-animation, but somehow if you manage to take damage twice within a span of 1 frame, well this happens: Note: Hitting an Amp will always pause then resume the animations, whether you lose a life or not upon taking damage from it. |
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Posted on 01-04-15, 07:02 pm
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![]() Eugene Karma: 3853 Posts: 358/1160 Since: 11-29-11 |
That’s very interesting. I already knew about the Amps, but I didn’t know yet about those other things. Nice found!
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Posted on 01-05-15, 09:17 am (rev. 1 by
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![]() Karma: 2799 Posts: 1234/2091 Since: 06-26-11 |
Another thing about things persisting after death is that the tank boss 'rolling' sound effects continue after you die. Not a graphical thing, but still odd.
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Posted on 07-31-15, 02:16 pm (rev. 1 by
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![]() Eugene Karma: 3853 Posts: 490/1160 Since: 11-29-11 |
Sorry for the bump, but I think that I've useful information to post about the ASM Hack.
Unfortunately there are Flagpole glitches when using the 'noFreeze' ASM Hack. The last two glitches don't matter really much, because it won't happen often that there's an enemy very near to the Flagpole like that Koopa Troopa, and it also won't happen often that the player wants to take an item before jumping on the Flagpole. But that first glitch... I really wanted to use this ASM Hack in my NSMB hack (if I'm ever going to make a full one), but that first glitch looks really weird. It won't freeze the game, but still.. ![]() Does anyone know how to solve this glitch? Or else something to prevent the player from finishing a level with a Mega Mushroom? -- EDIT: The Mega Mushroom glitch is also at Boss battles. http://youtu.be/LomgOkMyBqI http://youtu.be/QxX3k6L2iWM |
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Posted on 08-01-15, 02:42 am
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![]() The guy who does things. Karma: 12764 Posts: 1859/2796 Since: 07-01-11 |
Posted by KingYoshi But that first glitch... I really wanted to use this ASM Hack in my NSMB hack (if I'm ever going to make a full one), but that first glitch looks really weird. It won't freeze the game, but still.. ![]() Well, in the NSMB Beta, levels ended with just Mario walking off screen. You could do that, but the power down sound effect will still play. 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. |
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Posted on 08-06-15, 01:45 pm
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![]() Eugene Karma: 3853 Posts: 499/1160 Since: 11-29-11 |
Posted by MarioFanatic64 Well, in the NSMB Beta, levels ended with just Mario walking off screen. You could do that, but the power down sound effect will still play. Hm.. Yeah, I could do that. I'll think about it. Thanks for the tip anyway. ![]() Also, I just saw that this glitch also happens at the Coop experiment of Dirbaio and StapleButter. (See 2:18 at the video in the first post.) Of course this won't be coincidence. |
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Posted on 06-21-16, 07:22 pm
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![]() Eugene Karma: 3853 Posts: 836/1160 Since: 11-29-11 |
I was wondering if someone who's good in ASM Hacking would want to take a look at code of the noFreeze ASM Hack for me, since there are some glitches when reaching the flagpole/beating the boss. Maybe it'd be possible to make something that disables the ASM hack in these events.
Thanks in advance. |
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Posted on 06-21-16, 11:08 pm (rev. 10 by
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Death by cuteness
Karma: 6609 Posts: 415/598 Since: 05-01-13 |
repl_0209DC30_ov_00:
BX LR @Prevent almost all Actors from freezing upon level completion
repl_0218EAB8_ov_76:
BX LR @Prevent Actor 210 (Carry-through-wall platform) from pausing the remaining actors
repl_0218E6F8_ov_76:
LDR R1, =0x20CA880
MOV R2, #0
STRB R2, [R1, #0x18] @Prevent the timer from pausing when Actor 210 is acting
ADD R1, R4, #0x500
BX LR
repl_0211FDDC_ov_0A:
MOV R1, #1
STRB R1, [R0] @Prevent particles from being frozen on power-change (on load)
MOV R1, #0x28
BX LR
repl_021207F4_ov_0A:
MOV R1, #1
STRB R1, [R0] @Prevent particles from being frozen on death
ADD SP, SP, #4
BX LR
repl_0211F904_ov_0A:
STMFD SP!, {LR}
BL .CheckLevelClear
LDMEQFD SP!, {PC} @If the level is cleared this patch will prevent a glitch when Mega
LDR R4, =0x203A784
LDR R4, [R4]
LDR R4, [R4, #0x2F8]
ADD R4, R4, #0x760
LDR R1, [R4, #0x4C]
CMP R1, #0 @Check if a power change is happening
ADDEQ PC, PC, #0x1C @If not return
LDR R1, [R4, #8]
CMP R1, #0x2000 @Check if Mario is above his Super height (Mega)
MOVGT R1, #0x2000
STRGT R1, [R4, #8] @If he is make him 'Super Mario' height instantly
MOVGT R1, #0
STRGT R1, [R4, #0x4C] @Prevent flagpole-stalling when Mega-Mario powers down (this one may be not needed)
ADDGT R4, R4, #0x400
STRGTB R1, [R4, #0x57] @Prevent flagpole-stalling when Mega-Mario powers down (this one is a must)
LDMFD SP!, {PC}
repl_0211F974_ov_0A:
STMFD SP!, {LR}
LDR R0, =0x203CF80
MOV R4, #1
STRB R4, [R0] @Prevent particles from being paused on power-change (afterwards)
BL .CheckLevelClear
LDMEQFD SP!, {PC}
LDR R4, =0x203A784
LDR R4, [R4]
LDR R4, [R4, #0x2F8]
ADD R4, R4, #0x760
MOV R1, #0
STR R1, [R4, #0x4C] @Drop power-change 2nd phase remaining frames to 0
ADD R4, R4, #0x400
STRB R1, [R4, #0x57] @Drop power-change 1st phase remaining frames to 0
LDMFD SP!, {PC}
repl_0211F92C_ov_0A:
repl_021207B8_ov_0A:
MOV R0, #0
BX LR
repl_0212C13C_ov_0B:
MOV R1, #0
BX LR
.CheckLevelClear:
STMFD SP!, {LR}
LDR R0, [R0]
LDR R4, =0x20CA2C0
LDR R4, [R4]
CMP R4, #0 @Check if level is not cleared (flag is 0x100 when the level is completed)
MOVEQ R0, #0 @If true then apply the no-freeze patch
LDMFD SP!, {PC} |
Sherry_ |
Posted on 06-22-16, 09:46 am
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Karma: 1430 Posts: 284/355 Since: 05-26-15 |
There's just one thing I do not understand...
I should first apply the first ASM-hack and then this, or directly only this? |
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Posted on 06-22-16, 09:59 am
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Death by cuteness
Karma: 6609 Posts: 416/598 Since: 05-01-13 |
Just the one you see in my post above, and you're set.
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Posted on 06-27-16, 06:29 pm (rev. 1 by
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Death by cuteness
Karma: 6609 Posts: 436/598 Since: 05-01-13 |
Code edited by adding a function to prevent freezing when Mario stands on a Carry-through-wall platform (Sprite 256).
But… it's just a BX LR! Well, it voids the original operation which was a ORR R2, R2, #1. The #1 needed to be a #0 but ORR Rx, Ry, #0 is the same as doing MOV Rx, Ry and if Rx=Ry then it's the same as doing nothing. |
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Posted on 06-28-16, 07:19 pm (rev. 2 by
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Death by cuteness
Karma: 6609 Posts: 437/598 Since: 05-01-13 |
Code updated:
_timer doesn't halt when Actor 210 is in action; _particles doesn't freeze anymore on power-change; _particles doesn't freeze anymore on death; *Well, nope. Either you load the original animation that come with Sprite 256, or you load the power-change animation but you can't have both. Might as well stick to original animation, because the power-change animation makes the Sprite 256 glitch a little. |
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Posted on 07-31-16, 12:40 pm (rev. 1 by
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Death by cuteness
Karma: 6609 Posts: 501/598 Since: 05-01-13 |
Update:
_now Actors don't freeze upon level completion There are 2 exceptions for this as far as I noticed: _Actors 254 to 256 (Spin Blocks) _Actor 67 (Star Coins) Sadly the code that makes those actors stop spinning is also the same that allows the "Mario clear" message and the Timer->Score conversion to kick in. If you change that part of the code to make the Star Coin and the Spin Block continue spinning, the "Mario clear" message will never appear nor will the timer go down, trapping Mario in the level until you reset the game. Interesting case: _Actor 235 (Large Flamethrower) actually switches off permanently upon level completion, rather than freezing. |
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Posted on 07-31-16, 02:50 pm (rev. 1 by
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![]() Eugene Karma: 3853 Posts: 918/1160 Since: 11-29-11 |
Posted by MeroMero Interesting case: _Actor 235 (Large Flamethrower) actually switches off permanently upon level completion, rather than freezing. I think that's because large Flamethrowers were used in a Bowser Jr. Battle. EDIT: Changed the thread's name. |