Pages: « 123456789 »
Posted on 12-15-15, 02:18 pm


Karma: 19807
Posts: 223/1100
Since: 04-02-13
...er.

Using an older (r356 seems to work) revision of NSMBe, decompress the overlay specified in the last column of the table.

Posted on 01-04-16, 12:11 am (rev. 1 by  skawo on 01-04-16, 12:11 am)


Karma: 19807
Posts: 231/1100
Since: 04-02-13
Added patch #16, which's probably entirely useless for anyone who doesn't have my specific purpose for it.
Posted on 01-23-16, 01:43 pm (rev. 1 by  skawo on 01-23-16, 01:48 pm)


Karma: 19807
Posts: 239/1100
Since: 04-02-13
Added patches #17, #18 and three misc ones, all courtesy of Sharks.
Posted on 01-23-16, 02:08 pm
Fire Snake
Eugene

Karma: 3810
Posts: 608/1156
Since: 11-29-11
"1-up from red coins if Player is mini"

Skawo, maybe you could find out how this red coin item thing works, so that we'll be able to choose other items than Super Mushroom and 1-Up
Posted on 01-23-16, 06:06 pm
Birdo


Karma: 2789
Posts: 1535/2091
Since: 06-26-11
That'd be more complicated.
Posted on 01-24-16, 04:26 pm (rev. 1 by  KingYoshi on 01-24-16, 04:27 pm)
Fire Snake
Eugene

Karma: 3810
Posts: 619/1156
Since: 11-29-11
Posted by Hiccup
That'd be more complicated.


Would it? Maybe it works the same as the 'secret world required power-up' thing. For example: 00=Mushroom; 01=Flower; 02=1-Up; 03=Shell etc.

Posted by Sharks

Power-upValueNote
Normal Mario00
Super Mario01
Fire Mario02
Mega Mario03Useless
Mini Mario04
Shell Mario05
Posted on 01-25-16, 06:04 pm
Birdo


Karma: 2789
Posts: 1536/2091
Since: 06-26-11
But it would have to detect sprite data...
Posted on 01-26-16, 07:03 pm


Karma: 19807
Posts: 242/1100
Since: 04-02-13
Added another Sharks-made patch.
Posted on 01-30-16, 09:28 pm


Karma: 19807
Posts: 244/1100
Since: 04-02-13
Added patch #19
Posted on 02-03-16, 07:35 pm
Death by cuteness

Karma: 6589
Posts: 342/598
Since: 05-01-13
Sinking Snow Pile (Sprite 274) works when length is 0

Decompress overlay 116.
Go to offset 0×A63 (US) 0×9BF (EU).
Change 9A into DA.
Posted on 02-04-16, 08:22 pm (rev. 1 by  MeroMero on 02-04-16, 08:27 pm)
Death by cuteness

Karma: 6589
Posts: 344/598
Since: 05-01-13



Download link updated in the footer.
Anyone is free to use this ROM Hack as a base.

If somehow you were working on a non-European version of NSMB and still want to use all the modifications done on the code, know that NSMBeditor allows you to extract and replace whole folders, and if you click replace, every destination file within that folder whose name matches that of the source file will get replaced.
This comes handy if you want to export all your work on a European version of NSMB.

Next thing to come from me won't be an ASM Hack but a tutorial on how to learn and master the "Background Sharing Method".

Posted on 02-04-16, 09:25 pm
Mariomaster

Karma: 8573
Posts: 531/1681
Since: 06-09-12
Sereously, this is amazing

Just wondering how that works (especialy how you do it in the editor).
_________________________
GitHub - Kuribo64 - YouTube
Posted on 02-05-16, 01:25 am
この記号は… 解読できないよ…


Karma: 6330
Posts: 1770/2785
Since: 01-17-13
I also wonder how it works in the editor, and if there is any downside to this (not being able to hide the pipe or something).
Posted on 02-05-16, 04:10 pm (rev. 1 by  KingYoshi on 02-05-16, 05:08 pm)
Fire Snake
Eugene

Karma: 3810
Posts: 628/1156
Since: 11-29-11
Lol, that seems like my ripped NSMBWii Desert BG.
Posted on 02-05-16, 07:35 pm
Death by cuteness

Karma: 6589
Posts: 345/598
Since: 05-01-13
Posted by KingYoshi
Lol, that seems like my ripped NSMBWii Desert BG.


https://www.youtube.com/watch?v=Yj5LaZszQe0
And?
I already heard you the first time.

Posted by Mariomaster
Sereously, this is amazing

Just wondering how that works (especialy how you do it in the editor).

Posted by Thierry
I also wonder how it works in the editor, and if there is any downside to this (not being able to hide the pipe or something).


Hmm… about time I spill the beans.
What I did is that I repurposed the Sprite 93 (Arrow signboard), which benefits my hack since the arrow signs were implemented in the jyotyu tileset.
I also created a new folder, called zyajirusi, which contains for now 32 files:
_4 top pipes,
_4 bottom pipes,
_4 left pipes,
_4 right pipes,
_8 horizontal pipes,
_7 vertical pipes,
_and 1 pipe joint.

But I will upgrade the pipes by adding 1 file to bring the total to 33 files, and:
_exporting the pipe joint to file 33,
_replace the 4 duplicates horizontal pipes by 4 joint pipes (horizontal in front),
_replace the 3 duplicates vertical pipes and the duplicate pipe joint by 4 joint pipes (vertical in front).

On top of that Sprite 93 is really nice since it also have a parameter to scale down the textures (hence the mini-pipes with exclusive colors).

Since that sprite doesn't have a collision on its own, I have to make the tileset behavior corresponding to the pipes for each category 1 tileset where I plan to use the pipes.
Due to that limitation, those "pipes" are set to be unbreakable.

But there were 2 slight problems:
_the first is that actually the textures of Actor 77 are actually rendered at ×1.125² of their expected size.
This was easily rectified by changing a MOV R0,#0×900 (09 0C A0 E3) into MOV R0,#0×800 (08 0C A0 E3)
and a MOV R0,#0×1200 (12 0C A0 E3) into MOV R0,#0×1000 (10 0C A0 E3) in overlay 12.
_the second is that once you clear a level the majority of the sprites are destroyed, including Sprite 93 (Actor 77).
The game first assigns the value 0×107 to R2 (on EUR version at least), and then that value is changed into 1 or 0 for the Actors that shouldn't be destroyed.
What happens afterwards is that the value is ANDed with 0×100 and if the result is not equal to 0, then the sprite is destroyed.
So I fixed this by doing an ASM hack that reads a list of 326 bits, and if the bit corresponding to the Actor is 1, then the value 0×107 is changed into 0×1.
Since this ASM hack is read before the special cases, Actors that weren't destroyed to begin with won't get destroyed regardless of their bit value.
Posted on 02-05-16, 08:09 pm
Birdo


Karma: 2789
Posts: 1550/2091
Since: 06-26-11
Can you post a list of which sprites are destroyed by the flagpole (and other things, if you know them)?
Posted on 02-05-16, 08:31 pm
Fire Snake
Eugene

Karma: 3810
Posts: 629/1156
Since: 11-29-11
Posted by MeroMero
Posted by KingYoshi
Lol, that seems like my ripped NSMBWii Desert BG.


https://www.youtube.com/watch?v=Yj5LaZszQe0
And?
I already heard you the first time.


Yes, but that comment was on YouTube. I post this comment again here, because you're posting something that contains my ripped background here.

If I wouldn't post this, it would seem like you are the one who made that bg, since you haven't credited me for ripping it. The same with the YouTube video.
Posted on 02-05-16, 09:56 pm
この記号は… 解読できないよ…


Karma: 6330
Posts: 1771/2785
Since: 01-17-13
How about you clearly ask for credit, then?
Posted on 02-05-16, 10:42 pm
banned for purposefully altering people's posts, among other things. THIS IS A LIE!! oh but he's still banned.

Karma: 760
Posts: 21/75
Since: 09-16-15

Posted by Thierry
How about you clearly ask for credit, then?

How about no.
It shouldn't be a privilege for KingYoshi to get credits for his OWN work that he posted in the resources forum.
It's even in the official rules that anyone can use resources like KingYoshi's BG, but that they are obliged of giving the uploader the credits in any situation.
KingYoshi shouldn't even have to ask for credits, since that's his full right, and MeroMero should have done that from the very moment when he implemented KingYoshi's BG in his hack.
_________________________

I'm awesome.
Posted on 02-05-16, 10:46 pm
Doesn't actually do anything.

Karma: 3022
Posts: 571/653
Since: 10-22-12
This really is not the thread for this.
♪♫♩♬
Pages: « 123456789 »