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


Karma: 19807
Posts: 1081/1100
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
将来いつかきっと帰って来る、またね

Karma: 752
Posts: 182/222
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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Posted on 07-16-18, 03:02 pm
Mariomaster

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Since: 06-09-12
* RicBent wonders for what nsmb.h is included
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Posted on 07-27-18, 10:03 pm (rev. 1 by  Shadey on 07-27-18, 10:05 pm)
Flurry


Karma: 724
Posts: 249/258
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: 536
Posts: 155/168
Since: 11-02-16
Make coins useless in "Mario vs Luigi".

| ASM created by  Shadey |.

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)
Nipper Plant


Karma: 2416
Posts: 364/417
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.
Posted on 12-07-18, 08:13 pm (rev. 3 by  TheGameratorT on 03-01-19, 02:01 pm)
Shyguy
DMA problems.

Karma: 819
Posts: 8/89
Since: 07-19-18
(deleted)
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Posted on 12-16-18, 04:27 pm
Giant Paratroopa
Cream Cheese King

Karma: 2150
Posts: 689/1379
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 . . .

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Posted on 12-16-18, 09:16 pm
Nipper Plant


Karma: 2416
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Since: 08-17-15
You didn't add the FileID
Posted on 12-16-18, 11:56 pm
Giant Paratroopa
Cream Cheese King

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Since: 04-24-18
Slap me across a million times, but what is the File ID for the original snowspike?
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Posted on 01-05-19, 10:10 pm (rev. 1 by  Skylander on 01-06-19, 12:50 am)
Giant Paratroopa
Cream Cheese King

Karma: 2150
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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
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Posted on 01-06-19, 02:11 am
Giant Red Paratroopa
Not Edible

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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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Posted on 01-06-19, 02:23 am
Giant Paratroopa
Cream Cheese King

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Posts: 720/1379
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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Posted on 01-06-19, 07:29 pm
Red Goomba
MammaMia Team Okarick

Karma: 249
Posts: 14/45
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)
Giant Paratroopa
Cream Cheese King

Karma: 2150
Posts: 721/1379
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.
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Posted on 01-07-19, 09:26 pm
Giant Red Paratroopa
Not Edible

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Posts: 700/1447
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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Posted on 01-07-19, 09:40 pm
Giant Paratroopa
Cream Cheese King

Karma: 2150
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Since: 04-24-18
That's true! I can totally do that!
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Posted on 02-10-19, 02:59 pm
Giant Red Paratroopa
Not Edible

Karma: 3386
Posts: 743/1447
Since: 02-12-16
Posted by RicBent
Remodel code for the Square Spinner:
repl_02187344‬_ov_64: LDRB R0, [R4, #0x8] CMP R0, #0x0 LDREQ R0, =0x5D7 @Copy from here CMP R0, #desired nybble value to use in NSMBe LDREQ R0, =file id of model - 131 @...to here and paste before the "BX LR" to add more models BX LR nsub_0218737C_ov_64: STMFD SP!, {LR} SUB SP, SP, #4 LDR R0, =0x5D7 MOV R1, #0 BL loadFileByExtId_3dModel @Copy from here LDR R0, =file id of model - 131 MOV R1, #0 BL loadFileByExtId_3dModel @...to here and paste before the "MOV R0, #1" to add more models MOV R0, #1 ADD SP, SP, #4 LDMFD SP!, {PC}

For some reason my banzai bills go completely white in levels in which I have a remodelled square lift.
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Posted on 03-01-19, 02:26 pm (rev. 2 by  TheGameratorT on 03-01-19, 02:34 pm)
Shyguy
DMA problems.

Karma: 819
Posts: 17/89
Since: 07-19-18
Any music on Nintendo boot screen.

Save the file as nintendo_boot_music.s
#Delete coin soundset load. repl_020CCDD0_ov_01: BX LR #Force game to load music 78 on Nintendo boot instead of playing coin sound. repl_020CCDDC_ov_01: STMFD SP!, {R4,LR} MOV R0, #78 MOV R1, #0 BL 0x2011CE4 LDMFD SP!, {R4,LR} MOV R0, #78 MOV R1, #0 B 0x2011E7C #Stop music on scene deletion to allow titlescreen music load. nsub_020CCB28_ov_01: STMFD SP!, {R4,LR} MOV R0, #0 BL 0x2011E3C MOV R0, #1 LDMFD SP!, {R4,PC}


This will replace the coin playsound and set SSEQ ID 78 as the boot music.
You can always change the number 78 in the code to which slot you want.

Will leave a SSEQ, SBNK and SWAR if you want to use mono WAV files, I recommend you using Nitro Studio to import the files.
https://drive.google.com/open?id=1DcyH15ubNlQKoKIv1ly8pJsJJhkZyUEb

To import a mono WAV file in Nitro Studio, open the added WAVE_BOOT.swar, right click on "Sound 0" then import the WAV.
If it doesn't play you might need to lower the sample rate of it. I also don't recommend making the WAV longer than the Nintendo boot screen time as it will make loading times longer and won't play the extra part anyways.
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Posted on 03-17-19, 04:19 pm (rev. 1 by  TheGameratorT on 03-17-19, 04:20 pm)
Shyguy
DMA problems.

Karma: 819
Posts: 23/89
Since: 07-19-18
Only MvsL Selectable in Main Menu.

Save the file as main_menu_only_mvsl.s
#Singleplayer button behaves like MvsL #If pressing L, R and B while selecting button go to singleplayer debug worldmap nsub_020D2F70_ov_09: LDR R3, =0x2087600 LDR R2, =0x102 LDRH R3, [R3,#0x50] BICS R2, R2, R3 BNE .TriggerMvsLButtonBehaviour TST R3, #0x200 BNE .TriggerSingleplayerDebugWorldmap .TriggerMvsLButtonBehaviour: MOV R0, #30 BL 0x2011E3C @Stop music MOV R0, #6 MOV R1, #0 BL 0x20131FC LDR R0, =0x2088F48 BL 0x2007BFC ADD SP, SP, #4 LDMFD SP!, {PC} .TriggerSingleplayerDebugWorldmap: MOV R0, #0 MOV R1, #0 LDR R2, =0x2088BDC BL 0x2012E08 @Load save MOV R0, #9 MOV R1, #0 BL 0x20131FC @Cause scene change ADD SP, SP, #4 LDMFD SP!, {PC} #Disable MvsL and Minigames buttons hook_020D339C_ov_09: LDR R3, =0x20DBB00 LDRB R2, [R3,#0x84] CMP R2, #1 BEQ .L2 CMP R2, #2 MOVEQ R2, #0 STREQB R2, [R3,#0x84] BX LR .L2: MOV R2, #3 STRB R2, [R3,#0x84] BX LR #MvsL menu return default button is Singleplayer repl_020D3704_ov_09: BX LR


You will also need to replace the following files in UiStudio folder:
https://nsmbhd.net/file/rfC56SM1DceWa9mf/UiStudio.zip
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