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: 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 |
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: 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.
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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 Snake
Eugene Karma: 3805 Posts: 1029/1156 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: 3386 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 |
TheGameratorT |
Posted on 08-02-20, 07:06 pm (rev. 4 by TheGameratorT on 08-02-20, 07:14 pm)
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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 _________________________ NSMB Hacking Discord |
Goombaman |
Posted on 06-18-23, 03:33 pm
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Karma: 1 Posts: 2/2 Since: 06-18-23 |
some please tell me which overlay the cut title screen cutscene is in
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Scamazon |
Posted on 09-20-23, 10:42 pm
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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? |
IllyCat |
Posted on 01-01-24, 03:44 am (rev. 1 by IllyCat on 01-01-24, 04:04 am)
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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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