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Posted on 08-06-14, 05:46 pm (rev. 70 by  skawo on 09-20-16, 01:06 pm)


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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.


#Patch descriptionSearch in ROMReplace withOverlay number
1Stop timer5C2042E2002081E55C2042E20000A0E10
2Always play as Luigi5C029F150010A0130010C015
80019F150010A0130010C015
5C029F150110A0130010C015
80019F150110A0130010C015
9
9
3Always play as Mario4C229FE50130A0E3
70219FE50130A0E3
4C229FE50030A0E3
70219FE50030A0E3
9
9
4Screens don't switch even if entrance
is set to do so; lets you control
when the player can use inventory items.
0219C1E3B010C3E1
0209C013B000C111
98009FE5000090E5000050E30100A01300
00A003000050E304D08D120080BD187C00
9FE5B000D0E1020900E2C007B0E10C00001A
0219C1E30000A0E1
0209C0130000A0E1
0000A0E138079FE50010A0E1561C81E224
1081E20000A0E10000A0E10000A0E10020
90E5021191E70F10D1E5011011E20C00009A
54
10
0
0
0
5Disable challenge mode completely000094E5080050E3
3300A0E30010A0E30030C2E5
000094E5FF0050E3
3300A0E30010A0E30000A0E1
8
8
6Make it so that Star Coins appear on the bottom screen quicker641084E5050C84E20110A0E3641084E5050C84E20210A0E354
7Disable the opening cutsceneE5021011E20300001AE5021011E2030000EA9
8Disable the minigame/multiplayer/options buttons
on the title screen.
5C009F150010D015011081120010C015
040093E5520AFEEB
5C009F150010D015011081120000A0E3
040093E50000A0E1
9
9
9Disable the titlescreen cutscene2183E00BB220D2E12183E00B0000A0E1
Not in overlay
10Save anytime (US)3C209FE50010D0E5
9C029FE50210D1E7
0060A0E30060C1E5
3C209FE50110A0E3
9C029FE50310A0E3
0160A0E30060C1E5
8
8
8
11Save anytime (EUR)3C209FE50010D0E5
A0029FE50210D1E7
0060A0E30060C1E5
3C209FE50110A0E3
A0029FE50310A0E3
0160A0E30060C1E5
8
8
8
12Tower Bowser Jr. takes 18 fireballs instead of 80110A0E3103083E20110A0E3083083E2
28
13Groundpounds don't do extra damage to tower Bowser Jr.B818D00148108102
B818D00130108102
9010A013B818C011
9010A0130000A0E1
28
28
14Bahps don't glitch Boos0120A0E3B42AC1E10020A0E3B42AC1E1
71
15Can't scroll overworld maps with L/R0500A0E1017043E0007082E5
0500A0E1017083E0007082E5
0500A0E1017043E00000A0E1
0500A0E1017083E00000A0E1
8
8
16No Dorrie Dip on groundpounds B612C0E1B602D0E1000050E31B00001A010AA0E3 B612C0E1B602D0E1000050E31B00000A010AA0E3
47
17Fix Big Wiggler's Glitch Segment 000000000D00000022000000340000004800
00000000000006000000110000001A00000024000000
000000000A0000001A0000002A0000003C00
000000000000050000000D000000150000001E000000
33
33
181-up from red coins if Player is mini 0100000A040050E30100001A0050A0E3020000EA 0300001A0050A0E3040000EA0000000000000000
54
19Shorten outline coin change delay 010040E2B400C8E1B400D8E1 020040E2B400C8E1B400D8E1
?
20Dorrie Z-Order fix 0C208DE5B0EAD4E1B2CA
0C208DE510208DE51420
00208DE5B0EAD4E1B2CA
00208DE510208DE51420
47
21Fix Giant Springboard Pickup (Deprecated) 0319A0E30030A0E390C185E0022BA0E3 0B1AA0E30030A0E390C185E0022BA0E3
54

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/5.3.0



to



export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) -L$(DEVKITARM)/lib/gcc/arm-none-eabi/4.7.1




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:
Posted on 08-06-14, 07:26 pm
Boomboom
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Can you load unused levels with this? Like 6-Cannon?
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Posted on 08-06-14, 07:46 pm


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Yeah.
Posted on 08-08-14, 02:39 pm
Boomboom
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How do you change these, with desmume's memory viewer?
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Posted on 08-08-14, 07:46 pm


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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.
Posted on 08-09-14, 05:12 pm (rev. 1 by ImageBot on 11-21-16, 03:04 am)
Boomboom
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I used the U rom. Here are some 'results':


World 1-Pipe (not really)


World-6 Cannon (yes really)
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Posted on 08-27-14, 08:18 am
Larry Koopa
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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?
NSMB2: Doki Doki Panic! Edition (Download)/Clone Tag Team 1 + 2 Double Pack (Download)/New Super Mario Advance + Take 2 (Download)
If you wanna break free, you better listen to me. You've got to learn how to see in your fantasy.
Posted on 08-28-14, 01:35 pm
Red Koopa


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Do you know how to stop the timer just in one specific level?
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Posted on 08-28-14, 04:35 pm
Fuzzy

defenetly


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That's not hard: Just read some Level Variables and the timer will be stoped by a small if-operation.


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Posted on 08-29-14, 08:41 am


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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.
Posted on 09-01-14, 08:00 pm


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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.
Posted on 09-02-14, 06:48 am
Larry Koopa
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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?
NSMB2: Doki Doki Panic! Edition (Download)/Clone Tag Team 1 + 2 Double Pack (Download)/New Super Mario Advance + Take 2 (Download)
If you wanna break free, you better listen to me. You've got to learn how to see in your fantasy.
Posted on 09-02-14, 11:43 am


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nmp will not carry over all the files, so I'd recommend an xdelta.
Posted on 09-03-14, 03:54 pm


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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.
Posted on 09-03-14, 05:25 pm
We do what we must because we can

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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?
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Posted on 09-03-14, 06:12 pm


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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.
Posted on 09-03-14, 06:26 pm


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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.
Posted on 09-03-14, 06:31 pm


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Hahah, I never noticed that. It probably CAN be fixed, if you knew where the path data settings were.
Posted on 04-20-15, 03:37 pm


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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.
Posted on 04-20-15, 04:10 pm (rev. 1 by  KingYoshi on 04-20-15, 04:11 pm)
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Er... How do you set those codes in NSMB?
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