EarlyBird64 |
Posted on 08-20-16, 11:29 am
|
![]() Karma: -17 Posts: 11/13 Since: 08-15-16 |
Which one I'll look but it would help to tell me
|
Sherry_ |
Posted on 08-20-16, 11:34 am (rev. 2 by Sherry_ on 08-20-16, 11:35 am)
|
Karma: 1430 Posts: 299/355 Since: 05-26-15 |
NSMBe revision 350 works for me.
It should work for you too. |
|
Posted on 08-21-16, 03:04 pm (rev. 1 by
|
Karma: 19802 Posts: 588/1100 Since: 04-02-13 |
Pokey Retexture:
rnsub_0213DBA8_ov_17:
STMFD SP!, {LR}
SUB SP, SP, #4
LDR R0, =0x5CC @ Head
MOV R1, #0
BL loadFileByExtId_3dModel
LDR R0, =0x5CB @ Body
MOV R1, #0
BL loadFileByExtId_3dModel
@Copy from here
LDR R0, =MODEL FILE ID - 0x83 @ Head
MOV R1, #0
BL loadFileByExtId_3dModel
LDR R0, =MODEL FILE ID - 0x83 @ Body
MOV R1, #0
BL loadFileByExtId_3dModel
@to here to add more models
MOV R0, #1
ADD SP, SP, #4
LDMFD SP!, {PC}
repl_0213DB14_ov_17 @ Head Model to use
LDR R0, [R5, #8]
LSR R0, R0, #8
AND R0, R0, #0xF
CMP R0, #0
LDREQ R0, =0x5CC
@Copy from here
CMP R0, #1
LDREQ R0, =MODEL FILE ID - 0x83
@to here to add more models
BX LR
repl_0213DB54_ov_17: @ Body Model to use
LDR R7, [R5, #8]
LSR R7, R7, #8
AND R7, R7, #0xF
CMP R7, #0
LDREQ R7, =0x5CB
@Copy from here
CMP R7, #0
LDREQ R7, =MODEL FILE ID - 0x83
@to here to add more models
BX LR Uses Nybble 10. Jelly Bricks Groundpounding Fix: repl_02185914_ov_63:
STMFD SP!, {R0,R1,LR}
BL getPtrToPlayerActor
LDR R0, [R0, #0x77E]
AND R0, #2
CMP R0, #0
MOVEQ R12, #0x10
MOVNE R12, #0x55
LDMFD SP!, {R0,R1,LR}
BX LR Bug still occurs if an enemy is on the platform. Will maybe tackle that later. |
|
Posted on 08-23-16, 12:00 pm (rev. 1 by ImageBot on 11-21-16, 03:23 am)
|
![]() I AM DERP INCARNATE Karma: 518 Posts: 20/328 Since: 08-20-16 |
Posted by MeroMero Posted by KingYoshi A hack that makes it possible to set the Snake Blocks to act like they do in NSMB2 (not waiting for Mario to move and repeating the path) would be cool ![]() Posted by hamza62240
I was also wondering, could you do something like make snake blocks slippery? ![]() Obligatory upgraded download link on this post! snip When i try to use the looping, this happens: https://www.youtube.com/watch?v=zOISj_M2pvM The snake blocks seem to stray off the path and one of the edges derails completely and stops. This is how it looks like in NSMBe5: Why does this happen???
rip signature
|
|
Posted on 08-23-16, 12:37 pm (rev. 2 by
|
We do what we must because we can
Karma: 5606 Posts: 1185/1430 Since: 06-25-13 |
That happens because your snake is longer than your path. Your snake is 10 blocks long but your start path ist only 8 blocks long, that's why this bug happens. Just make sure your path is as long as your snake. Or set your snake from 10 blocks down to 8.
_________________________ Super Mario Bros. - The New Worlds | Full release Super Mario Castle 2 | Full release Super Mario Castle 3 | Full release My Youtube channel |
|
Posted on 08-23-16, 04:13 pm
|
![]() I AM DERP INCARNATE Karma: 518 Posts: 21/328 Since: 08-20-16 |
Yeah i already figured it out by myself, thanks.
rip signature
|
|
Posted on 08-23-16, 05:50 pm (rev. 4 by ImageBot on 11-21-16, 03:23 am)
|
Karma: 19802 Posts: 597/1100 Since: 04-02-13 |
Tilted Bullet and Banzai Bill Collision and Particles Fix:
repl_02149898_ov_2a:
AND R0, R5, #0x1
CMP R0, #1
MOVEQ R0, #7
MOVNE R0, #5
BX LR
repl_021498A0_ov_2a:
STRB R0, [R6,#0x2BD]
BX LR
repl_02149A1C_ov_2a:
STMFD SP!, {R0-R2}
LDR R0, [R6,#0x8]
AND R0, R0, #0xF
CMP R0, #3
LDMEQFD SP!, {R0-R2}
LDREQB R0, [R6,#0x2BD]
BXEQ LR
CMP R0, #2
LDMLTFD SP!, {R0-R2}
LDRLTB R0, [R6,#0x2BD]
BXLT LR
MOVEQ R0, #0x2000
STREQ R0, [R6,#0x134]
LDMEQFD SP!, {R0-R2}
BEQ 0x2149A38
LDR R1, =NewBillCollisions
CMP R0, #8
LDRLT R0, [R1]
STRLT R0, [R6,#0x140]
LDMLTFD SP!, {R0-R2}
BLT 0x2149A40
CMP R0, #0xA
LDRLT R0, [R1, #0x4]
STRLT R0, [R6,#0x140]
LDMFD SP!, {R0-R2}
B 0x2149A40
repl_02149920_ov_2A:
repl_02149740_ov_2A:
LDR R1, [R6,#0x8]
AND R1, R1, #0xF
CMP R1, #0x4
LDRLT R2, =0x21518C0
BXLT LR
CMP R1, #0x6
LDRLT R2, =NewBanzaiCollisions
BXLT LR
LDR R2, =NewTiltedCollisions
BX LR
repl_02149960_ov_2A:
LDR R1, [R6,#0x8]
AND R1, R1, #0xF
CMP R1, #2
LDRLTB R1, [R6,#0x2BD]
MOVEQ R1, #0
CMP R1, #3
MOVEQ R1, #1
BX LR
repl_02149E98_ov_2A:
LDR R0, [R4,#0x8]
AND R0, R0, #0xF
CMP R0, #2
LDRLTB R1, [R4,#0x2BD]
BXLT LR
MOVEQ R1, #0
BXEQ LR
CMP R0, #3
MOVEQ R1, #1
MOVNE R1, #2
BX LR
repl_021499DC_ov_2A:
LDR R1, [R6,#0x8]
AND R1, R1, #0xF
CMP R1, #0x4
LDRLT R1, [R6,#0x5A4]
BXLT LR
B 0x2149A40
.data
.balign 4
NewBillCollisions:
.word 0x00009000
.word 0x00008000
.balign 4
NewBanzaiCollisions:
.word 0x00000000
.word 0x00000000
.word 0x0001BE00
.word 0x0001E000
.word 0x00930008
.word 0x0000FFFC
.word 0x02098C78
.balign 4
NewTiltedCollisions:
.word 0x00000000
.word 0x00000000
.word 0x0001B000
.word 0x00018000
.word 0x00930008
.word 0x0000FFFC
.word 0x02098C78 ![]() ![]() ![]() |
Asprok |
Posted on 08-23-16, 06:13 pm
|
Passed away in 2017
Karma: 999 Posts: 171/380 Since: 03-04-14 |
Really nice! Would you be able to fix Koopa Paratroopa's annoying hitbox too?
|
|
Posted on 08-23-16, 06:25 pm
|
Karma: 19802 Posts: 598/1100 Since: 04-02-13 |
How is it annoying?
|
Asprok |
Posted on 08-23-16, 06:28 pm
|
Passed away in 2017
Karma: 999 Posts: 172/380 Since: 03-04-14 |
IIRC, it can hurt Mario from above when it's not even touching him. Or am I confused or messing up my memory?
|
|
Posted on 08-23-16, 06:41 pm
|
Karma: 19802 Posts: 599/1100 Since: 04-02-13 |
Dunno, it looks mostly correct to me.
|
|
Posted on 08-25-16, 10:09 am
|
Karma: 19802 Posts: 604/1100 Since: 04-02-13 |
Bullet/Banzai Bill Z-Order setting:
repl_02149530_ov_2A:
LDR R2, [R4,#0x68]
STMFD SP!, {R0,R1}
LDR R1, [R4,#0x8]
LSR R1, #0x8
AND R1, R1, #0xF
MOV R0, #0xF000
MUL R0, R1
ADD R2, R2, R0
LDMFD SP!, {R0,R1}
BX LR |
|
Posted on 08-25-16, 11:06 am
|
![]() I AM DERP INCARNATE Karma: 518 Posts: 34/328 Since: 08-20-16 |
"Z-position"? What the heck is a Z-position in a 2D game?
rip signature
|
|
Posted on 08-25-16, 11:08 am
|
![]() Karma: 2799 Posts: 1777/2091 Since: 06-26-11 |
layer? Anyway, NSMB uses a mixture of the different DS graphics "modes".
|
|
Posted on 08-25-16, 11:13 am (rev. 1 by
|
![]() I AM DERP INCARNATE Karma: 518 Posts: 36/328 Since: 08-20-16 |
Also how did you tilt Bullet Bills like that
rip signature
|
|
Posted on 08-25-16, 11:48 am (rev. 2 by ImageBot on 11-21-16, 03:23 am)
|
Karma: 19802 Posts: 605/1100 Since: 04-02-13 |
Posted by MarioKart7z "Z-position"? What the heck is a Z-position in a 2D game? The setting lets you avoid things like this: ![]() |
|
Posted on 08-25-16, 12:31 pm
|
![]() I AM DERP INCARNATE Karma: 518 Posts: 38/328 Since: 08-20-16 |
So it's just depth... okay then
... but how do you tilt bullet bills
rip signature
|
|
Posted on 08-25-16, 12:37 pm
|
Karma: 19802 Posts: 606/1100 Since: 04-02-13 |
|
Posted on 08-29-16, 08:36 pm
|
Death by cuteness
Karma: 6609 Posts: 565/598 Since: 05-01-13 |
Preview of the next ASM Hack:
Something happened in this video that shouldn't be possible! Can you find it? This is just a glimpse of what's coming, now that the first part is out of the way I can fully concentrate on the second part. Tested on a NDS for good measure. The ASM Code will be posted once it is fully completed. Hint: I already foreshadowed what the ASM Hack would be about in one of my recent posts. |
|
Posted on 08-29-16, 09:10 pm
|
Karma: 19802 Posts: 617/1100 Since: 04-02-13 |
Sadly, I haven't a clue. :l
|