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Posted on 07-05-16, 01:06 pm (rev. 1 by  MeroMero on 07-05-16, 01:10 pm)
Death by cuteness

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Since: 05-01-13
Another ASM Hack ?!
This one will allow you to double the area used for the score graphics with the exception of the 1-up whose area is used as a base for the other graphics to take from.
Also Luigi now has its own set of colors, as seen in the image below:


Download: I_score_l_ncg.bin

Note that if you don't like those score graphics, you can always change them yourself.

Improved score graphics:
repl_020D8D0C_ov_08: LDRB R2, [R0] LDR R0, =0x216F8E8 LDRH R1, [R0, #4] ANDS R1, R1, #0x100 ADDNE PC, PC, #0x8C LDR R1, [R0] STR R1, [R0, #-0xC0] STR R1, [R0, #0x28] STR R1, [R0, #-0x80] STR R1, [R0, #-0x28] STR R1, [R0, #-0x158] STR R1, [R0, #0x20] STR R1, [R0, #-0x70] STR R1, [R0, #-0xF8] STR R1, [R0, #-0x170] ADD R0, R0, #4 MOV R1, #0 SUB R1, R1, #0x10000 ADD R1, #0x1000 CMP R2, #1 ADDEQ R1, #0x2000 STR R1, [R0, #-0xC0] ADD R1, R1, #2 STR R1, [R0, #0x28] ADD R1, R1, #2 STR R1, [R0, #-0x80] ADD R1, R1, #2 STR R1, [R0, #-0x28] ADD R1, R1, #2 STR R1, [R0, #-0x158] ADD R1, R1, #2 STR R1, [R0, #0x20] ADD R1, R1, #2 STR R1, [R0, #-0x70] ADD R1, R1, #2 STR R1, [R0, #-0xF8] ADD R1, R1, #2 STR R1, [R0] ADD R1, R1, #2 STR R1, [R0, #-0x170] BX LR ADD R0, R0, #5 LDRB R1, [R0] AND R1, R1, #0x1F CMP R2, #1 ADDEQ R1, R1, #0x20 STRB R1, [R0, #-0xC0] STRB R1, [R0, #0x28] STRB R1, [R0, #-0x80] STRB R1, [R0, #-0x28] STRB R1, [R0, #-0x158] STRB R1, [R0, #0x20] STRB R1, [R0, #-0x70] STRB R1, [R0, #-0xF8] STRB R1, [R0] STRB R1, [R0, #-0x170] BX LR

Posted on 07-06-16, 06:52 am
Fire Brother
Eugene

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Since: 11-29-11
Omg MeroMero, all those awesome ASM Hacks, you really got too much free time
Posted on 09-06-16, 02:34 pm


Karma: 19752
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Since: 04-02-13
Which palette does this use?
Posted on 09-06-16, 02:51 pm (rev. 1 by  MeroMero on 09-06-16, 02:52 pm)
Death by cuteness

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Posts: 580/598
Since: 05-01-13
Palette File: UI_O_1P_game_in_o_ud_ncl.bin

Assuming you begin to count from 0:
Palette 1 for Mario
Palette 3 for Luigi
Posted on 11-11-16, 05:34 pm (rev. 3 by  HD Erick Games on 11-11-16, 05:58 pm)
Red Paratroopa
Someone who speaks Portuguese

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Since: 11-02-16
Posted by MeroMero


Where's the file location? so i can replace it
Posted on 11-11-16, 05:41 pm



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Since: 04-08-16
Posted by HD Erick Games
Where's the file location? so i can replace it

root > obj > I_score_l_ncg.bin
The Legendary Sprite 326:
Posted on 11-11-16, 05:54 pm
☭ coffee and cream


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Posts: 2165/2766
Since: 06-26-11
did you really have to quote the whole first post?


derp
_________________________
Kuribo64 - RH-fucking-cafe - Kafuka

zrghij
Posted on 12-13-16, 04:58 pm


Karma: 19752
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Since: 04-02-13
So, this is tied into the World Map code. Could it be put somewhere in the level loading code or something like that, so if player is switched after the map, the palette switches properly?
Posted on 12-13-16, 08:20 pm (rev. 1 by  MeroMero on 12-13-16, 08:20 pm)
Death by cuteness

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Since: 05-01-13
Sure.

Keep the ASM from the first post, and replace your NSLU physics ASM Hack with this one:

repl_0215EAD4_ov_36: STMFD SP!, {R2-R9, LR} MOV R0, R5, LSL R9 LDR R2, =0x2085A50 LDRB R2, [R2] LDR R3, =0x212E2D8 CMP R2, #1 LDRNE R4, =0x3A80 MOVNE R5, #0x90 MOVNE R6, #0xB0 MOVNE R7, #0x80 MOVNE R8, #0x60 MOVNE R9, #0x180 LDREQ R4, =0x4080 MOVEQ R5, #0x60 MOVEQ R6, #0x78 MOVEQ R7, #0x54 MOVEQ R8, #0x40 MOVEQ R9, #0x100 STR R4, [R3] STR R4, [R3, #0x40] STR R4, [R3, #0x80] STR R5, [R3, #0xE0] STR R5, [R3, #0x100] STR R6, [R3, #0xE4] STR R6, [R3, #0x104] STR R7, [R3, #0xE8] STR R7, [R3, #0x108] STR R8, [R3, #0xEC] STR R8, [R3, #0x10C] STR R9, [R3, #0xFC] LDR R3, =0x216F8E8 LDRH R4, [R3, #4] ANDS R4, R4, #0x100 BNE .AlternateCalculation LDR R4, [R3] STR R4, [R3, #-0xC0] STR R4, [R3, #0x28] STR R4, [R3, #-0x80] STR R4, [R3, #-0x28] STR R4, [R3, #-0x158] STR R4, [R3, #0x20] STR R4, [R3, #-0x70] STR R4, [R3, #-0xF8] STR R4, [R3, #-0x170] ADD R3, R3, #4 MOV R4, #0 SUB R4, R4, #0x10000 ADD R4, #0x1000 CMP R2, #1 ADDEQ R4, #0x2000 STR R4, [R3, #-0xC0] ADD R4, R4, #2 STR R4, [R3, #0x28] ADD R4, R4, #2 STR R4, [R3, #-0x80] ADD R4, R4, #2 STR R4, [R3, #-0x28] ADD R4, R4, #2 STR R4, [R3, #-0x158] ADD R4, R4, #2 STR R4, [R3, #0x20] ADD R4, R4, #2 STR R4, [R3, #-0x70] ADD R4, R4, #2 STR R4, [R3, #-0xF8] ADD R4, R4, #2 STR R4, [R3] ADD R4, R4, #2 STR R4, [R3, #-0x170] B .Exit .AlternateCalculation: ADD R3, R3, #5 LDRB R4, [R3] AND R4, R4, #0x1F CMP R2, #1 ADDEQ R4, R4, #0x20 STRB R4, [R3, #-0xC0] STRB R4, [R3, #0x28] STRB R4, [R3, #-0x80] STRB R4, [R3, #-0x28] STRB R4, [R3, #-0x158] STRB R4, [R3, #0x20] STRB R4, [R3, #-0x70] STRB R4, [R3, #-0xF8] STRB R4, [R3] STRB R4, [R3, #-0x170] .Exit: LDMFD SP!, {R2-R9, PC}

Posted on 12-13-16, 09:01 pm


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*nods*
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