skawo |
Posted on 08-06-14, 05:46 pm (rev. 72 by ItzTacos on 02-27-24, 05:55 pm)
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Karma: 19807 Posts: 34/1100 Since: 04-02-13 |
Well, it wouldn't make sense to post a separate thread for each and every patch, so instead I'll collect them here.
These patches should apply to both EUR and US versions, unless stated otherwise. I. Direct ROM patches How to apply Using an older (r356 seems to work) revision of NSMBe, decompress the overlay specified in the last column of the table. Extract it out of the ROM. Then, using a hex editor, search for the values in the "Search in ROM" column one line at a time. Replace them with values in the "Replace with" column. Once done, save, and import back into the ROM using NSMBe. If an overlay isn't listed, you have to decompress all overlays and search the entire ROM.
Zoom Sprite does not die on Level Completion (by Skawo) Decompress and open Overlay 10. Go to 0x58E90 Replace 7C8F09027C8E0902 -> 7C8F0902E07F0D023C Sprite 255 scrolls horizontally instead of vertically (by MeroMero) Open up arm9.bin Replace 0x84 of zeroes with the following at offset 0×19C0: 1C002DE9444490E5441480050600000ABC20D0E1463FA0E3030052E1000000 1A444480E51C00BDE86D8B05EABC20D0E1463FA0E3030052E10000001A4444 80E51C00BDE8708B05EA00000000000000001A002DE9BC10D0E1014BA0E314 4084E2460F51E30300001A304084E22C1490E5443490E5012083E0042080E7 1A00BDE8BA8D05EA Decompress and open Overlay 54 At offset 0×11F5C replace 44148005 with 8774FAEA At offset 0×128EC replace 142480E5 with 3772FAEA Always load Boss Victory Music (by MeroMero) Decompress overlay 0; Go to offset 0×1495C (US) or 0×13FB4 (EU); Replace 0100A0031EFF2F01 with 0100A0E31EFF2FE1; Star Coins are worth 4000 points (as in NSMB Wii onwards) (by MeroMero) Decompress overlay 54 Go to offset 0×244C (US) or 0×21D0 (EU) Change 04 into 06 4-1 secret exit path fix (by MeroMero) Open w4_move.nsbca located in the map folder Go to offset 0×750 and change the 25th consecutive 02 80 into 01 80 Change World Unlock Order Boss Damage Table Tempo hacks Sinking Snow Pile Works with Length 0 Keep Events between areas Blooper and Flame Chomp projectiles die upon collecting flagpole Slopes and Tightropes can coexist Mini Mario isn't heavy in low-gravity Move Petey and Mummypokey to different worlds Improved Blue Shell II. ASM Template Patches How to apply: 1. Set up the ASM Hacks template using DevkitPRO. 2. Open up "Makefile" in a text editor and change this line: export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) -L$(DEVKITARM)/lib/gcc/arm-none-eabi/X.X.X Replace the "X.X.X" with whatever version your installed devkit has. Find this out by going to C:\devkitPro\devkitARM\lib\gcc\arm-none-eabi\ or whatever location you installed devkit to. 3. Make a file with extension .s in the "source" folder. Paste the code copied from this topic there. 4. Put a ROM in the template folder and open it in NSMBe. 5. Insert the code into the ROM by pressing "Run make and insert" on the "Tools/Options" tab in NSMBe. Wavy backgrounds don't require water Improved Blue Shell Mini Mario isn't heavy in low-gravity Pipe fix Giant Swooper collision fix Balloon Boo Regular Boo mode collision fix Giant Springboard fix Glitched Starman fix Mini Mushroom can go through half-tile gaps Buzzies and Roof Spinies can't go through half-tile gaps Ice Snake improvement Star Coins are worth 4000 points Clone Player Fixes Improved Red Coins Podoboo Graphics Flip on the way down Podoboo Jump Timing Nybble Quick Star Coins Goomba and Koopa Troopa retexture Include setting to freeze Timer per View NSLU physics for Luigi Red Coin Ring Remodel Code X/Y Tracking and Event Activated Midway Point Red Coin Ring Retexture Code Junglekusa Retexture Code Spiky Ball Retexture Code Wobbling Rock Retexture Code Time Stop Pokey Retexture Code Jelly Bricks Groundpound Fix Tilted Bullets Collision Fix Bullets layer nybble Choose which actors to spare on level completion Always load the correct boss particles if necessary Choose which levels load boss music Buzzies can hit Grounded Piranhas Track Controlled Swinging Rope Speed Adjustment Nybble Grounded Venus Traps can be killed by shells X Scrolling JungleKusa Cloud Platform Retexture Code Snow Effect Retexture Code Unused Spinning Log Improvements Select Jyotyu Palette Darkness Setting Other useless notes: |
Hiccup |
Posted on 08-06-14, 07:26 pm
|
Birdo
Karma: 2789 Posts: 960/2091 Since: 06-26-11 |
Can you load unused levels with this? Like 6-Cannon?
|
skawo |
Posted on 08-06-14, 07:46 pm
|
Karma: 19807 Posts: 35/1100 Since: 04-02-13 |
Yeah.
|
Hiccup |
Posted on 08-08-14, 02:39 pm
|
Birdo
Karma: 2789 Posts: 964/2091 Since: 06-26-11 |
How do you change these, with desmume's memory viewer?
|
skawo |
Posted on 08-08-14, 07:46 pm
|
Karma: 19807 Posts: 36/1100 Since: 04-02-13 |
Paste the address into the box, press GO, then change the value. The last number of the address indicates which one it is in the row.
|
Hiccup |
Posted on 08-09-14, 05:12 pm (rev. 1 by ImageBot on 11-21-16, 03:04 am)
|
Birdo
Karma: 2789 Posts: 965/2091 Since: 06-26-11 |
I used the U rom. Here are some 'results':
World 1-Pipe (not really) World-6 Cannon (yes really) |
MarioFanatic64 |
Posted on 08-27-14, 08:18 am
|
Roy Koopa
The guy who does things. Karma: 12749 Posts: 1544/2796 Since: 07-01-11 |
Posted by skawo Stop timer: I could use this in the future, but I'm a bit of an idiot. Is it possible someone could put this in an .xdelta patch? 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. |
Baby Bowser |
Posted on 08-28-14, 01:35 pm
|
Red Koopa
Karma: 331 Posts: 94/131 Since: 05-11-13 |
Do you know how to stop the timer just in one specific level?
_________________________ I'm out of Hacking. Of ALL HACKING... I don't know how long, but there are so many reasons why I have no time to be here for a (long) while or to hack some game sry guys... |
RicBent |
Posted on 08-28-14, 04:35 pm
|
Mariomaster
Karma: 8573 Posts: 393/1681 Since: 06-09-12 |
skawo |
Posted on 08-29-14, 08:41 am
|
Karma: 19807 Posts: 58/1100 Since: 04-02-13 |
Posted by MarioFanatic64 Posted by skawo Stop timer: I could use this in the future, but I'm a bit of an idiot. Is it possible someone could put this in an .xdelta patch? You'd need to give me a patch to make the ROM into the one you've edited first to do that. Or, if you want to patch a new rom, I'd need to know which one it is. |
skawo |
Posted on 09-01-14, 08:00 pm
|
Karma: 19807 Posts: 61/1100 Since: 04-02-13 |
Well, added a patch to make it so the screen doesn't switch when you check the "display on bottom" option, so you can use it as inventory prevention.
But, not sure how to make the item also be greyed out. You can't get it, but it still appears colorful. I found when the check for this is done, just not sure how to rewire it into activating anyway. |
MarioFanatic64 |
Posted on 09-02-14, 06:48 am
|
Roy Koopa
The guy who does things. Karma: 12749 Posts: 1554/2796 Since: 07-01-11 |
Posted by skawo You'd need to give me a patch to make the ROM into the one you've edited first to do that. Or, if you want to patch a new rom, I'd need to know which one it is. Well you seem like a dependable guy, so if you'd like me to I can send you a patch of my ROM. Just a .nmp will do, right? 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. |
skawo |
Posted on 09-02-14, 11:43 am
|
Karma: 19807 Posts: 62/1100 Since: 04-02-13 |
nmp will not carry over all the files, so I'd recommend an xdelta.
|
MeroMero |
Posted on 09-03-14, 03:54 pm
|
Death by cuteness
Karma: 6589 Posts: 119/598 Since: 05-01-13 |
Sorry skawo, I'm stealing your thunder here.
World progression follows sequential logic Decompress overlay 8 and edit those bytes: W2 always goes to W3 :
change 03 to 02 at address 0×2008
W3 always goes to W4 :
change 04 to 03 at address 0×2010
W5 always goes to W6 :
change 06 to 05 at address 0×2028
W6 always goes to W7 :
change 07 to 06 at address 0×2030 For US rom only. |
Arceus |
Posted on 09-03-14, 05:25 pm
|
We do what we must because we can
Karma: 5569 Posts: 754/1426 Since: 06-25-13 |
Posted by Sharks Sorry skawo, I'm stealing your thunder here. World progression follows sequential logic Decompress overlay 8 and edit those bytes: W2 always goes to W3 :
change 03 to 02 at address 0×2008
W3 always goes to W4 :
change 04 to 03 at address 0×2010
W5 always goes to W6 :
change 06 to 05 at address 0×2028
W6 always goes to W7 :
change 07 to 06 at address 0×2030 For US rom only. Can u please write the exact adress? I cannot find it But you meant overlay9_8 with "overlay 8", right? _________________________ Super Mario Bros. - The New Worlds | Full release Super Mario Castle 2 | Full release My Youtube channel Best friends forever |
skawo |
Posted on 09-03-14, 06:12 pm
|
Karma: 19807 Posts: 63/1100 Since: 04-02-13 |
Posted by Sharks Sorry skawo, I'm stealing your thunder here. World progression follows sequential logic Decompress overlay 8 and edit those bytes: W2 always goes to W3 :
change 03 to 02 at address 0×2008
W3 always goes to W4 :
change 04 to 03 at address 0×2010
W5 always goes to W6 :
change 06 to 05 at address 0×2028
W6 always goes to W7 :
change 07 to 06 at address 0×2030 For US rom only. Hey, that's cool. Hopefully the world progression tilemap's easily editable, too. |
MeroMero |
Posted on 09-03-14, 06:26 pm
|
Death by cuteness
Karma: 6589 Posts: 120/598 Since: 05-01-13 |
Posted by Arceus
Can u please write the exact adress? I cannot find it But you meant overlay9_8 with "overlay 8", right? Yes I meant overlay9_8, but you have to use older revisions of NSMBe to decompress the overlay because the button is broken on later versions (use r356, this is what I use). Overlay 8 is 139,360 bytes once decompressed. The addresses are indeed the correct ones, but this is true only when the overlay is decompressed Posted by skawo
Hey, that's cool. Hopefully the world progression tilemap's easily editable, too. That make me think of something ! I wonder if Mario's movements on the map are changeable too, especially to fix that glaring movement mistake on World 4 map when Mario take the route between W4-1 and the secret green Toad House, if you see what I mean. |
skawo |
Posted on 09-03-14, 06:31 pm
|
Karma: 19807 Posts: 64/1100 Since: 04-02-13 |
Hahah, I never noticed that. It probably CAN be fixed, if you knew where the path data settings were.
|
skawo |
Posted on 04-20-15, 03:37 pm
|
Karma: 19807 Posts: 132/1100 Since: 04-02-13 |
Added two patches: one raises the amount of fireballs you have to shoot Bowser Jr. with for him to die to 18 (just like in NSMBW). The other makes groundpounds do the same amount of damage as normal jumps; not complete, as he still dies if you first do a jump and then groundpound.
May do the first patch for all the bosses if I decide it'd be a good idea to use in Newer DS or if someone would want those patches. |
KingYoshi |
Posted on 04-20-15, 04:10 pm (rev. 1 by KingYoshi on 04-20-15, 04:11 pm)
|
Fire Snake
Eugene Karma: 3810 Posts: 382/1156 Since: 11-29-11 |
Er... How do you set those codes in NSMB?
|