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Posted on 09-08-11, 08:42 am
Super Mario
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Sometimes when the powerup that comes out of the block is crushed, it makes poof. Not sure if it's the same poof as the one you're getting, haven't checked it myselv.
Posted on 09-08-11, 02:42 pm
Roy Koopa


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Nope El and I already tested it, its different. And the poof has less more frames than the real poof. It is a bit purple, too.
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Posted on 09-08-11, 10:55 pm
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Posted by ray
Nope El and I already tested it, its different. And the poof has less more frames than the real poof. It is a bit purple, too.


Yup. Wait, purple? I don't remember it being purple... I though there were just white with some grey.

Maybe some boss/rare enemy graphics?
Posted on 09-09-11, 04:28 am
Roy Koopa


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I mean the fake poof At the top its a bit purple^^
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Posted on 09-10-11, 04:40 am
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Posted by ray
I mean the fake poof At the top its a bit purple^^


It's not purple, unless I'm blind... I need a screenshot.
Posted on 09-10-11, 04:32 pm
Roy Koopa


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Haha, sorry. Wrong memories It's a bit RED

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Posted on 09-10-11, 10:24 pm
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Do you know if it will change color depending on tilesets/background?

And btw: I would like to know how to find the sprite data used of sprites spawned during the execution of the game. This will help me make sprite 83 more usable and useful.
Posted on 09-19-11, 09:29 pm
Super Mario
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http://mibpaste.com/FylNIn.

Place it in a .s file and compile it with the same template as the tile hack.
U rom only.

Sprite data is marked in the "Settings" print. It's only the 4 last bytes of the sprite data. Activators are handled differently, I still dont know where/how.
Posted on 09-20-11, 03:15 am
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Template?
Do you mean, rename the code to print.s, and replace the one in the tilemod, or create a file called template.s and stick it somewhere, or something else?

I don't understand what you mean by "same template".
Posted on 09-20-11, 07:27 am (rev. 1)
Porcupo
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I think Dirbaio wants you to save it as a .s file and put it in the source folder. Remove the tile hack code and compile. Insert into nsmb and run with NO$GBA.

EDIT: By the "tile hack code" I mean the .c file. Also I do not think that desmume will print those messages (I think those messages are part of NO$GBA for debugging homebrew). I may be wrong though.
Posted on 09-20-11, 06:54 pm (rev. 1)
Super Mario
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Get the tile hack, delete everything in the source folder and place a file named "print.s" or something.s and place it in the source folder. Then compile

EDIT: These print calls work either on no$gba debugger (you'll see the debug console window) OR in latest revisions of DeSmuME (everything's sent to stdout)
Posted on 09-20-11, 11:32 pm
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Oh cool!
So, all the files in the "source" folder get blindly compiled. I get it now.
This will make it easier for other people to create ASM hacks and insert them into NSMB then.
Posted on 09-21-11, 03:40 pm
Super Mario
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Yeah. My intention is to create a "template project folder" so that people can compile their hacks easily.

The tile hack template is mostly done, but there are things I don't like yet. For example the arenaoffs.txt (it's an offset required for the editor to make extra room in the RAM to place the code, I want the editor to autodetect it)...

Once everything's OK I'll release the "Official ASM hacking template"
Posted on 09-22-11, 01:07 am
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Wait, how do I compile and insert it? the ASM buttons in NSMBe are confusing.
Posted on 09-22-11, 01:10 am
Fuzzy
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Just press the Make and Insert button, and you're done! Your ROM has to be in the same folder as the "source" folder for this to work.
Posted on 09-22-11, 05:03 am (rev. 3)
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I don't see a command line window open!
It compiled and inserted, but when I run it in DeSmuME 0.9.7, and a release build of the latest rev I made in VS 2008, I don't see it.
What do I do wrong?

EDIT: I got output to work, but there's no stdout commands working.
Here's what I did:
Downloaded and installed devkitpro with devkit arm, and all nds stuff (excecpt example code)
Then, I placed an nsmb rom in the same directory as the "source" folder, and the makefile.
I put Dirbaio's spritedata code into a file named "spritedata.s" and deleted everything in the "source" folder, and pasted "spritedata.s" into it.
I opened NSMBe and loaded the nsmb rom. I then ran "Make and Insert". I don't know how to tell if it failed to insert or not, but I didn't see any obvious error.
Then, I ran desmume through cmd and enabled the output window, which printed the output. I loaded the nsmb rom, and went to level 1-1 unmodified, and I didn't see any spritedata spitting out.

What went wrong?

EDIT2:
I have NO$GBA debugger, so how do I enable the debug window? there's too much to the debugger version.

EDIT3: I re-maked and inserted with "print.s" in the source folder now. Still couldn't get it to work in Desmume or no$gba (I don't think I know how to use no$gba debugger. )

Posted on 09-22-11, 01:36 pm
Super Mario
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Try the dev+ build. I don't know if the normal build has nocashPrint support.

Posted on 09-22-11, 11:08 pm (rev. 1)
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I did. I tried all builds. Dev+ that came with 0.9.7, 0.9.7 release, and my build of the revision 4094. They all didn't work.

EDIT:
Works now. I forgot to put the code in the .s file.
Doesn't work in DeSmuME, but it works in No$GBA debugger version. Thanks Dirbaio.
Posted on 09-22-11, 11:10 pm
Fuzzy
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Posted by ELMario
I have NO$GBA debugger, so how do I enable the debug window? there's too much to the debugger version.

It's called Debug Messages and is under the Window menu.
Posted on 09-22-11, 11:26 pm (rev. 2)
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Dirbaio, is something wrong with your code?
Because, the Class ID it reports on the title screen include: 143, event controllers, and other various enemies...

EDIT: Nevermind. I forgot they're hex.

EDIT: Thank you so much Dirbaio! I can see the sprite with sprite 83's class id being created.
Interesting values....
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