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							Posted on 01-10-17, 01:13 pm (rev. 1 by  | 
|  Panser I AM DERP INCARNATE Karma: 518 Posts: 297/328 Since: 08-20-16 | Posted by skawo Those use the enemy code. So, uh, i tried out your clone code. I put 3 instances of sprite 0 in a completely unedited W1-5. The 3 clones spawned fine (though they spawned 1 tile above the sprite but that's no problem) I then tried killing the clones AND the main player via pits. These are the results: If clone 3 or/and clone 1 die, the emulator crashes If clone 2 dies, this is the crash: If the main player dies, this is the crash: I'll try killing them via other means now 
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							Posted on 01-10-17, 01:14 pm
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| Karma: 19832 Posts: 890/1100 Since: 04-02-13 | 
							Maybe this original version will work
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							Posted on 01-10-17, 01:33 pm (rev. 2 by  | 
|  Panser I AM DERP INCARNATE Karma: 518 Posts: 298/328 Since: 08-20-16 | Nope, still crashes. I tried killing the clones and the main player using an ememy and it works fine, only pits seem to crash. I'll test out lava & poison water now EDIT: Lava AND poison water both work perfectly fine. Only pits crash EDIT 2: I tested pits in another level and it seems to work fine. Huh. I guess W1-5 is fucked up somehow, just like how the game crashes if i try to pause the game in my modified W2-1 
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							Posted on 01-10-17, 02:15 pm
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| Karma: 19832 Posts: 891/1100 Since: 04-02-13 | 
							....Yeah, I don't know what it is about 1-5 that makes it crash. Sorry. I fixed one more, unrelated thing. | 
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							Posted on 01-10-17, 03:53 pm
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|  Panser I AM DERP INCARNATE Karma: 518 Posts: 300/328 Since: 08-20-16 | On the enemies code you mispelled "PlayerCount" as "PlayersCount"
 
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							Posted on 01-24-17, 01:40 pm
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| Karma: 19832 Posts: 902/1100 Since: 04-02-13 | 
							Restore Unused Fifth Jump Animation: nsub_021144D8_ov_0A:
	CMP     R1, #0x53
	LDRNE   R0, [R2,#4]
	BNE     0x21144DC
	STMFD   SP!, {R0-R5, LR}
	BL      0x200E6F4
	LDR     R1, =0x7FFF
	MOV     R2, #3
	AND     R0, R0, R1
	MUL     R1, R0, R2
	MOV     R0, R1,LSR#15
	AND     R4, R0, #0xFF
	CMP     R4, #1
	LDMFD   SP!, {R0-R5, LR}
	MOVEQ   R1, #0x54
	LDR     R0, [R2,#4]
	B       0x21144DC This will randomly play the unused jump_e animation in place of the jump_d (kicking, third stomp) animation. | 
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							Posted on 01-24-17, 07:19 pm
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|  Birdo Karma: 2799 Posts: 1957/2091 Since: 06-26-11 | 
							Is that restoring unused code, or is it new code by you?
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							Posted on 01-24-17, 07:27 pm (rev. 2 by  | 
| Karma: 19832 Posts: 903/1100 Since: 04-02-13 | 
							New code. The animation is not referenced by the game at all. Improved Blue Shell for ASM-Template The Not Weird Version (still kinda weird): repl_021111DC_ov_0A:
	STMFD		        SP!, {R6-R7}
	ADD			R7, PC, #0x164
	ADD			LR, PC, #0
	BX			R7
	CMP			R1, R6
	ADDLT		        PC, PC, #0x14
	CMP			R0, #0
	MOVLT		        R0, R6
	RSBLT		        R0, R0, #0
	MOVGE		        R0, R6
	LDMFD		        SP!, {R6-R7}
	B			0x21111F4
	LDMFD		        SP!, {R6-R7}
	B			0x21111FC
repl_021114D8_ov_0A:
	STMFD		        SP!, {R6-R7}
	MOV			R6, R5
	SUB			R6, #0x10
	NOP
	LDR			R6, [R6, #0x7B0]
	TST			R6, #0x80
	MOVEQ		        R0, #0
	ADDNE		        R0, R0, #0x80
	CMP			R0, #0
	ADDNE		        PC, PC, #4
	LDMFD		        SP!, {R6-R7}
	B			0x21114E0
	ADD			R7, PC, #0x100
	ADD			LR, PC, #0
	BX			R7
	NOP
	MOV			R7, R5
	SUB			R7, #0x10
	LDR			R1, [R7, #0xC4]
	LDR			R2, [R7, #0xC8]
	CMP			R1, R2
	MOVEQ		        R1, #1
	MOVNE		        R1, #0
	CMP			R2, #0
	RSBLT		        R6, R6, #0
	CMP			R1, #0
	STRNE		        R6, [R7, #0xC4]
	STR			R6, [R7, #0xC8]
	LDMFD		        SP!, {R6-R7}
	B			0x2111528
	
repl_0211162C_ov_0A:
	TST			R2, #0x80		@Check if D-Pad_Down is pressed
	ADDNE		        R0, R0, #0x80
	CMP			R0, #0
	BNE			0x2111634
	B			0x211169C
	
repl_02111874_ov_0A:
	STMFD		        SP!, {R6-R7}
	ADD			R7, PC, #0xA0
	ADD			LR, PC, #0
	BX			R7
	MOV			R1, R6
	LDMFD		        SP!, {R6-R7}
	B			0x2111878
	
repl_021122E8_ov_0A:
	STMFD		        SP!, {R6-R7}
	ADD			R7, PC, #0x84
	ADD			LR, PC, #0
	BX			R7
	CMP			R0, #0
	MOVLT		        R0, R6
	RSBLT		        R0, R0, #0
	MOVGE		        R0, R6
	LDMFD		        SP!, {R6-R7}
	B			0x21122F8
	
repl_02112574_ov_0A:
	STMFD		        SP!, {R6-R7}
	ADD			R7, PC, #0x5C
	ADD			LR, PC, #0
	BX			R7
	CMP			R0, #0
	MOVLT		        R0, R6
	RSBLT		        R0, R0, #0
	MOVGE		        R0, R6
	LDMFD		        SP!, {R6-R7}
	B			0x2112584
	
repl_02115D14_ov_0A:
	STMFD		        SP!, {R6-R7}
	ADD			R7, PC, #0x68
	ADD			LR, PC, #0
	BX			R7
	CMP			R0, R6
	ADDGE		        PC, PC, #4
	LDMFD		        SP!, {R6-R7}
	B			0x2115D40
	LDMFD		        SP!, {R6-R7}
	MOV			R0, R4
	SUB			R0, #0x10
	NOP
	LDR			R0, [R0, #0x7B0]
	TST			R0, #0x80
	BNE			0x2115D18
	B			0x2115D40
	
@Relative function        
	STMFD		        SP!, {LR}
	LDR			R7, =0x208B350		@Pointer for Starman duration counter
	LDR			R7, [R7]		@Get Starman remaining time
	CMP			R7, #0			@Check if Starman counter is 0
	MOVNE		        R7, #4
	MOV			R6, R5
	SUB			R6, #0x10
	LDR			R6, [R6, #0x264]	@Get Mario's current action
	CMP			R6, #0			@Check if Mario is airborne
	MOVEQ		        R7, #0
	LDR			R6, =0x212E344		@Pointer for running speed
	LDR			R6, [R6, R7]		@Get max speed
	LDMFD		        SP!, {PC}
	
@Relative function 2 because lazy as fuck
	STMFD		        SP!, {LR}
	LDR			R6, =0x203A784
	LDR			R7, =0x208B350		@Pointer for Starman duration counter
	LDR			R7, [R7]		@Get Starman remaining time
	CMP			R7, #0			@Check if Starman counter is 0
	MOVNE		        R7, #4
	MOV			R6, R4
	SUB			R6, #0x10
	LDR			R6, [R6, #0x264]	@Get Mario's current action
	CMP			R6, #0			@Check if Mario is airborne
	MOVEQ		        R7, #0
	LDR			R6, =0x212E344		@Pointer for running speed
	LDR			R6, [R6, R7]		@Get max speed
	LDMFD		        SP!, {PC} I recently broke something in Newer DS that made the original version of code above not work. There it is edited. Albeit I have absolutely no idea why you would write that like that in the first place. I mean, why would you get MarioAddress that way, why is it not actually Mario Address but MarioAddress - 0x10, especially since you're jumping from Mario code and therefore MarioAddress is in a register already and why does it rely on some Minigame NARC's end pos and why add directly to PC if you could jump to a label and make this more maintainable? just why~ | 
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							Posted on 01-28-17, 12:52 am
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| Karma: 19832 Posts: 906/1100 Since: 04-02-13 | 
							Disable all music: 
nsub_02060244:
bx lr Useful for recording trailers and the like. | 
| Asprok | 
							Posted on 02-17-17, 10:34 pm (rev. 1 by Asprok on 02-17-17, 11:49 pm)
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| 
							Passed away in 2017
 Karma: 1004 Posts: 373/380 Since: 03-04-14 | Posted by skawo 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} filepath:4: Error: bad expression -- ‘ldr R4,=#0x0088002B’What am I doing wrong? EDIT: Sorry, I wrote the error thing incorrectly. I could not… | 
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							Posted on 02-17-17, 11:26 pm
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| Karma: 19832 Posts: 920/1100 Since: 04-02-13 | 
							...I haven't a clue. Try retyping those directly?
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| Asprok | 
							Posted on 02-17-17, 11:54 pm
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| 
							Passed away in 2017
 Karma: 1004 Posts: 374/380 Since: 03-04-14 | 
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							Posted on 02-18-17, 12:00 am (rev. 2 by  | 
| Karma: 19832 Posts: 921/1100 Since: 04-02-13 | 
							No idea, mate. Does it work if you use this file: https://dl.dropboxusercontent.com/u/4558852/ad.s ? | 
| Asprok | 
							Posted on 02-18-17, 12:06 am
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| 
							Passed away in 2017
 Karma: 1004 Posts: 375/380 Since: 03-04-14 | 
							No, it doesn't work. Why even is this? *sigh*
 I could not… | 
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							Posted on 02-18-17, 12:09 am
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| Karma: 19832 Posts: 922/1100 Since: 04-02-13 | 
							Sorry, no clue. I compile that file into Newer DS everyday, so... | 
| Asprok | 
							Posted on 02-18-17, 12:32 am
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| 
							Passed away in 2017
 Karma: 1004 Posts: 376/380 Since: 03-04-14 | 
							Shoot. Even tried this with a clean ROM and it just won't work. I really want this ASM hack. Can anyone try it and tell me if it works for them? I also tried other revisions of the editor (namely, b356, b379, b380 by Weird. Oh well, what're you gonna do. I could not… | 
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							Posted on 02-18-17, 12:40 am
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| Karma: 19832 Posts: 923/1100 Since: 04-02-13 | 
							Does this work? https://dl.dropboxusercontent.com/u/4558852/crapoed.s | 
| Asprok | 
							Posted on 02-18-17, 12:44 am
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| 
							Passed away in 2017
 Karma: 1004 Posts: 377/380 Since: 03-04-14 | 
							Yes, it now does! Thank you very much. What did you do?
 I could not… | 
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							Posted on 02-18-17, 01:14 am
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| Karma: 19832 Posts: 924/1100 Since: 04-02-13 | 
							Well, I replaced the LDRs with a bunch of MOVs and ADDs. No idea why the compiler wouldn't allow LDR though
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| RicBent | 
							Posted on 02-18-17, 11:15 am
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| 
							Mariomaster
 Karma: 8613 Posts: 800/1682 Since: 06-09-12 | 
							Have you tried removing the # in the LDRs? The official ARM docs don't seems to want these there. Maybe you have an outdated compiler (devkitARM 41?). If yes update to the latest devkitPro and redownload the patch template. _________________________ GitHub - Kuribo64 - YouTube | 
 
 
					 
 
 
 