Posted on 10-11-16, 02:05 am (rev. 6 by  skawo on 10-12-16, 05:07 pm)


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Different Powerup Hierarchy:
repl_020D490C_ov_0A: @ Fire Flowers replace Shells. ADD R0, R8, #0x500 LDRH R0, [R0,#0xA0] CMP R0, #1 BNE 0x20D4964 CMP R4, #3 BEQ 0x20D4934 CMP R4, #2 BEQ 0x20D4934 BNE 0x20D494C repl_0212BA48_ov_0B: CMP R2, #0 BEQ 0x212BA60 CMP R2, #1 BEQ 0x212BA60 CMP R2, #5 BEQ 0x212BA60 CMP R2, #4 BNE 0x212BABC nsub_020D4A70_ov_0A: STMFD SP!, {R4,LR} MOV R4, R1 MOV R1, #0 CMP R3, #0 @ If nothing is in storage MOVEQ R1, #1 BEQ 0x20D4AF0 @ Replace item in storage CMP R3, #5 @ If current item is a Mega Mushroom BEQ 0x20D4AF0 @ Don't replace anything CMP R2, #5 @ If item gotten is Mega Mushroom MOVEQ R1, #1 BEQ 0x20D4AF0 @ Replace item in storage CMP R2, #1 @ If item gotten isn't a mushroom... BEQ 0x20D4AF0 CMP R2, R3 @ and item gotten isn't a duplicate BEQ 0x20D4AF0 MOVNE R1, #1 B 0x20D4AF0 @ Replace item in storage

What this does is change how items get swapped in inventory and in field.

Originally, it works like this:

FIELD:
Mushroom can be replaced by anything
Fire Flower can be replaced by anything but Mushroom
Shell can be replaced by Mini Mushroom and Mega Mushroom, but nothing else
Mini Mushroom can be replaced by anything
Mega Mushroom can be replaced by nothing

INVENTORY:
Mushroom can be replaced by anything
Fire Flower can be replaced by anything but Mushroom
Shell can be replaced by Mini Mushroom and Mega Mushroom, but nothing else
Mini Mushroom can be replaced by Mega Mushroom, but nothing else
Mega Mushroom can be replaced by shell

I changed it to this (changes highlighed):

FIELD:
Mushroom can be replaced by anything
Fire Flower can be replaced by anything but Mushroom
Shell can be replaced by anything but Mushroom
Mini Mushroom can be replaced by anything
Mega Mushroom can be replaced by nothing

INVENTORY:
Mushroom can be replaced by anything
Fire Flower can be replaced by anything but Mushroom
Shell can be replaced by anything but Mushroom
Mini Mushroom can be replaced by anything but Mushroom
Mega Mushroom can be replaced by nothing


Posted on 10-12-16, 03:23 am
この記号は… 解読できないよ…


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Posted by skawo
Blue Shell/Mini Mushroom can be replaced by anything but Mushroom


In most levels, you'll find two powerup blocks at least. Thus, generally two fire flowers you'll grab out of habit. And because of this, surprise, your blue shell/mini mushroom gets replaced.

Not very convenient IMO.
Posted on 10-12-16, 08:10 am
Death by cuteness

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I can understand where  skawo comes from however, since I used the same priority layout in this ASM Hack, which can be summed up with the following tree:
STAGE 4 FORM Mega Mario (Mega Mushroom) STAGE 3 FORM Fire Mario (Fire Flower) / Mini Mario (Mini Mushroom) / Shell Mario (Blue Shell) STAGE 2 FORM Super Mario (Red Mushroom) STAGE 1 FORM Small Mario (_)
Posted on 10-12-16, 10:08 am
Roy Koopa
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Posted by Thierry
Posted by skawo
Blue Shell/Mini Mushroom can be replaced by anything but Mushroom


In most levels, you'll find two powerup blocks at least. Thus, generally two fire flowers you'll grab out of habit. And because of this, surprise, your blue shell/mini mushroom gets replaced.

Not very convenient IMO.


Then... don't use the ASM hack?
New Super Mario Bros.: Clone Tag Team 1+2 / New Super Mario Advance + Take 2 / Super Mario: Endless Earth
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Posted on 10-12-16, 12:14 pm
この記号は… 解読できないよ…


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Posted by MarioFanatic64
Then... don't use the ASM hack?


I was just giving my input on the @Fire Flowers replace Shells part.

The hack itself is neat.
Posted on 10-12-16, 12:48 pm (rev. 2 by  skawo on 10-12-16, 12:50 pm)


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Posted by Thierry
Posted by skawo
Blue Shell/Mini Mushroom can be replaced by anything but Mushroom


In most levels, you'll find two powerup blocks at least. Thus, generally two fire flowers you'll grab out of habit. And because of this, surprise, your blue shell/mini mushroom gets replaced.

Not very convenient IMO.


And Blue Shells and Minis are only really useful if you make your levels like Nintendo; require them from other levels to get star coins, which is frankly a terrible way to design things and you should stay as far away from it as you can. Otherwise, I'd much rather have the fire flower than a shell, unless the level is a water level.
Posted on 10-12-16, 06:02 pm
Birdo


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And once you learn what items are overwritten by what, you will probably find that you "automatically" avoid Fire Flowers if you want to keep the Blue Shell.
Posted on 10-12-16, 08:38 pm
Fuzzy
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Honestly, although fireflowers are objectively better in most cases, I think I still prefer the blue shell TBH. But that's just my opinion. This hack is still cool.
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Posted on 10-12-16, 09:15 pm (rev. 1 by  skawo on 10-12-16, 09:18 pm)


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Load different pipes per world/level:
repl_020BB6F8_ov_00: MOV R4, R0 LDR R0, =0x02088BFC LDR R0, [R0] CMP R0, #0xWORLD ID BNE .CheckWhatLoaded @If not this world ID LDR R0, =0x02085A9C LDR R0, [R0] CMP R0, #0xLEVEL ID BNE .CheckWhatLoaded @ or if not this level ID, it checks if the pipes currently loaded are the default ones, @ if not, it reloads them LDR R0, =0x02122004 LDR R9, =0xPIPES FILE ID - 0x83 here @ Else, it loads this file and uses them for the pipes MOV R6, #0x33C BL .Store LDR R0, =0x021223B8 LDR R9, =0xMINI PIPES FILE ID - 0x83 here @ and this for the minipipes MOV R6, #0x9C BL .Store B 0x020BB6FC .CheckWhatLoaded: LDR R0, =0x02122004 LDR R7, [R0] LDR R9, =0xC70406F9 CMP R7, R9 BEQ 0x020BB6FC MOV R6, #0x33C BL .Store LDR R0, =0x021223B8 LDR R9, =0x00000407 MOV R6, #0x9C BL .Store B 0x020BB6FC .Store: MOV R7, #0 .Loop: STR R9, [R0, R7] ADD R7, #0xC CMP R7, R6 BNE .Loop BX LR

This will probably be useless to anyone but me, as I needed it for a very specific thing but w/e.
Posted on 10-16-16, 09:51 pm (rev. 4 by  skawo on 11-12-16, 06:31 pm)


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Spike:
repl_0218CFD8_ov_79: LDR R0, [R4,#8] LSR R0, R0, #0x14 ANDS R0, R0, #0xF LDREQ R0, =Vec3_vtable BEQ 0x0218CFDC ADD SP, SP, #0x28 LDRB R1, [R4,#0x2BD] EOR R1, #1 STRB R1, [R4,#0x2BD] MOV R0, #0 STR R0, [SP] LDRB R3, [R4,#0x2BD] MOV R0, R4 LDR R12, [R0] MOV R2, #0x300 LDR R1, =0x20C4ED4 MOV R3, R3,LSL#1 LDRSH R1, [R1,R3] LDR R12, [R12,#0xF8] RSB R3, R2, #0 MOV R2, #0x3000 BLX R12 ADD SP, SP, #8 LDMFD SP!, {R4,PC} repl_0217B0E8_ov_52: LDR R0, =0xMODEL ID - 0x83 here MOV R1, #0 BL loadFileByExtId_3dModel MOV R0, #1 BX LR repl_0217B038_ov_52: LDR R0, [R5, #8] ANDS R0, R0, #0xF LDREQ R0, =0x506 LDRNE R0, =MODEL ID - 0x83 here BX LR repl_0217B23C_ov_52: LDR R0, [R4, #8] AND R0, R0, #0xF CMP R0, #0 LDREQ R0, =0x9C LDREQ R1, [R4, #8] ANDEQ R1, R1, #0x10 MOVEQ R1, R1, lsr#4 CMP R0, #1 LDREQ R0, =0x67 LDREQ R1, =0x00100001 BL 0x20A0B64 LDR R3, [R4, #8] AND R3, R3, #0xF CMP R3, #1 BNE 0x0217B240 LDR R3, =0xA3 ADD R1, R0, R3 LDRB R2, [R4, R3] CMP R2, #0xC0 ADDEQ R2, #0x20 SUBNE R2, #0x20 STRB R2, [R1] B 0x0217B240 repl_0217B078_ov_52: LDR R0, [R5, #8] ANDS R0, R0, #0xF LDREQ R0, =0x55C LDRNE R0, =0x55D BX LR repl_0217B630_ov_52: LDR R0, [R4, #8] ANDS R0, R0, #0xF LDREQ R0, =0x400 LDRNE R0, =0xE20 BX LR repl_0217B63C_ov_52: LDR R0, [R4, #8] ANDS R0, R0, #0xF LDREQ R0, =0x400 LDRNE R0, =0x0 STR R0, [R4,#0x588] BX LR repl_0217B458_ov_52: LDR R0, [R4, #8] ANDS R0, R0, #0xF LDR R0, [R4,#0x548] SUBEQ R0, R0, #0x9000 BX LR repl_0217B3E4_ov_52: LDR R1, [R4, #8] ANDS R1, R1, #0xF LDR R1, [R4,#0x544] SUBNE R1, R1, #0x2000 BX LR repl_0217B450_ov_52: LDR R0, [R4, #8] ANDS R0, R0, #0xF LDR R0, [R4,#0x544] SUBNE R0, R0, #0x2000 BX LR

A spikeball must be loaded in the level. Set Nybble 12 to 1 to spawn.
Also makes spikeball's nybble 7 make it die upon tile contact.

Posted on 10-17-16, 12:11 am (rev. 1 by  Ndymario on 10-17-16, 12:12 am)
Super Koopa
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So with this (modified) you theoretically could make him spawn anything?
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Posted on 10-17-16, 12:15 am


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Yes.

You'd have to update the code that makes him raise the model and calculate trajectory for other things, though.
Posted on 10-17-16, 05:20 am
Fuzzy
Will never finish a hack

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sooo

Mario spawning a hammer instead of fireball soon?

Kappa

But actually, is this possible? Or does the fire flower work differently?
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Posted on 10-17-16, 08:55 am


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Hammers and subsequently, fireballs, are not actors and as such can't be spawned like this.
Posted on 10-17-16, 10:35 am
Fuzzy
Will never finish a hack

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Oh. Sucks.

*changes fireball sprite to hammer sprite*

Actually, I was just looking for these sprites to do that- would you happen to know the files?
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Posted on 10-17-16, 10:38 am
Mariomaster

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Hamemrs, Boomerangs and Fireballs are no actors. They are included in their parent like the Bro. actors or the player actor.

You'd have to code compleatly custom hammer actors if you want to spawn them.
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Posted on 10-17-16, 10:44 am
Fuzzy
Will never finish a hack

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Nah, I know I can't make mario bounce hammers, but changing the fireballs to hammers would still be pretty cool. I'm looking for the sprites, just to make fireballs look like hammers.
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Posted on 10-17-16, 10:48 am (rev. 1 by  skawo on 10-17-16, 10:49 am)


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obj/I_fireball_ncg


defenetly


compleatly
Posted on 10-17-16, 10:49 am (rev. 1 by  cros107 on 10-17-16, 10:50 am)
Fuzzy
Will never finish a hack

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uhh

It doesn't seem to show up in NSMBe

Actually, no .bin files are working. Is that how it should be, or am I stupid and there's some easy method to make it display?
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Posted on 10-17-16, 10:51 am


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You need to open the palette too.