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

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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

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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

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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

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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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Posted on 05-28-19, 03:44 am (rev. 1 by  BeingAwesom on 05-28-19, 03:49 am)
Paragoomba
Kab-omb for life

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Since: 11-22-17
"Ground Pounds don't do extra damage to tower Bowser Jr." is asking for this hex: B8 18 D0 01 30 10 81 02 in overlay9_28. When searching overlay9_28, I cannot find this hex. The other hex listed worked, but this one didn't.

EDIT: After checking, the hex "B8 18 D0 01 48 10 81 02", the one right before this one, actually appears two times within overlay9_28 (0x4190 and 0x41D0). Perhaps I need to change the second?
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Posted on 06-01-19, 04:21 am
Nipper Plant


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Posts: 390/417
Since: 08-17-15
Something I did to make it easier to patch for a thing I'm writing for Super Mario: Endless Earth

Save Anytime from Worldmap (template version)
@Save anytime from the worldmap.
repl_020D0200_ov_08:
MOV R0, #1
BX  LR

repl_020D0204_ov_08:
STRB R0, [R1]
BX   LR
Posted on 07-20-19, 01:04 am
Goomba
hopefully non-existent

Karma: 23
Posts: 9/20
Since: 07-15-19
I got an issue trying to use luigi physics:

LuigiPhysics.cpp
arm-none-eabi-g++ -MMD -MP -MF /home/PRIVATE/Desktop/ASMPatchTemplate-master/build/LuigiPhysics.d -g -Wall -Wno-unknown-pragmas -O2 -march=armv5te -mtune=arm946e-s -fomit-frame-pointer -ffast-math -iquote /home/PRIVATE/Desktop/ASMPatchTemplate-master/include -I/opt/devkitpro/libnds/include -I/opt/devkitpro/devkitARM/include -I/opt/devkitpro/devkitARM/arm-none-eabi/include -I/home/PRIVATE/Desktop/ASMPatchTemplate-master/build -DARM9 -nodefaultlibs -I. -fno-builtin -c -fno-rtti -fno-exceptions -c /home/PRIVATE/Desktop/ASMPatchTemplate-master/source/LuigiPhysics.cpp -o LuigiPhysics.o
C:/Users/PRIVATE/Desktop/ASMPatchTemplate-master/source/LuigiPhysics.cpp:7:10: error: stray '#' in program
7 | CMP R2, #1
| ^
C:/Users/PRIVATE/Desktop/ASMPatchTemplate-master/source/LuigiPhysics.cpp:9:12: error: stray '#' in program
9 | MOVNE R5, #0x90
| ^
C:/Users/PRIVATE/Desktop/ASMPatchTemplate-master/source/LuigiPhysics.cpp:10:12: error: stray '#' in program
10 | MOVNE R6, #0xB0
| ^
C:/Users/PRIVATE/Desktop/ASMPatchTemplate-master/source/LuigiPhysics.cpp:11:12: error: stray '#' in program
11 | MOVNE R7, #0x80
| ^
C:/Users/PRIVATE/Desktop/ASMPatchTemplate-master/source/LuigiPhysics.cpp:12:12: error: stray '#' in program
12 | MOVNE R8, #0x60
| ^
C:/Users/PRIVATE/Desktop/ASMPatchTemplate-master/source/LuigiPhysics.cpp:13:12: error: stray '#' in program
13 | MOVNE R9, #0x180
| ^
C:/Users/PRIVATE/Desktop/ASMPatchTemplate-master/source/LuigiPhysics.cpp:15:12: error: stray '#' in program
15 | MOVEQ R5, #0x60
| ^
C:/Users/PRIVATE/Desktop/ASMPatchTemplate-master/source/LuigiPhysics.cpp:16:12: error: stray '#' in program
16 | MOVEQ R6, #0x78
| ^
C:/Users/PRIVATE/Desktop/ASMPatchTemplate-master/source/LuigiPhysics.cpp:17:12: error: stray '#' in program
17 | MOVEQ R7, #0x54
| ^
C:/Users/PRIVATE/Desktop/ASMPatchTemplate-master/source/LuigiPhysics.cpp:18:12: error: stray '#' in program
18 | MOVEQ R8, #0x40
| ^
C:/Users/PRIVATE/Desktop/ASMPatchTemplate-master/source/LuigiPhysics.cpp:19:12: error: stray '#' in program
19 | MOVEQ R9, #0x100
| ^
C:/Users/PRIVATE/Desktop/ASMPatchTemplate-master/source/LuigiPhysics.cpp:21:15: error: stray '#' in program
21 | STR R4, [R3, #0x40]
| ^
C:/Users/PRIVATE/Desktop/ASMPatchTemplate-master/source/LuigiPhysics.cpp:22:15: error: stray '#' in program
22 | STR R4, [R3, #0x80]
| ^
C:/Users/PRIVATE/Desktop/ASMPatchTemplate-master/source/LuigiPhysics.cpp:23:15: error: stray '#' in program
23 | STR R5, [R3, #0xE0]
| ^
C:/Users/PRIVATE/Desktop/ASMPatchTemplate-master/source/LuigiPhysics.cpp:24:15: error: stray '#' in program
24 | STR R5, [R3, #0x100]
| ^
C:/Users/PRIVATE/Desktop/ASMPatchTemplate-master/source/LuigiPhysics.cpp:25:15: error: stray '#' in program
25 | STR R6, [R3, #0xE4]
| ^
C:/Users/PRIVATE/Desktop/ASMPatchTemplate-master/source/LuigiPhysics.cpp:26:15: error: stray '#' in program
26 | STR R6, [R3, #0x104]
| ^
C:/Users/PRIVATE/Desktop/ASMPatchTemplate-master/source/LuigiPhysics.cpp:27:15: error: stray '#' in program
27 | STR R7, [R3, #0xE8]
| ^
C:/Users/PRIVATE/Desktop/ASMPatchTemplate-master/source/LuigiPhysics.cpp:28:15: error: stray '#' in program
28 | STR R7, [R3, #0x108]
| ^
C:/Users/PRIVATE/Desktop/ASMPatchTemplate-master/source/LuigiPhysics.cpp:29:15: error: stray '#' in program
29 | STR R8, [R3, #0xEC]
| ^
C:/Users/PRIVATE/Desktop/ASMPatchTemplate-master/source/LuigiPhysics.cpp:30:15: error: stray '#' in program
30 | STR R8, [R3, #0x10C]
| ^
C:/Users/PRIVATE/Desktop/ASMPatchTemplate-master/source/LuigiPhysics.cpp:31:15: error: stray '#' in program
31 | STR R9, [R3, #0xFC]
| ^
C:/Users/PRIVATE/Desktop/ASMPatchTemplate-master/source/LuigiPhysics.cpp:1:20: error: found ':' in nested-name-specifier, expected '::'
1 | repl_0215EAD4_ov_36:
| ^
| ::
C:/Users/PRIVATE/Desktop/ASMPatchTemplate-master/source/LuigiPhysics.cpp:1:1: error: 'repl_0215EAD4_ov_36' does not name a type
1 | repl_0215EAD4_ov_36:
| ^~~~~~~~~~~~~~~~~~~
C:/Users/PRIVATE/Desktop/ASMPatchTemplate-master/source/LuigiPhysics.cpp:3:2: error: 'MOV' does not name a type
3 | MOV R0, R5, LSL R9
| ^~~
make[1]: *** [/home/PRIVATE/Desktop/ASMPatchTemplate-master/Makefile:160: LuigiPhysics.o] Error 1
make: *** [Makefile:122: build] Error 2
Press any key to continue . . .
Posted on 07-20-19, 03:25 am
Nipper Plant


Karma: 2406
Posts: 396/417
Since: 08-17-15
because the LuigiPhysics is asm code, you need to put it in a file with an .s extension.
Posted on 07-24-19, 10:43 am
Goomba
hopefully non-existent

Karma: 23
Posts: 17/20
Since: 07-15-19
With removing the title screen cutscene iam having issue
I manually decompressed all overlays popped my rom in HxD (hex editing thing), searched for value 1 in the replace part of the window, tried both text string and hex value and it couldn't find the value I was searching for any ideas?
Posted on 10-15-19, 08:25 am


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Since: 01-17-15

Signboard (sprite 93 / actor 77) "In front of Mario" setting


repl_02001CF4: @ with MeroMero hack
repl_02130C70: @ without MeroMero hack
    LDR     R1, [R4,#0x8]
    ANDS    R1, R1, #0x20000000
    MOVNE   R1, #0x200000
    MOVEQ   R1, #0
    STR     R1, [R4,#0x68]
    MOVNE   R1, #0
    BX      LR


And corresponding spritedata.xml field:

<field id="4" type="checkbox" name="In front of Mario" values="2" notes="" />

Compatible with MeroMero's signboard hack.
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Posted on 10-15-19, 01:31 pm
Fire Brother
Eugene

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Signboard (sprite 93 / actor 77) "In front of Mario" setting



Example:

Posted on 04-09-20, 10:51 am (rev. 3 by  TheGameratorT on 04-09-20, 11:16 am)
Shyguy
DMA problems.

Karma: 819
Posts: 45/89
Since: 07-19-18
Unlock Mario head rotation on worldmap:

@ Set alternate head idle animation as true repl_020DDCC0_ov_08: MOV R12, #1 BX LR repl_020DDCD0_ov_08: LDR R3, [R3,#0xC8] LDRSB R3, [R3] BX LR


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Posted on 04-09-20, 06:37 pm
Giant Red Paratroopa
Not Edible

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wait what does this do? unlock head rotation? what exactly does that mean?
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Posted on 04-10-20, 05:52 am
Shyguy
bbomb64

Karma: 170
Posts: 79/86
Since: 12-17-17
i believe it allows mario's head to be in a constant "shaking" motion, or looking side to side, while idle. on the worldmap, of course

not entirely sure, though
Posted on 04-11-20, 01:59 am
Newcomer


Karma: 43
Posts: 2/5
Since: 04-07-20
Posted by bbomb64
i believe it allows mario's head to be in a constant "shaking" motion, or looking side to side, while idle. on the worldmap, of course

not entirely sure, though


Just tried it out and yes, that's exactly what it does.

Also I messed around with this a little and found out if you change
MOV R12, #1
to
MOV R12, #0
it shows his other animation (doesn't rotate his head at all)
Posted on 04-11-20, 05:03 am
Shyguy
bbomb64

Karma: 170
Posts: 80/86
Since: 12-17-17
hm, alright, neat. interesting find
Posted on 04-11-20, 09:09 am (rev. 1 by  TheGameratorT on 04-11-20, 09:10 am)
Shyguy
DMA problems.

Karma: 819
Posts: 46/89
Since: 07-19-18
ah, yes I forgot to say that changing the value to 0 would lock the head rotation on worldmap. thanks for pointing it out.
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