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Posted on 06-13-16, 12:26 pm (rev. 4 by  skawo on 08-25-19, 12:07 am)


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Certain Hiccups and SnakeBlocks asked me to post the code that let me do this;

https://www.youtube.com/watch?v=ob364gKV4zs

Here it is, commented. Enjoy. Works on nybble 8 = 1.
Files replaced are /polygon_unit/l_hashira_c.tx, /polygon_unit/l_hashira_cd.tx and /polygon_unit/l_hashira_cu.tx, but you can adjust that.
https://www.dropbox.com/s/8xvbjw76pa8z90d/ShyGuy2.txt?dl=0
Posted on 06-13-16, 12:29 pm
Panser


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but this way you can have both fly guy that spumpkin ?
Posted on 06-13-16, 12:31 pm (rev. 1 by  skawo on 06-13-16, 12:34 pm)


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Yes. Can't have both in one level though. It's either one or the other.
Posted on 06-13-16, 12:34 pm (rev. 1 by  Ultraboy on 06-13-16, 12:37 pm)
Panser


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so you no longer be using the spumpkin ?
Posted on 06-13-16, 12:37 pm
a

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You actually posted it! Awesome Again, this could be really useful in hacks and stuff.
Posted on 06-13-16, 12:39 pm


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Posted by mico

so you no longer be using the spumpkin ?


...No. I am. I just said you can't have both in a single level. You can have both in multiple levels, however.
Posted on 06-13-16, 12:51 pm
Not a hacker

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Interesting.... Let's learn ASM and make custom enemies!


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Posted on 06-13-16, 01:06 pm


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Thanks for this.
So, this codes makes that Splunkins and Shy Guy (or another enemy) use the same sprite?
And also, this use the Shy Guy, for example, in every level of W7, and the Splunkin in the other worlds, or am I wrong?
Anyway, another thanks for sharing all your awesome ASM-hack.

Posted by Super-toad 65
Interesting.... Let's learn ASM and make custom enemies!


Yay, let's learn ASM and let's fail, yay.

Posted on 06-13-16, 01:33 pm (rev. 1 by  Arctus Platner on 06-13-16, 01:33 pm)
Red Paratroopa
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Posted by Sherry
Yay, let's learn ASM and let's fail, yay.


It's better to fail than not try at all.

But yeah, this is quite interesting, I might use it in NSMBLT, that is, once I feel like there is a level that needs it.
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Posted on 06-13-16, 02:07 pm (rev. 1 by  skawo on 06-13-16, 02:15 pm)


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Posted by Sherry
Thanks for this.
So, this codes makes that Splunkins and Shy Guy (or another enemy) use the same sprite?
And also, this use the Shy Guy, for example, in every level of W7, and the Splunkin in the other worlds, or am I wrong?
Anyway, another thanks for sharing all your awesome ASM-hack.

Posted by Super-toad 65
Interesting.... Let's learn ASM and make custom enemies!


Yay, let's learn ASM and let's fail, yay.



Correct. You can set it to any world and actually any level if you want. You can also use it to say, get 3D goombas if you'd want.
Posted on 06-13-16, 05:28 pm
Birdo


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Do these "sound IDs" you mentioned in the code, match up directly with the IDs in the SDAT?
Posted on 06-13-16, 06:16 pm


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Haven't a clue, mate. I just snooped what was used elsewhere and used that.
Posted on 06-13-16, 06:18 pm
Panser


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you can do the same with other enemies?
Posted on 06-13-16, 06:19 pm


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Modelled ones, yes, unless they animate by code.
Posted on 06-13-16, 06:21 pm
Panser


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on newer smbw they have used the same method?
Posted on 06-13-16, 06:27 pm


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No.
Posted on 06-13-16, 07:23 pm
Death by cuteness

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If anyone (more specifically  skawo) is interested in the possibility of having both Splunkins and Shy Guys in the same Area without any restrictions, then:

In arm9:
Paste the following at offset 0×1B00:
68 00 9F E5 00 10 A0 E3 55 20 00 EB 00 00 50 E3 0D 00 00 0A 19 62 01 EB BE 20 D0 E1 50 10 9F E5 02 20 80 E0 0C 20 92 E5 02 20 80 E0 08 00 92 E5 00 20 82 E0 BA 00 D2 E1 00 00 82 E0 08 00 90 E5 00 00 82 E0 BC 01 D0 E1 B0 00 C1 E1 24 00 9F E5 00 10 A0 E3 42 20 00 EB 1C 00 9F E5 00 10 A0 E3 3F 20 00 EB 01 00 A0 E3 04 D0 8D E2 00 80 BD E8 A6 07 00 00 B8 99 17 02 A5 07 00 00 A7 07 00 00 08 00 95 E5 10 00 10 E3 2C 00 9F 05 2C 00 9F 15 0F DD 05 EA 08 00 95 E5 10 00 10 E3 20 00 9F 05 20 00 9F 15 0D DD 05 EA 08 00 95 E5 10 00 10 E3 14 00 9F 05 14 00 9F 15 15 DD 05 EA 65 05 00 00 A6 07 00 00 64 05 00 00 A5 07 00 00 66 05 00 00 A7 07 00 00 08 00 94 E5 10 00 10 E3 01 10 A0 13 02 10 A0 03 C8 DA 05 EA 08 40 95 E5 10 00 14 E3 01 10 82 00 A8 DA 05 EA 08 00 94 E5 10 00 10 E3 4C 00 A0 03 F5 00 A0 13 83 DB 05 EA 08 00 94 E5 10 00 10 E3 4D 00 A0 03 F6 00 A0 13 84 DB 05 EA 08 00 94 E5 10 00 10 E3 4E 00 A0 03 F7 00 A0 13 82 DB 05 EA 08 00 96 E5 10 00 10 E3 70 00 A0 13 A4 00 A0 03 A5 DB 05 EA



In overlay 71:
At offset 0×2CF8: replace 011082E0 with 5225FAEA
At offset 0×2D68: replace 0210A0E3 with 3125FAEA
At offset 0×3078: replace 4C00A0E3 with 7624FAEA
At offset 0×3090: replace 4D00A0E3 with 7524FAEA
At offset 0×309C: replace 4E00A0E3 with 7724FAEA
At offset 0×313C: replace A400A0E3 with 5424FAEA
At offset 0×3630: replace 74009FE5 with EA22FAEA
At offset 0×363C: replace 6C009FE5 with EC22FAEA
At offset 0×3670: replace 3C009FE5 with E422FAEA
At offset 0×372C: replace 04D08DE2 with 8B22FAEA

Change all the A5070000, A6070000 and A7070000 as you see fit, according to the files you want to load.


How to use?
This code will read the sprite data of each instance of Sprite 284 (Splunkin), more specifically:
_If nybble 10 is odd, then this specimen will be a Shy Guy (or anything else you want);
_If nybble 10 is even, then this specimen will be a Splunkin.
Note that they can now both co-exist.

This is for US version.
Posted on 06-13-16, 07:26 pm


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Wait, how do you know where the Splunkin spritedata ends up in memory? I can easily add this into my own code, then.
Posted on 06-13-16, 07:33 pm
Death by cuteness

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Well for example if you set a breakpoint at 2178ADC (the sound the Splunkin makes when it dies), you can get the offset of the sprite thanks to R6.

Luckily for you there is always a register that holds this offset (it can be R4, R5 or R6 for the mods you did on this sprite).
Posted on 06-13-16, 08:43 pm (rev. 2 by newluigidev on 06-13-16, 08:59 pm)
Nipper Plant


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So how do you actually insert the text?
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