skawo |
Posted on 10-07-17, 02:47 pm (rev. 1 by skawo on 10-07-17, 02:47 pm)
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Karma: 19807 Posts: 1030/1100 Since: 04-02-13 |
Fine Firebar Speed Control
repl_0213ED20_ov_18: CMP R0, #0 MOVEQ R2, #0xC0 MOVNE R2, #0x100 LDR R0, [R4, #8] LSR R0, R0, #20 CMP R0, #0 MOVNE R2, R0 ADD R0, R4, #0x1C00 LDRH R1, [R0,#0xC0] B 0x213ED34 If Nybbles 5-7 are free, firebars behave like original game. Otherwise, the firebar uses speed defined in those nybbles. Original game uses "0x100" for fast and "0xC0" for slow. You can, with this, use 0x1 (practically stationary) - 0xFFF (hell on land) |
skawo |
Posted on 10-08-17, 02:49 pm (rev. 6 by skawo on 10-08-17, 03:09 pm)
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Karma: 19807 Posts: 1031/1100 Since: 04-02-13 |
Mess with animations hardcoded to tileset ID
repl_020BCE4C_ov_00: @ R1 = Tileset ID LDR R2, =0x208B168 @ Pointer to block 1 LDR R2, [R2] LDRH R0, [R2,#6] @ Get Top BG ID LDRH R2, [R2,#18] @ Get Bottom BG ID CMP R0, #7 BNE .TryForSlot31 CMP R2, #7 BNE .TryForSlot31 MOV R2, #1 BEQ .TurnOn @ If both BG IDs = 7, turn on lava waterfall animations. .TryForSlot31: CMP R0, #31 BNE .NotLava CMP R2, #31 BNE .NotLava MOV R2, #1 BEQ .TurnOn @ If both BG IDs = 31, turn on lava waterfall animations. .NotLava: @ Well, the BG IDs don't match, but let's check if we can enable snow animations. CMP R1, #3 @ For tileset ID 3... MOVEQ R2, #2 BEQ .TurnOn BNE .Exit CMP R1, #17 @ And for tileset ID 17. MOVEQ R2, #2 BEQ .TurnOn B .Exit .TurnOn: LDR R0, =0x20CAC7C STRB R2, [R0] .Exit: B 0x20BCE84 @ Exit. Sometimes I wish Nintendo fucking dead. The above code restores the functionality of the original game, except that it turns on the lava waterfall animations based on the BG slot ID, and not the tileset ID. Adjust/remove code to suit your animation needs. |
newluigidev |
Posted on 10-21-17, 04:20 am
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Nipper Plant
Karma: 2416 Posts: 288/417 Since: 08-17-15 |
Infinite Lives
#include "nsmb.h" void hook_020CF108_ov_08() { u32 *lives = (u32*) (0x0208B364); //Pointer to lives *lives = 99; //Variable 'lives' is always set to 99 } This hack sets the life counter to 99 all the time, making 1-UPs pointless. (Something that's in Odyssey) |
skawo |
Posted on 11-04-17, 01:33 am (rev. 2 by skawo on 11-04-17, 01:35 am)
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Karma: 19807 Posts: 1032/1100 Since: 04-02-13 |
Load Boot Screen From Filesystem
nsub_020CCC44_ov_01: LDR R0, =TopNCGFilename LDR R2, =5792 @ Size of uncompressed NCG BL loadFileByName_Dest_WithMax LDR R0, =512 @ Size of uncompressed NCL BL allocFromGameHeap LDR R1, =NCLPointer STR R0, [R1] MOV R1, R0 LDR R0, =TopNCLFilename LDR R2, =512 @ Size of uncompressed NCL BL loadFileByName_Dest_WithMax LDR R4, =NCLPointer LDR R0, [R4] BL freeToGameHeap LDR R0, [R4] B 0x20CCC50 nsub_020CCC64_ov_01: LDR R0, =TopNSCFilename LDR R2, =2048 @ Size of uncompressed NSC BL loadFileByName_Dest_WithMax B 0x20CCC6C .data .balign 4 TopNCGFilename: .asciz "/obj/A_text_mariostart_ncg.bin" @ Example file names; don't use these. .balign 4 TopNCLFilename: .asciz "/obj/I_enemy_ncl.bin" .balign 4 TopNSCFilename: .asciz "/obj/I_enemy_R_ncl.bin" .balign 4 NCLPointer: .word 0x0 The necessary files for this are in Overlay 1. NCG is at 0xE64, 0x5EF long, NCL is at 0x1454, 0x200 long, uncompressed, NSC is at 0x1654, 0x1F0 long. Decompress the NCG and NCL once you import them into the filesystem. The file path cannot contain spaces. |
dreamydude |
Posted on 12-18-17, 05:54 pm (rev. 1 by dreamydude on 12-18-17, 06:03 pm)
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Goomba
permanently banned: reregistering while banned Karma: -52 Posts: 19/24 Since: 10-18-17 |
editor version r356? i can only find b356
and i dont seem to be able to decompress the overlay in this editor _________________________ anyways, keep doin' what youre doing |
poudink |
Posted on 12-18-17, 10:47 pm
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Giant Red Paratroopa
Not Edible Karma: 3386 Posts: 480/1447 Since: 02-12-16 |
Use the (unoficial) b380 version instead. It's by far the best version of the editor yet and can decompress overlays. Link: http://nsmbhd.net/file/d86fa4d5bfb663c65bde/nsmb-editor-380b.zip
_________________________ Nothing to say, so jadnjkfmnjamnfjkldnajfnjkanfjdksan jsdnvj m. |
newluigidev |
Posted on 01-14-18, 06:36 am
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Nipper Plant
Karma: 2416 Posts: 327/417 Since: 08-17-15 |
Disable Item Spawning in MvsL
repl_020203B0: BX LR This small hack disables spawning items in MvsL, when 8 coins are collected. |
HD Erick Games |
Posted on 01-14-18, 06:38 am
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Red Paratroopa
Someone who speaks Portuguese Karma: 536 Posts: 126/168 Since: 11-02-16 |
thanks that will be very usefull
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RicBent |
Posted on 01-14-18, 06:16 pm (rev. 1 by RicBent on 01-14-18, 11:07 pm)
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Mariomaster
Karma: 8573 Posts: 1087/1681 Since: 06-09-12 |
newluigidev |
Posted on 01-27-18, 09:02 am (rev. 1 by newluigidev on 01-27-18, 09:17 am)
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Nipper Plant
Karma: 2416 Posts: 330/417 Since: 08-17-15 |
Change Starman Duration
Download: https://nsmbhd.net/get.php?id=9vqA1VdapNF1N38F Code: #include "ndstypes.h"
bool longerStar = false; u32 hook_020FD1D4() { u32* StarTimer = (u32*)0x0208B350; if (*StarTimer == 0) { longerStar = false; } if (*StarTimer == 0x258 && longerStar == false) { longerStar = true; *StarTimer = 0x3C0; //Change this value to change the Starman's duration (Currently set to the lenght of Super Mario World's starman duration, or 16 seconds). } if (*StarTimer == 0x258 && longerStar == true) { return *StarTimer; } } |
Hiccup |
Posted on 01-27-18, 11:11 am
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Birdo
Karma: 2789 Posts: 2026/2091 Since: 06-26-11 |
What is the default value?
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newluigidev |
Posted on 01-27-18, 07:27 pm (rev. 1 by newluigidev on 01-27-18, 07:28 pm)
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Nipper Plant
Karma: 2416 Posts: 331/417 Since: 08-17-15 |
Default is 0x258
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newluigidev |
Posted on 01-28-18, 08:34 pm (rev. 1 by newluigidev on 01-30-18, 08:00 pm)
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Nipper Plant
Karma: 2416 Posts: 332/417 Since: 08-17-15 |
Auto-Run
Use this nsmb.h: https://nsmbhd.net/get.php?id=udc73BCXlMYd9CJg Code: #include "nsmb.h" void hook_0211F840() { MarioActor* mario = (MarioActor*)getPtrToPlayerActor(); mario->xVelocity = 0x2000; //Change this value to change how fast Mario/Luigi run. } Video: Makes Mario/Luigi continuously keep walking through-out the entire level, like in Super Mario Run. |
RicBent |
Posted on 01-28-18, 11:03 pm (rev. 1 by RicBent on 01-29-18, 12:37 am)
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Mariomaster
Karma: 8573 Posts: 1103/1681 Since: 06-09-12 |
Blocking Left/Right DPad inputs might be a good idea tho.
You can also make this a hack a little more optimized by making MarioActor parameter 1 of the hook as MarioActor::Move is a member of MarioActor. #include "nsmb.h"
// void MarioActor::Move(void) Hook void hook_0211F83C(MarioActor* player) { player->xVelocity = 0xBAD1DEA; } _________________________ GitHub - Kuribo64 - YouTube |
newluigidev |
Posted on 02-03-18, 03:08 am (rev. 1 by newluigidev on 02-03-18, 03:08 am)
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Nipper Plant
Karma: 2416 Posts: 334/417 Since: 08-17-15 |
Disable Timer
repl_020A2768: BX LR Disables the timer from decreasing, allowing for infinite time. |
Ndymario |
Posted on 02-03-18, 07:13 pm
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Super Koopa
That MvL Hacker Karma: 1701 Posts: 578/833 Since: 04-11-15 |
IIRC you can have infinite time if you set the timer to 0. Or maybe I’m thinking of something else
_________________________ Here's my MvL Hacking thread Consider joining the NSMB DS Hacking Discord Server! Also, be sure to check out the new wiki! #HakingNoMore |
poudink |
Posted on 02-03-18, 08:30 pm
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Giant Red Paratroopa
Not Edible Karma: 3386 Posts: 558/1447 Since: 02-12-16 |
skawo |
Posted on 03-12-18, 11:00 pm
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Karma: 19807 Posts: 1069/1100 Since: 04-02-13 |
Access the unused Minigame Debug Menu
nsub_0204C9AC_main: LDR R8, =0x151 CMP R0, R8 LDREQ R0, =329 MOV R7, R0 B 0x204C9B0 Go into any minigame to do so. |
skawo |
Posted on 04-01-18, 02:03 pm (rev. 1 by skawo on 04-01-18, 02:03 pm)
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Karma: 19807 Posts: 1072/1100 Since: 04-02-13 |
Expand Warp Entrance to 255 areas:
repl_02156014_ov_36: AND R0, R0, #0xFF LDR R2, =#0x424 STRH R0, [R4, R2] BX LR repl_02156084_ov_36: BX LR repl_021564D4_ov_36: LDR R1, =#0x424 LDRH R1, [R5, R1] BX LR repl_02156514_ov_36: LDR R0, =#0x424 LDRH R0, [R5, R0] BX LR repl_0215663C_ov_36: LDR R0, =#0x426 BX LR Replaces the glitchy "Disable Sound" nybble as multiplier. Basically, entrance = (Disable Sound Nybble) * 16 * (Warp Area Nybble) |
Shadey |
Posted on 07-10-18, 02:14 pm (rev. 1 by Shadey on 07-10-18, 04:24 pm)
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Flurry
Karma: 724 Posts: 247/258 Since: 10-14-11 |
Small request here.
I'm looking to force the game to always load one entrance type (the default entrance). It would be handy to use for some hacks but mainly MvsL hacks, as it is hardcoded to always use the pipe entrance. |