Posted on 08-07-16, 10:05 am (rev. 1 by  skawo on 08-07-16, 10:06 am)


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Hey, MeroMero, would you happen to know where the max Mega Mushroom jump height happens to be stored? Mini is at Player + 0xC0, right?
Posted on 08-08-16, 08:19 am (rev. 4 by  KingYoshi on 08-08-16, 02:28 pm)
Fuzz Ball
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Would it be hard to make an ASM Hack that lets you set the width of the (poison) water/lava sprite?
Posted on 08-08-16, 06:34 pm
Birdo


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That'd be neat, esp if you can set the width + height based with a location ID (or paths if you want a freeform size). A way to change the layer would be useful too.
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Posted on 08-08-16, 11:35 pm (rev. 6 by  skawo on 09-14-16, 02:41 pm)


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Junglekusa Retexture Code
repl_02165B74_ov_36: STMFD SP!, {LR} @Copy from here LDR R0, =MODEL ID - 0x83 HERE MOV R1, #0 BL loadFileByExtId_3dModel @...to here and paste before the MOV R0, #1 to add more models MOV R0, #1 LDMFD SP!, {PC} repl_021659A8_ov_36: LDR R0, [R4, #8] LSR R0,R0,#x0x10 AND R0, R0, #0xF @Copy from here CMP R0, #1 LDREQ R0, =MODEL ID - 0x83 HERE @To here and paste after this comment to add more settings. Change the 1 in 'CMP R0, #1' to whatever you want nybble to be set. CMP R0, #0 LDREQ R0, =0x725 BX LR


Uses nybble 8. You can still only have one kind per zone though.
Posted on 08-11-16, 04:05 pm
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Spiked Ball Retexture Code:
@Retexture Normal Spiked Ball repl_0218D220_ov_79: repl_0218D258_ov_79: MOV r0, #0x500 @Default Model ID - 0x83 ADD r0, #0x05D LDR R1, =0x2088BFC LDR R1, [R1] CMP R1, #0x4 @World ID MOVEQ r0, #0x30 @Model ID - 0x83 BX LR @Retexture Large Spiked Ball repl_0218DC8C_ov_79: repl_0218DCC4_ov_79: MOV r0, #0x400 @Default Model ID - 0x83 ADD r0, #0x0BD LDR R1, =0x2088BFC LDR R1, [R1] CMP R1, #0x4 @World ID MOVEQ r0, #0x2F @Model ID - 0x83 BX LR




Allows you to hardcode retextures of large and normal spiked balls based on the world number.
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Posted on 08-11-16, 07:04 pm


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Posted by MeroMero
Bouncing Bricks fix for ASM-template:
repl_021857E4_ov_63: MOV R11, #0x180 @Expansion speed coefficient (originally 0x400) BX LR




Erp. This doesn't actually work; it makes you be launched before the graphics catch up.
Posted on 08-12-16, 09:31 pm (rev. 5 by ImageBot on 11-21-16, 03:22 am)
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Wobble Rock Remodel Code:
repl_02147BCC‬_ov_30: LDRB R0, [R4, #0x8] CMP R0, #0x0 LDREQ R0, =0x4B2 @Copy from here CMP R0, #desired nybble value to use in NSMBe LDREQ R0, =file id of model - 131 @...to here and paste before the "BX LR" to add more models BX LR nsub_02147BFC_ov_30: STMFD SP!, {LR} SUB SP, SP, #4 LDR R0, =0x4B2 MOV R1, #0 BL loadFileByExtId_3dModel @Copy from here LDR R0, =file id of model - 131 MOV R1, #0 BL loadFileByExtId_3dModel @...to here and paste before the "MOV R0, #1" to add more models MOV R0, #1 ADD SP, SP, #4 LDMFD SP!, {PC}




Works on nybbles 11-12.



Red Spinning Platforms Remodel Code:

Remodel code for the Square Spinner:
repl_02187344‬_ov_64: LDRB R0, [R4, #0x8] CMP R0, #0x0 LDREQ R0, =0x5D7 @Copy from here CMP R0, #desired nybble value to use in NSMBe LDREQ R0, =file id of model - 131 @...to here and paste before the "BX LR" to add more models BX LR nsub_0218737C_ov_64: STMFD SP!, {LR} SUB SP, SP, #4 LDR R0, =0x5D7 MOV R1, #0 BL loadFileByExtId_3dModel @Copy from here LDR R0, =file id of model - 131 MOV R1, #0 BL loadFileByExtId_3dModel @...to here and paste before the "MOV R0, #1" to add more models MOV R0, #1 ADD SP, SP, #4 LDMFD SP!, {PC}

To remodel the Triangle Spinner use:
repl_02187028_ov_64: nsub_02187060_ov_64:

To remodel the Rectangle Spinner use:
repl_02186CF8_ov_64: nsub_02186D38_ov_64:



Works on nybbles 11-12.


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Posted on 08-13-16, 07:57 pm (rev. 5 by  MeroMero on 08-14-16, 08:35 am)


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Time Stop:
repl_020AFA80_ov_00: LDRB R1, [R0, #4] LDR R2, =0x20CA850 ANDS R1, R1, #0x80 @Check if Event ID 40 is set LDRB R0, [R2] @Load Freeze Actor bit LDRB R1, [R2, #0x48] @Load Freeze Timer bit ORRNE R0, R0, #4 @If yes set Freeze Actor ORRNE R1, R1, #1 @and Freeze Timer BICEQ R0, R0, #4 @If not unset Freeze Actor BICEQ R1, R1, #1 @and Freeze Timer STRB R0, [R2] @No matter the result STRB R1, [R2, #0x48] @Store both settings LDR R0, =0x208AF3C MOV R1, #0 BX LR repl_020A261C_ov_00: AND R0, R0, #0x22 @Don't check for Freeze Actor bit BX LR repl_02168E70_ov_36: LDRH R0, [R7, #0xC] CMP R0, #0x8C @Check if Actor is Single Event Chainer BNE .Return ADD R5, R7, #0x33C LDRB R4, [R5] @Get Trigger ID LDRB R5, [R5, #1] @Get Target ID CMP R4, #0x28 @Check if Target ID is Time Stop ID BNE .Return LDR R0, =0x208AF3C ADD R6, R0, #4 ADD R9, R0, #0x48 SUB R5, R5, #1 ANDS R7, R5, #0x20 MOVNE R0, R6 LDR R0, [R0] LDR R6, [R6] MOV R8, #1 AND R7, R5, #0x1F MOV R8, R8, LSL R7 ANDS R6, R6, #0x80 @Check if Target ID 40 is set BEQ .Return ANDS R0, R0, R8 @Check if Trigger ID is set BEQ .Return LDR R0, [R9, R5, LSL #2] STR R0, [R9, #0x9C] .Return: MOV R0, #1 BX LR



This ASM Hack will activate only while Event ID 40 is active.
If Event ID 40 is set via a ?-Switch, then actors and timer will be frozen while the ?-Switch is active, and will resume their last action once the ?-Switch effect wears off.
Posted on 08-13-16, 09:05 pm (rev. 1 by  ray on 08-13-16, 09:06 pm)
Roy Koopa


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Holy cow... that was fast. Thank you very much!

Edit: What do I have to change if I want a different trigger ID?
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Posted on 08-13-16, 10:27 pm (rev. 1 by  KingYoshi on 08-13-16, 10:28 pm)
Fuzz Ball
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I don't think you guys have ever posted anything tile behaviour-related, but would it be hard to make a Mushroom/Blue Shell [?]/Brick block? (Like: Mini+Small=>Mushroom; else=>Shell).
Posted on 08-13-16, 10:35 pm
Roy Koopa


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Posted by KingYoshi
I don't think you guys have ever posted anything tile behaviour-related, but would it be hard to make a Mushroom/Blue Shell [?]/Brick block? (Like: Mini+Small=>Mushroom; else=>Shell).


35 04 50 05 is for blue shell only brick just in case you want to have it.
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Posted on 08-14-16, 08:39 am (rev. 1 by  MeroMero on 08-14-16, 08:39 am)


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Posted by ray
What do I have to change if I want a different trigger ID?

I was about to say use Sprite 167, but turns out that it didn't work quite as expected.

So as a result the code was updated and now you can do this:
_if you want this effect but from another trigger ID, you must combine the P/?/!-Switch with Sprite 167 with those settings:
XX 28 00 00 00 20

XX can be any Trigger ID from 0x01 to 0x40, except for 0x28 obviously.

It works on a NDS so you can go wild now.
Posted on 08-14-16, 02:18 pm
Birdo


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What sort of time stop does this do? The sort of stop that happens when you get a powerup?
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Posted on 08-14-16, 02:28 pm


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No, it stops the timer.
Posted on 08-14-16, 08:11 pm
Birdo


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I must be misinterpreting the "freeze actor" thing.
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Posted on 08-14-16, 08:15 pm


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This ASM Hack does both actually, it freeze all the actors AND the timer while Event ID 40 is set, exactly like a Carry-through-wall platform would do (minus the Event ID 40).
Posted on 08-14-16, 10:42 pm


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...Oh, interesting.
Posted on 08-18-16, 09:29 pm
Shyguy


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Idea ASM Pipe Canon different color Green,Red & Yellow
Posted on 08-19-16, 08:26 pm
Micro-Goomba


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Posted by skawo
Decompress the overlays, use hex editor's search function to find the left side and replace with what's on the right.
How do you decompress the overlays
Posted on 08-20-16, 11:05 am
Birdo


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Use the NSMBe build linked in one of the world map editing threads... I think. Unless the bug was fixed in one of the recent builds.
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