Ed_IT |
Posted on 01-06-19, 07:29 pm
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Skylander |
Posted on 01-06-19, 07:40 pm (rev. 1 by Skylander on 01-06-19, 08:15 pm)
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Giant Paratroopa
Cream Cheese King Karma: 2140 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. _________________________ Discord Server 1 - Discord Server 2 - Youtube Channel |
poudink |
Posted on 01-07-19, 09:26 pm
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Giant Red Paratroopa
Not Edible Karma: 3366 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. _________________________ Nothing to say, so jadnjkfmnjamnfjkldnajfnjkanfjdksan jsdnvj m. |
Skylander |
Posted on 01-07-19, 09:40 pm
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Giant Paratroopa
Cream Cheese King Karma: 2140 Posts: 722/1379 Since: 04-24-18 |
That's true! I can totally do that!
_________________________ Discord Server 1 - Discord Server 2 - Youtube Channel |
poudink |
Posted on 02-10-19, 02:59 pm
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Giant Red Paratroopa
Not Edible Karma: 3366 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. _________________________ Nothing to say, so jadnjkfmnjamnfjkldnajfnjkanfjdksan jsdnvj m. |
TheGameratorT |
Posted on 03-01-19, 02:26 pm (rev. 2 by TheGameratorT on 03-01-19, 02:34 pm)
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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. _________________________ NSMB Hacking Discord |
TheGameratorT |
Posted on 03-17-19, 04:19 pm (rev. 1 by TheGameratorT on 03-17-19, 04:20 pm)
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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 _________________________ NSMB Hacking Discord |
BeingAwesom |
Posted on 05-28-19, 03:44 am (rev. 1 by BeingAwesom on 05-28-19, 03:49 am)
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Paragoomba
Kab-omb for life Karma: 114 Posts: 46/76 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? _________________________ Check out "New-ISH" Super Mario Bros. DS HD*!! Renewed Super Mario Bros. still exists, though. |
newluigidev |
Posted on 06-01-19, 04:21 am
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Nipper Plant
Karma: 2406 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 |
MrModdz |
Posted on 07-20-19, 01:04 am
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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 . . . |
newluigidev |
Posted on 07-20-19, 03:25 am
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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.
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MrModdz |
Posted on 07-24-19, 10:43 am
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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? |
RoadrunnerWMC |
Posted on 10-15-19, 08:25 am
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||
Karma: 462 Posts: 31/33 Since: 01-17-15 |
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KingYoshi |
Posted on 10-15-19, 01:31 pm
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Fire Brother
Eugene Karma: 3646 Posts: 1029/1120 Since: 11-29-11 |
Signboard (sprite 93 / actor 77) "In front of Mario" settingExample: |
TheGameratorT |
Posted on 04-09-20, 10:51 am (rev. 3 by TheGameratorT on 04-09-20, 11:16 am)
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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 _________________________ NSMB Hacking Discord |
poudink |
Posted on 04-09-20, 06:37 pm
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Giant Red Paratroopa
Not Edible Karma: 3366 Posts: 1022/1447 Since: 02-12-16 |
bbomb64 |
Posted on 04-10-20, 05:52 am
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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 |
IsaacAndHisIsaac |
Posted on 04-11-20, 01:59 am
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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)
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bbomb64 |
Posted on 04-11-20, 05:03 am
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Shyguy
bbomb64 Karma: 170 Posts: 80/86 Since: 12-17-17 |
hm, alright, neat. interesting find
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TheGameratorT |
Posted on 04-11-20, 09:09 am (rev. 1 by TheGameratorT on 04-11-20, 09:10 am)
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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.
_________________________ NSMB Hacking Discord |