Posted on 03-10-16, 07:17 pm


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That appears to work.
Posted on 03-10-16, 07:30 pm
Death by cuteness

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Thanks. That indeed gives credence to my suspicion.

According to this thread, overlays 10 and 54 are the 2 predominantly used overlays for the level stuff.

Now the question that need to be answered is why would it work when you apply the ASM-Template as-is then (as I tried), but not when there are loads of ASM mods (as in your case)?
Posted on 03-10-16, 07:39 pm


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Possibly because I hook onto the level loading function?
Posted on 03-10-16, 07:44 pm
Death by cuteness

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Am I correct in assuming you probably needed to do that to get the level preview working?
Posted on 03-10-16, 07:46 pm


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Indeed.
void hook_0200696C() { levelStart = true; } void hook_0200DD94() { if(levelStart == true) { if(timer < 42) { timer++; } else { timer = 0; doIntro(); levelStart = false; } } }
Posted on 03-10-16, 07:49 pm
Death by cuteness

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Then in theory, fixing the problem is only a matter of transposing the code directly into ASM and hooking it in the free space between 0×19C0 and 0×2FFF in arm9.bin.

…Easier said than done.
Posted on 03-10-16, 07:50 pm
Fire Snake
Eugene

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Sorry for interupting the 'Blue shell' thing.

Posted by skawo
If an overlay isn't listed, you have to decompress all overlays and search the entire ROM.


(This quote is from the first post)

Before I start decompressing all overlays one by one, is there a way to decompress all overlays at the same time?
Posted on 03-10-16, 07:53 pm (rev. 2 by  skawo on 03-10-16, 08:09 pm)


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Posted by KingYoshi
Sorry for interupting the 'Blue shell' thing.

Posted by skawo
If an overlay isn't listed, you have to decompress all overlays and search the entire ROM.


(This quote is from the first post)

Before I start decompressing all overlays one by one, is there a way to decompress all overlays at the same time?


No.


And, uh, it turns out it's not the hooks. Hold on, I'll see what it is exactly in a second.

EDIT: It's including nds.h. Kinda can't avoid doing that. I don't know what you mean by that applying a clean template doesn't cause the same issues; it does. I even get this wonderful crash screen to boot;

https://www.dropbox.com/s/r2uexxva96b7jwh/Screenshot%202016-03-10%2021.08.50.png?dl=0
Posted on 03-10-16, 08:13 pm
Death by cuteness

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Hmmm… you know what, I'll try to replicate the level preview but without the ASM-template. I have my own idea on how to achieve that.

Should it work I'll post it there.



About applying a clean template: well at least for me it ran smoothly :/
Posted on 03-10-16, 08:14 pm (rev. 1 by  skawo on 03-10-16, 08:15 pm)


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Well, I mean, clean as in with all the default stuff in. Anything that includes nds.h or nsmb.h will do it.

And that wouldn't help, I'll have to use the template for more stuff later anyway :l
Posted on 03-10-16, 08:29 pm
Death by cuteness

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Posted by skawo
Well, I mean, clean as in with all the default stuff in. Anything that includes nds.h or nsmb.h will do it.

I'm pretty positive that I got it to work and that I wasn't dreaming but I'll try later just to be sure.

Posted by skawo
And that wouldn't help, I'll have to use the template for more stuff later anyway :l

Damn… :/
Posted on 03-11-16, 09:09 pm
Death by cuteness

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So, so, so…

I tried to mesh the Blue Shell patch with the ASM Template a first time, and I indeed got greeted with the RAM Viewer as I tried to move (like you reported earlier).
But before that I extracted arm9 and overlay 10 just in case.

So now that it failed, I re-inserted arm9 and overlay 10, ran a make and insert (in this order) and the Blue Shell code now co-exists with the ASM-Template.
Here's the xdelta patch if you want to test:
Blue Shell+ASM example.xdelta
This ASM-Template also includes a 1coin=1UP .cpp made for testing purposes.
Works on a flashcard, for what it's worth.


But not happy with the results, I decided to try again and apply the ASM-Template on a second ROM with Blue Shell code, and this time it worked on the first attempt without crashing, even though the second ROM was a carbon copy of the first…



So basically the things to try in order are:
_extracting arm9
_re-inserting arm9
_running make clean
_running make and insert
_stubbornly repeat the previous steps until it works


Be warned though, if you get it to work, Blue Shell sliding behavior under the effect of the Starman is slightly messed up when running alongside the ASM-Template, nothing game-breaking though but this needs further investigation on No$GBA Debugger.
Posted on 03-11-16, 09:25 pm (rev. 1 by  skawo on 03-11-16, 09:26 pm)


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Huh, alright. I will do this once the game is complete and all hacks are inserted so it doesn't break again when I add more code.
Posted on 03-16-16, 03:22 am (rev. 1 by  skawo on 03-16-16, 06:58 am)


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Added patch #20

EDIT
Added patch #21, which also crosses off one of that list

1. Giant Springboard Pickup

2. Regular switch w/Bowser Battle

3. Pipe-enter-off-moving-sprite Not ported yet on US version

4. Snow effect restart in the same area CLEAR

5. Balloon Boo "Normal Boo" mode hitbox

6. Giant Swooper's Disappearing Hitbox

7. Shell Mario Roll on D-Pad Down only Doesn't work with the ASM-Template

8. Mini Mario behaves correctly under low gravity Doesn't work with the ASM-Template
Posted on 04-16-16, 03:28 pm
Paratroopa


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Grounded fire piranha plants can't be killed with shells.

Can someone look at this when you have time?
off-topic, is this /\ sentence correct?
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Posted on 04-16-16, 03:40 pm (rev. 1 by  Arctus Platner on 04-16-16, 03:41 pm)
Red Paratroopa
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Posted by Pedroalone
Grounded fire piranha plants can't be killed with shells.

Can someone look at this when you have time?
off-topic, is this /\ sentence correct?


I noticed the same thing with swoopers not being defeated by enemy shells(Beetle, Koopa).

And yes, your sentence appears to be correct.
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Posted on 05-08-16, 05:26 pm (rev. 2 by Sherry_ on 05-08-16, 05:27 pm)


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Posted by skawo/MeroMero
Replace 0x84 of zeroes with the following at offset 0×19C0:

1C002DE9444490E5441480050600000ABC20D0E1463FA0E3030052E1000000
1A444480E51C00BDE86D8B05EABC20D0E1463FA0E3030052E10000001A4444
80E51C00BDE8708B05EA00000000000000001A002DE9BC10D0E1014BA0E314
4084E2460F51E30300001A304084E22C1490E5443490E5012083E0042080E7
1A00BDE8BA8D05EA


Can someone explain this better to me? Much probably is only for me... but I don't understand...

I apologise for my ignorance...

Posted on 05-08-16, 05:28 pm


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It means to replace 132 (0x84) of "0" bytes.
Posted on 05-08-16, 05:57 pm (rev. 2 by Sherry_ on 05-08-16, 06:22 pm)


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Erm, I have to select 132 zeroes and then I paste the code?

If yes... it doesn't work...

EDIT: I have found that the editor paste the code in the second side...
Posted on 06-06-16, 11:42 am


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Move Petey Piranha and Mummypokey bosses to different worlds

There's some absolutely retarded code that deletes Peach if Worlds 2 and 5 are cleared when you enter the boss battles with Mummypokey and Petey Piranha. If this code isn't adjusted and you move the bosses to a different world, this happens if you try battling them again:

https://www.youtube.com/watch?v=q_zleiDDP6Y

Hooray. Here's the fix;

-------
010050E30C00001A7C009FE5 -> 0X0050E30C00001A7C009FE5
040050E30B00001A48009FE5 -> 0X0050E30B00001A48009FE5
-------
010050E30300001A34009FE50010A0E3 -> 0X0050E30300001A34009FE50010A0E3
040050E30200001A20009FE50010A0E3 -> 0X0050E30200001A20009FE50010A0E3
-------
94009FE5200090E5010050E30100000A040050E3 -> 94009FE5200090E50X0050E30100000A0X0050E3

200090E5010050E30100000A040050E31B00001A9F3AFBEB -> 200090E50X0050E30100000A0X0050E31B00001A9F3AFBEB

200090E5010050E30100000A040050E31C00001A0000A0E34571FBEB -> 200090E50X0050E30100000A0X0050E31C00001A0000A0E34571FBEB

200090E5010050E30100000A040050E31C00001A0000A0E3BB6EFBEB -> 200090E50X0050E30100000A0X0050E31C00001A0000A0E3BB6EFBEB

Replace the Xes with the world numbers your relocated bosses appear in. The first two patches go together, so put the Mummypokey boss in the first one and then the Petey boss in the second one.