RicBent |
Posted on 10-19-16, 01:41 pm
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Mariomaster
Karma: 8573 Posts: 688/1681 Since: 06-09-12 |
Ultraboy |
Posted on 10-23-16, 07:32 am
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Panser
Karma: 577 Posts: 192/332 Since: 04-09-16 |
when I insert the ASM hack for the spike I get an error. How can I fix?
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MarioFanatic64 |
Posted on 10-23-16, 07:40 am
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Roy Koopa
The guy who does things. Karma: 12749 Posts: 2269/2796 Since: 07-01-11 |
Did you 1. Add new files to the ROM, 2. Import a retextured Spike model into one of the new files, and 3. change 'MODEL ID' in the patch to the file ID of the new Spike model? Because you need to do all of those things. New Super Mario Bros.: Clone Tag Team 1+2 / New Super Mario Advance + Take 2 / Super Mario: Endless Earth My two greatest assets have been mental stability and being, like, really smart. |
Ultraboy |
Posted on 10-23-16, 07:44 am
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Panser
Karma: 577 Posts: 193/332 Since: 04-09-16 |
I would like to do all this, but the tutorial to add files to the Rom is a bit complicated for me
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MarioFanatic64 |
Posted on 10-23-16, 08:08 am (rev. 1 by MarioFanatic64 on 10-23-16, 08:09 am)
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Roy Koopa
The guy who does things. Karma: 12749 Posts: 2270/2796 Since: 07-01-11 |
In that case, you can just retexture the existing Snow Spike model and change 'MODEL ID' to '1417'. But then the ordinary Snow Spike would look weird as a normal Spike. New Super Mario Bros.: Clone Tag Team 1+2 / New Super Mario Advance + Take 2 / Super Mario: Endless Earth My two greatest assets have been mental stability and being, like, really smart. |
skawo |
Posted on 10-24-16, 04:01 pm (rev. 1 by skawo on 10-30-16, 09:23 am)
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Karma: 19807 Posts: 761/1100 Since: 04-02-13 |
Upside-down Grounded Piranha Plants and Grounded Venus Fire Traps:
@Rotate model if Nybble 11 set
repl_0217A100_ov_51:
repl_0217AEFC_ov_51:
LDR R0, [R4, #0x8]
LSR R0, #0x4
ANDS R0, #0xF
LDREQH R0, [R4,#0xC]
BXEQ LR
MOV R0, #0x8000
STRH R0, [R4, #0xA4]
LDRH R0, [R4,#0xC]
BX LR
@No gravity if Nybble 11 set
repl_0217A3C0_ov_51:
repl_0217A2A4_ov_51:
repl_0217B074_ov_51:
repl_0217B17C_ov_51:
repl_0217B2AC_ov_51:
STMFD SP!, {LR}
LDR R0, [R4, #0x8]
LSR R0, #0x4
ANDS R0, #0xF
LDMNEFD SP!, {PC}
MOV R0, R4
BL 0x209C85C
LDMFD SP!, {PC}
@Move stem hitbox if Nybble 11 set:
repl_0217A178_ov_51:
LDR R0, [R4, #0x8]
LSR R0, #0x4
ANDS R0, #0xF
MOVEQ R3, #0x0
BXEQ LR
LDR R0, =0x54C
LDR R1, =0xFFFF4000
STR R1, [R4, R0]
MOV R3, #0
BX LR
@Move stem hitbox if Nybble 11 set:
repl_0217AF60_ov_51:
LDR R0, [R4, #0x8]
LSR R0, #0x4
ANDS R0, #0xF
MOVEQ R3, #0x0
BXEQ LR
LDR R0, =0x4BC
LDR R1, =0xFFFF3000
STR R1, [R4, R0]
MOV R3, #0
BX LR
Works with nybble 11 = 1. |
MarioKart7z |
Posted on 10-24-16, 04:25 pm
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Panser
I AM DERP INCARNATE Karma: 518 Posts: 220/328 Since: 08-20-16 |
Yay, more ASM code to dump into my ROM for absolutely no reason!
Jokes aside, how do i actually have to place the plant for it to appear correctly attached to tiles in-game?
rip signature
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skawo |
Posted on 10-24-16, 04:32 pm
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Karma: 19807 Posts: 762/1100 Since: 04-02-13 |
Bottom of upright plant is top of upside plant
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skawo |
Posted on 10-31-16, 10:12 am (rev. 3 by skawo on 10-31-16, 10:13 am)
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Karma: 19807 Posts: 779/1100 Since: 04-02-13 |
Proper Blue Shell Block Type
repl_020D07B4_ov_0A:
STMFD SP!, {LR}
MOV R1, R4
LDR R4, =#0x0088002B
CMP R1, R4
LDMNEFD SP!, {PC}
BL getPtrToMarioOrLuigi
ADD R0, R0, #0x700
LDRB R0, [R0, #0xAB]
LDR R1, =#0x0088002B
CMP R0, #4
LDREQ R1, =#0x00080000
CMP R0, #0
LDREQ R1, =#0x00080000
LDMFD SP!, {PC} Not the best code there, but it makes the Blue Shell-type regular blocks actually spawn Mushrooms if you're small or mini (like they should) as opposed to always shells. Does not affect the map blocks. Item on Select hook_0211F844_ov_0A:
STMFD SP!, {R0, R1, LR}
LDR R0, =0x04000130
LDRB R0, [R0]
LSR R0, #2
ANDS R0, #1
LDMNEFD SP!, {R0, R1, PC}
LDR R0, =0x0208B698
LDR R1, =0x009500DA
STR R1, [R0]
LDR R1, =0x09600D40
STR R1, [R0, #0x8]
LDR R1, =0x1
STR R1, [R0, #0x4]
STR R1, [R0, #0xC]
LDMFD SP!, {R0, R1, PC} Better than the horrible C version. |
MarioKart7z |
Posted on 10-31-16, 07:50 pm (rev. 4 by MarioKart7z on 11-01-16, 07:02 am)
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Panser
I AM DERP INCARNATE Karma: 518 Posts: 235/328 Since: 08-20-16 |
Is it possible to make the game not render polygons that can't be seen? Just to reduce slowdowns, i imported an airship model over W7 castle ('cause i made that level an airship level) and now it's slowing down badly whenever i'm in W7. I could just edit the model and reduce the polygon count myself, and i'd happily do it... if i had the tools to do it, LOL. Plus i'm afraid of ruining the look, i'd rather water down a less complex model that appears more frequently like the NSMBW tower model i got
(both models are not mine, you can see them in some thread in the hacking resources subforum, forgot which thread it is)
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skawo |
Posted on 10-31-16, 08:08 pm
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Karma: 19807 Posts: 780/1100 Since: 04-02-13 |
Sure, hire someone who can write 3D engines and maybe he could implement that for you
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MarioKart7z |
Posted on 11-05-16, 03:53 pm
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Panser
I AM DERP INCARNATE Karma: 518 Posts: 242/328 Since: 08-20-16 |
Skawo, i found out something very wrong with your "Disable broken view Unknown functions" patch.
The rotating rooms in W8-final castle do not work anymore. I checked the rooms that rotate on-screen, and their view's Unknown 2 are all set to 1. That means that setting Unknown 2 to 1 enabled Event IDs 36 through 39's ability to rotate the room, and since your patch disables all the vanilla behaviours for the unknown values then you basically made vanilla W8-final castle unbeatable. Plz fix.
rip signature
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skawo |
Posted on 11-05-16, 05:17 pm (rev. 3 by skawo on 11-05-16, 05:27 pm)
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Karma: 19807 Posts: 782/1100 Since: 04-02-13 |
Just get rid of nsub_0201F118_main: then.
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Hiccup |
Posted on 11-05-16, 05:27 pm
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Birdo
Karma: 2789 Posts: 1922/2091 Since: 06-26-11 |
I thought those were meant to be something to do with broken&unused "different bgs/tilesets per-view" thing...
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skawo |
Posted on 11-05-16, 05:34 pm (rev. 2 by skawo on 11-05-16, 05:35 pm)
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Karma: 19807 Posts: 783/1100 Since: 04-02-13 |
I thought Unk2 just did absolutely nothing at all.
Here's an alternate fix that allows you to move the rotating thing to whatever value you want: repl_020AEB8C_ov_00:
BL MygetUnk2ForView
CMP R0, #5 <- Set this to whatever you want
MOVEQ R0, #1
MOVNE R0, #0
B 0x20AEB90 edit: dangit |
Ndymario |
Posted on 11-10-16, 02:07 am
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Super Koopa
That MvL Hacker Karma: 1701 Posts: 146/833 Since: 04-11-15 |
Have an idea (part of it I've said before)
Enable Battle stars in Single player, then reuse that code that triggers end round in MvL and replace it with ending the level so you can have multiple "paths" without having a goal pole _________________________ Here's my MvL Hacking thread Consider joining the NSMB DS Hacking Discord Server! Also, be sure to check out the new wiki! #HakingNoMore |
skawo |
Posted on 11-10-16, 02:30 am
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Karma: 19807 Posts: 792/1100 Since: 04-02-13 |
it'd be fifty times easier to just write a new sprite
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Ndymario |
Posted on 11-10-16, 03:17 am
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Super Koopa
That MvL Hacker Karma: 1701 Posts: 147/833 Since: 04-11-15 |
Didn't think of that/I didn't know you could do that
_________________________ Here's my MvL Hacking thread Consider joining the NSMB DS Hacking Discord Server! Also, be sure to check out the new wiki! #HakingNoMore |
skawo |
Posted on 11-12-16, 02:02 am (rev. 1 by skawo on 11-12-16, 02:02 am)
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Karma: 19807 Posts: 797/1100 Since: 04-02-13 |
Disable Falling Rock BG Animation in Stages with Zoom > 16
repl_0216341C_ov_36:
LDR R0, =0x20CADB4
LDR R0, [R0]
CMP R0, #0x1000
LDREQ R0, [R5,#0x60]
MOVNE R0, #0
BX LR |
MarioKart7z |
Posted on 11-12-16, 02:38 pm
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Panser
I AM DERP INCARNATE Karma: 518 Posts: 254/328 Since: 08-20-16 |
What falling rock animation? Do you mean that raining debris thingy?
rip signature
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