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Posted on 07-11-18, 11:51 pm


Karma: 18535
Posts: 1081/1086
Since: 04-02-13
nsub_0201E4A8_main:
MOV R0, #0
BX LR

should work
Posted on 07-16-18, 02:29 pm (rev. 2 by  Helios on 07-16-18, 03:05 pm)
Red Cheep-cheep
Beyond DS and Project Tape

Karma: 597
Posts: 182/201
Since: 06-28-17
Mario/Luigi Cannot Jump
void nsub_021022B4() {
}

Maybe completely useless, but hey, you can make Captain Toad: Treasure Tracker games.
Also, this leaves a weird animation (ducking a bit for 12 frames) when pressing A.
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Check out these awesome hacks! Beyond DS is now my major hack!
Posted on 07-16-18, 03:02 pm
Administrator

Karma: 6963
Posts: 1281/1410
Since: 06-09-12
* RicBent wonders for what nsmb.h is included
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GitHub - Kuribo64 - YouTube
Posted on 07-27-18, 10:03 pm (rev. 1 by  Shadey21 on 07-27-18, 10:05 pm)
Flurry


Karma: 487
Posts: 249/254
Since: 10-14-11
Only "Mario vs Luigi" is selectable in the main menu.
0010D015011041120010C015 -> 0010D015011041120000A0E1
0010A0E30010C0E58C009FE5 -> 0110A0E30010C0E58C009FE5
5C009F150010D015011081120010C015 -> 5C009F150010D015011081120000A0E3
040093E5520AFEEB -> 040093E50000A0E1

All in Overlay 9. Credit to  skawo
Posted on 08-09-18, 02:08 am
Red Paratroopa
Someone who speaks Portuguese

Karma: 415
Posts: 155/162
Since: 11-02-16
Make coins useless in "Mario vs Luigi".

| ASM created by  Shadey21 |.

Save the file as .CPP
void nsub_02020354()
{
}

Posted on 09-04-18, 06:59 am (rev. 1 by  newluigidev on 09-04-18, 08:54 am)
Buzzy Beetle


Karma: 1834
Posts: 364/381
Since: 08-17-15
Classic Powerup System
repl_02104E00_ov_0A:
MOV    R1, #0
BX     LR


Makes it so when Mario takes damage he becomes small when his powerup is anything but super, like in Super Mario Bros/Super Mario World.
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tre3 z0N3

Posted on 12-07-18, 08:13 pm (rev. 2 by TheGameratorT on 12-07-18, 08:16 pm)
Micro-Goomba
Who needs a title?

Karma: 28
Posts: 8/10
Since: 07-19-18
Select Jyotyu Palette (Mario Vs Luigi compatible)

Credits to  skawo for making the original code.

#include "nsmb.h" int resetTimer = 101; //Hook to "doSomethingToPlayer" void hook_020201A0() { if (resetTimer <= 10) { resetTimer++; if (resetTimer == 10) { MarioActor* player = (MarioActor*)getPtrToPlayerActor(); //Get pointer to player in game. int JyotyuPal = MygetUnk3ForView(player->CurrentView90E); if (JyotyuPal > 3) JyotyuPal = 3; u8* ptr = (u8*)allocFromGameHeap(1066); switch (JyotyuPal) { case 0: //Normal { loadFileByExtId_LZ_Dest(408 - 0x83, ptr); break; } case 1: //Underground { loadFileByExtId_LZ_Dest(406 - 0x83, ptr); break; } case 2: //Lava { loadFileByExtId_LZ_Dest(409 - 0x83, ptr); break; } case 3: //Snow/Ghost { loadFileByExtId_LZ_Dest(410 - 0x83, ptr); break; } default: { break; } //You can add more if you want } DC_FlushRangeOrAll(ptr, 0x400); GX_BeginLoadOBJExtPltt(); GX_LoadOBJExtPltt(ptr, 0x0, 0x400); GX_EndLoadOBJExtPltt(); DC_FlushRangeOrAll(ptr, 0x400); GX_BeginLoadBGExtPltt(); GX_LoadBGExtPltt(ptr, 0x4000, 0x400); GX_EndLoadBGExtPltt(); freeToGameHeap(ptr); return; } } } //Hook to "readEntranceData" void hook_0201E64C() { resetTimer = 0; }

Disable broken Unk Setting Functionality:
nsub_0201F0F4_main: nsub_0201F118_main: nsub_0201F13C_main: MOV R0, #0 BX LR .globl MygetUnk1ForView MygetUnk1ForView: STMFD SP!, {LR} SUB SP, SP, #4 MOV R1, #0 BL getPtrToViewById CMP R0, #0 LDRNEB R0, [R0,#0xB] MOVEQ R0, #0 ADD SP, SP, #4 LDMFD SP!, {PC} .globl MygetUnk2ForView MygetUnk2ForView: STMFD SP!, {LR} SUB SP, SP, #4 MOV R1, #0 BL getPtrToViewById CMP R0, #0 LDRNEB R0, [R0,#0xC] MOVEQ R0, #0 ADD SP, SP, #4 LDMFD SP!, {PC} .globl MygetUnk3ForView MygetUnk3ForView: STMFD SP!, {LR} SUB SP, SP, #4 MOV R1, #0 BL getPtrToViewById CMP R0, #0 LDRNEB R0, [R0,#0xD] MOVEQ R0, #0 ADD SP, SP, #4 LDMFD SP!, {PC}

First goes into a .cpp file, the second into an .s file. You will also need to add this to nsmb.h:

void GX_BeginLoadBGExtPltt(void); void GX_LoadBGExtPltt(const void *pSrc, u32 destSlotAddr, u32 szByte); void GX_EndLoadBGExtPltt(void); void GX_BeginLoadOBJExtPltt(void); void GX_LoadOBJExtPltt(const void *pSrc, u32 destSlotAddr, u32 szByte); void GX_EndLoadOBJExtPltt(void); void DC_FlushRangeOrAll(const void *startAddr, u32 nBytes); void MIi_CpuCopy16(const void *srcp, void *destp, u32 size); u32* getPtrToPlayerActor(); //Replace void* getPtrToPlayerActor(); with this. u8 MygetUnk1ForView(u32 viewID); u8 MygetUnk2ForView(u32 viewID); u8 MygetUnk3ForView(u32 viewID); u8 CurrentView90E; //You should put this one inside the "struct MarioActor" above the "void* vtable;"

This hackily lets you choose the Jyotyu palette per view by shamelessly overwriting it directly in VRAM. Simply change the Unk3(B) value in the View settings. 0 = normal, 1 = underground, 2 = lava, 3 = snow/ghost.
Posted on 12-16-18, 04:27 pm
Melon Bug
Swagmaster

Karma: 761
Posts: 689/728
Since: 04-24-18
Got an Error from trying to import the Spike code.

spike.s
arm-none-eabi-gcc -MMD -MP MF /home/PRIVATE/Desktop/Folder/ASMPatchTemplate-master/build/spike.d -x assembler-with-cpp -g -c /home/PRIVATE/Desktop/Folder/
ASMPatchTemplate-master/source/spike.s -o spike.o
C:/Users/PRIVATE/Desktop/Folder/ASMPatchTemplate-master/source/spike.s: Assembler
messages:
C:/Users/PRIVATE/Desktop/Folder/ASMPatchTemplate-master/source/spike.s:23: Error:
selected processor does not support 'blx R12' in ARM mode
C:/Users/PRIVATE/Desktop/Folder/ASMPatchTemplate-master/source/spike.s:29: Error:
garbage following instruction -- 'ldr R0, =0xMODEL ID-0X83 here'
C:/Users/PRIVATE/Desktop/Folder/ASMPatchTemplate-master/source/spike.s:40: Error:
garbage following instruction -- 'ldrne R0, =MODEL ID-0x83 here'
make[1]: *** [C:/Users/PRIVATE/Desktop/Folder/ASMPatchTemplate-master/Makefile:170:
spike.o] Error 1
make: *** [Makefile:122: build] Error 2
Press any key to continue . . .

___________________________________________________________


New Super Mario Bros. U DS:
https://nsmbhd.net/thread/4444-new-super-mario-bros-u-ds-demo-release/
Posted on 12-16-18, 09:16 pm
Buzzy Beetle


Karma: 1834
Posts: 380/381
Since: 08-17-15
You didn't add the FileID
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tre3 z0N3

Posted on 12-16-18, 11:56 pm
Melon Bug
Swagmaster

Karma: 761
Posts: 690/728
Since: 04-24-18
Slap me across a million times, but what is the File ID for the original snowspike?
___________________________________________________________


New Super Mario Bros. U DS:
https://nsmbhd.net/thread/4444-new-super-mario-bros-u-ds-demo-release/
Posted on 01-05-19, 10:10 pm (rev. 1 by  Skylander on 01-06-19, 12:50 am)
Melon Bug
Swagmaster

Karma: 761
Posts: 718/728
Since: 04-24-18
I found the file ID was 1417. Anyways, I'd like to make a new request. Could you release code for the physical checkpoint flag? I'd like it to replace the signboard Sprite using it's file. Reason for this is I have signboards in my jyotyu and I have no need for it

Also, I got the file ID in the code, but I still get this error:
C:/Users/PRIVATE/Desktop/Folder/ASMPatchTemplate-master/source/spike.s:23: Error: selected processor does not support 'blx R12' in ARM mode
___________________________________________________________


New Super Mario Bros. U DS:
https://nsmbhd.net/thread/4444-new-super-mario-bros-u-ds-demo-release/
Posted on 01-06-19, 02:11 am
Spike
Status: Debating on whether I should be doing serious stuff or watching anime.

Karma: 1497
Posts: 699/710
Since: 02-12-16
I don't quite get what you mean by "I'd like it to replace the signboard Sprite using it's file. Reason for this is I have signboards in my jyotyu and I have no need for it".
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Nothing to say, so jadnjkfmnjamnfjkldnajfnjkanfjdksan jsdnvj m.

Posted on 01-06-19, 02:23 am
Melon Bug
Swagmaster

Karma: 761
Posts: 720/728
Since: 04-24-18
What I mean is, there's a sprite that's a signboard with several positions. I have signboards in my jyotyu tileset that are newer graphics from NSMBU. Since I had no use for the sprite, I'd like to use that sprite's files for the physical checkpoint.
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New Super Mario Bros. U DS:
https://nsmbhd.net/thread/4444-new-super-mario-bros-u-ds-demo-release/
Posted on 01-06-19, 07:29 pm
Micro-Goomba


Karma: 47
Posts: 14/14
Since: 07-13-18
Posted by Skylander
Also, I got the file ID in the code, but I still get this error:
C:/Users/PRIVATE/Desktop/Folder/ASMPatchTemplate-master/source/spike.s:23: Error: selected processor does not support 'blx R12' in ARM mode


Try this.
Posted on 01-06-19, 07:40 pm (rev. 1 by  Skylander on 01-06-19, 08:15 pm)
Melon Bug
Swagmaster

Karma: 761
Posts: 721/728
Since: 04-24-18
Sweet! Thanks!

Okay, another problem. The code is imported and all, but when I set the 12th nybble on the spike to 1, the level doesn't load. The spikeballs are in the level too so I don't know what the deal is.
___________________________________________________________


New Super Mario Bros. U DS:
https://nsmbhd.net/thread/4444-new-super-mario-bros-u-ds-demo-release/
Posted on 01-07-19, 09:26 pm
Spike
Status: Debating on whether I should be doing serious stuff or watching anime.

Karma: 1497
Posts: 700/710
Since: 02-12-16
Posted by Skylander
What I mean is, there's a sprite that's a signboard with several positions. I have signboards in my jyotyu tileset that are newer graphics from NSMBU. Since I had no use for the sprite, I'd like to use that sprite's files for the physical checkpoint.
well you can just put the file id of the signboard model whenever the asm hack gets released.
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Nothing to say, so jadnjkfmnjamnfjkldnajfnjkanfjdksan jsdnvj m.

Posted on 01-07-19, 09:40 pm
Melon Bug
Swagmaster

Karma: 761
Posts: 722/728
Since: 04-24-18
That's true! I can totally do that!
___________________________________________________________


New Super Mario Bros. U DS:
https://nsmbhd.net/thread/4444-new-super-mario-bros-u-ds-demo-release/
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