Posted on 08-20-16, 11:29 am
Micro-Goomba


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Which one I'll look but it would help to tell me
Posted on 08-20-16, 11:34 am (rev. 2 by Sherry_ on 08-20-16, 11:35 am)


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NSMBe revision 350 works for me.
It should work for you too.
Posted on 08-21-16, 03:04 pm (rev. 1 by  skawo on 08-21-16, 03:04 pm)


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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)
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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???
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Posted on 08-23-16, 12:37 pm (rev. 2 by  Arceus on 08-23-16, 12:39 pm)
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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.
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Posted on 08-23-16, 04:13 pm
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Yeah i already figured it out by myself, thanks.
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Posted on 08-23-16, 05:50 pm (rev. 4 by ImageBot on 11-21-16, 03:23 am)


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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





Posted on 08-23-16, 06:13 pm
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Really nice! Would you be able to fix Koopa Paratroopa's annoying hitbox too?
Posted on 08-23-16, 06:25 pm


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How is it annoying?
Posted on 08-23-16, 06:28 pm
Passed away in 2017

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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


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Dunno, it looks mostly correct to me.
Posted on 08-25-16, 10:09 am


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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

Works with Nybble 10. Higher values = higher Z-position.
Posted on 08-25-16, 11:06 am
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"Z-position"? What the heck is a Z-position in a 2D game?
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Posted on 08-25-16, 11:08 am
Birdo


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layer? Anyway, NSMB uses a mixture of the different DS graphics "modes".
Posted on 08-25-16, 11:13 am (rev. 1 by  MarioKart7z on 08-25-16, 11:14 am)
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Also how did you tilt Bullet Bills like that
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Posted on 08-25-16, 11:48 am (rev. 2 by ImageBot on 11-21-16, 03:23 am)


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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
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So it's just depth... okay then
... but how do you tilt bullet bills
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Posted on 08-25-16, 12:37 pm


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Posted on 08-29-16, 08:36 pm
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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


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Sadly, I haven't a clue. :l