Posted on 09-03-16, 08:34 am
この記号は… 解読できないよ…


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Yoshi is already in NSMBDS, you silly cakes
Posted on 09-03-16, 10:05 am (rev. 2 by  skawo on 09-03-16, 10:06 am)


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Posted by Asproek
Also, swako, could you implement six more players, the Koopalings, the Falcon punch and a three-layer tileset mode?


YEP NO PROB HER:


Posted by skawo
Seven Player Co-Op, Koopalings, Falcon Punch, Yoshi and Three Tileset Layers:
nsub_01FFD524_main: LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] BX LR

Posted on 09-03-16, 10:35 am
Birdo


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Posted by MarioKart7z
And also a super tilegod sprite which destroys every single tile and sprite in the level when activated

You can already do that with a bunch of tilegod sprites. Also, it probably wouldn't be that hard to increase the capacities of the width and height settings.
Posted on 09-03-16, 10:37 am


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Yes it would be
Posted on 09-03-16, 10:53 am (rev. 2 by  MarioKart7z on 09-03-16, 10:56 am)
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Posted by skawo
Yes it would be

because there aren't enough nybbles left, right?
Posted by skawo
Posted by Asproek
Also, swako, could you implement six more players, the Koopalings, the Falcon punch and a three-layer tileset mode?


YEP NO PROB HER:


Posted by skawo
Seven Player Co-Op, Koopalings, Falcon Punch, Yoshi and Three Tileset Layers:
nsub_01FFD524_main: LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] LDR R0, [R1] LDR R1, [R0] BX LR


I bet that just crashes the game
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Posted on 09-03-16, 11:44 am
Birdo


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Posted by skawo
Yes it would be

I don't really know what I'm talking about on the ASM front

My first statement is correct, though this method doesn't work that well.
Posted on 09-04-16, 01:35 pm (rev. 1 by  skawo on 09-04-16, 06:31 pm)


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Buzzy Beetles can hit Grounded Piranha Plants:
repl_021765C8_ov_44: LDR LR, =0x2178FB4 LDR R0, =0x00F30004 STR R0, [LR,#0x10] B 0x021765CC


Posted on 09-05-16, 01:30 am (rev. 2 by Asprok on 09-05-16, 01:38 am)
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Can any shell enemy kill them or just the Buzzy Beetles? Because IIRC only Mario could kill the grounded Piranha Plants.
Posted on 09-05-16, 04:39 am (rev. 2 by  Arctus Platner on 09-05-16, 04:40 am)
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Something I've noticed, that is a bit odd, is that Swoopers are unaffected by Buzzy Beetle shells in the main game, although, I'm not quite sure about Koopa Troopa or Spiny shells...
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Posted on 09-05-16, 06:30 am
Fuzzy
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Can someone confirm that the "Seven Player Co-Op, Koopalings, Falcon Punch, Yoshi and Three Tileset Layers" code works?

But seriously, what does that code actually do? Nothing?
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Posted on 09-05-16, 07:49 am


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Posted by Asproek
Can any shell enemy kill them or just the Buzzy Beetles? Because IIRC only Mario could kill the grounded Piranha Plants.


All shell enemies in the original game can, EXCEPT the Beetles for some reason.
Posted on 09-05-16, 09:23 am
Birdo


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Posted by cros107
Can someone confirm that the "Seven Player Co-Op, Koopalings, Falcon Punch, Yoshi and Three Tileset Layers" code works?

But seriously, what does that code actually do? Nothing?

Nothing useful, obviously.
Posted on 09-08-16, 06:23 pm (rev. 2 by  skawo on 09-08-16, 10:31 pm)


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Track Controlled Swinging Rope Speed Adjustment Nybble:
repl_02187EB0_ov_61: STMFD SP!, {R1, R2, LR} LDR R0, [R4, #8] LSR R0, #0xC AND R0, R0, #0xF CMP R0, #0 MOVEQ R0, R4 LDMEQFD SP!, {R1, R2, PC} MOV R1, #0x200 MUL R1, R0 LDR R2, [R4, #0x56C] LDR R0, [R4, #8] LSR R0, #0x8 ANDS R0, R0, #0xF SUBNE R2, R1 ADDEQ R2, R1 STR R2, [R4, #0x56C] MOV R0, R4 LDMFD SP!, {R1, R2, PC}


Uses nybble 9 (counting from 1). Higher = faster.
Posted on 09-10-16, 11:08 am (rev. 2 by  MarioKart7z on 09-10-16, 12:01 pm)
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Could someone make a hack that makes Mario (while entering pipe), Piranha Plants (in-pipe) and Enemy-in-pipes appear behind the tileset layer? It'd allow to make custom pipe tiles without having to fiddle around with textures n' stuff
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Posted on 09-10-16, 11:57 am


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That's literally impossible.
Posted on 09-10-16, 12:01 pm
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Posted by skawo
That's literally impossible.

Uh i mean, while in the pipes, not always behind the tilesets
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Posted on 09-10-16, 12:08 pm
Birdo


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Still impossible, if I understand skawo's meaning.

You'd have to bring the pipes forward, not Mario backward. And the pipes forward thing has already been done.
Posted on 09-10-16, 12:32 pm (rev. 1 by  skawo on 09-10-16, 12:33 pm)


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It's impossible because tilesets are a background layer and therefore will always appear behind 3D.

I suppose it /could/ be possible if you could assign tiles to models as texture, but I haven't a clue how.
Posted on 09-10-16, 01:28 pm (rev. 1 by  Arceus on 09-10-16, 01:28 pm)
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Referring to this:

It bugs me that you can't kill Grounded Fire Piranha Plants with Koopa shells. Is there anything you can do against this? (Pls don't kill me if this was already requested )
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Posted on 09-10-16, 01:33 pm
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I have an idea on how to fix that...

Let me have a look at it.
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