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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

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?
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Check out "New-ISH" Super Mario Bros. DS HD*!!
Renewed Super Mario Bros. still exists, though.
Posted on 06-01-19, 04:21 am
Nipper Plant


Karma: 2416
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: 2416
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


Karma: 462
Posts: 31/33
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 Snake
Eugene

Karma: 3810
Posts: 1029/1156
Since: 11-29-11

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

Karma: 3386
Posts: 1022/1447
Since: 02-12-16
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.
_________________________
NSMB Hacking Discord
Posted on 08-02-20, 07:06 pm (rev. 4 by  TheGameratorT on 08-02-20, 07:14 pm)
Shyguy
DMA problems.

Karma: 819
Posts: 76/89
Since: 07-19-18
Bottom screen fading fix:

This simple ASM fixes a bug that has annoyed me for quite some time now.
In NSMB DS, the bottom screen is 1 shade darker than usual.
This fixes the fading so it uses the correct shade.

@ Fading fix for New Super Mario Bros. DS nsub_02008058: LDRB R0, [R7,#0x5BC] TST R0, #2 BEQ .return LDR R0, =0x4001050 MOV R1, #63 MOV R2, #0 BL G2x_SetBlendBrightness_ .return: LDRB R0, [R7,#0x5BC] AND R0, R0, #1 B 0x0200805C


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NSMB Hacking Discord
Posted on 06-18-23, 03:33 pm


Karma: 1
Posts: 2/2
Since: 06-18-23
some please tell me which overlay the cut title screen cutscene is in
Posted on 09-20-23, 10:42 pm


Karma: 1
Posts: 1/2
Since: 09-20-23
Posted by skawo
Proper Blue Shell Block Type
repl_020D07B4_ov_0A: STMFD SP!, {LR} MOV R1, R4 LDR R4, =#0x0088002B CMP R1, R4 LDMNEFD SP!, {PC} BL getPtrToMarioOrLuigi ADD R0, R0, #0x700 LDRB R0, [R0, #0xAB] LDR R1, =#0x0088002B CMP R0, #4 LDREQ R1, =#0x00080000 CMP R0, #0 LDREQ R1, =#0x00080000 LDMFD SP!, {PC}

Not the best code there, but it makes the Blue Shell-type regular blocks actually spawn Mushrooms if you're small or mini (like they should) as opposed to always shells. Does not affect the map blocks.

Item on Select
hook_0211F844_ov_0A: STMFD SP!, {R0, R1, LR} LDR R0, =0x04000130 LDRB R0, [R0] LSR R0, #2 ANDS R0, #1 LDMNEFD SP!, {R0, R1, PC} LDR R0, =0x0208B698 LDR R1, =0x009500DA STR R1, [R0] LDR R1, =0x09600D40 STR R1, [R0, #0x8] LDR R1, =0x1 STR R1, [R0, #0x4] STR R1, [R0, #0xC] LDMFD SP!, {R0, R1, PC}


Better than the horrible C version.



Where do i enter this code?
Posted on 01-01-24, 03:44 am (rev. 1 by IllyCat on 01-01-24, 04:04 am)


Karma: 25
Posts: 2/10
Since: 10-20-23
World based Lava retexture code hack

Ncp patch:
ncp_call(0x02165a38, 54) ncp_call(0x02165b9c, 54) LDR R0, =0x02088BFC LDR R0, [R0] CMP R0, #7 @world id LDREQ R0, =File Id - 0x83 BXEQ LR LDR R0, =0x617 BX LR


Old template patch:
repl_02165a38_ov_36: repl_02165b9c_ov_36: LDR R0, =0x02088BFC LDR R0, [R0] CMP R0, #7 @world id LDREQ R0, =File Id - 0x83 BXEQ LR LDR R0, =0x617 BX LR
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