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Posted on 08-06-18, 09:33 pm (rev. 2 by  Shadey on 08-07-18, 12:14 am)
Flurry


Karma: 724
Posts: 250/258
Since: 10-14-11
Update 1:

  • Music per level! No longer limited to 2 songs!


  • New Life HUD. You can now keep track of lives easier. (Up to 8 lives).
  • Fixed "background snapping" issue.
  • Fixed desync issue in 1-2.
  • Fixed bug that would cause random crashes, especially on W1-Castle.
  • Fixed bug where powerups and lives would incorrectly carry over each level.
  • Mega Mushroom no longer hurts the other player.
  • Bowser JR now takes more hits to kill.
  • W1-T has been changed significantly to reduce slowdowns.
  • Switches now correctly restart music after use. (Still have glitched graphics!)
  • The Game Over screen will now appear rather than a black screen.
  • Play up to W2-T!

  • (credit to  skawo) Added ability to drop item with SELECT.
  • (credit to  MeroMero) Improved Blue Shell.
  • Posted on 08-07-18, 10:42 am (rev. 1 by  skawo on 08-07-18, 10:43 am)


    Karma: 19807
    Posts: 1082/1100
    Since: 04-02-13
    I'm most interested in how you did the sprite HUD.

    That's the one custom thing I've never been able to get to work - OAM
    Posted on 08-07-18, 10:56 am
    Mariomaster

    Karma: 8573
    Posts: 1317/1681
    Since: 06-09-12
    I assume he "abused" the coin counter
    _________________________
    GitHub - Kuribo64 - YouTube
    Posted on 08-07-18, 11:33 am
    Flurry


    Karma: 724
    Posts: 251/258
    Since: 10-14-11
    Posted by RicBent
    I assume he "abused" the coin counter

    Exactly that.

    Unfortunately it's only clever placement of the HUD
    Posted on 08-07-18, 12:09 pm
    KingYoshi rereg.

    Karma: 40
    Posts: 38/41
    Since: 12-21-17
    This looks very promising! But what's with the object lava instead of the sprite version?
    Posted on 08-07-18, 12:22 pm (rev. 1 by  Shadey on 08-07-18, 12:31 pm)
    Flurry


    Karma: 724
    Posts: 252/258
    Since: 10-14-11
    This looks very promising! But what's with the object lava instead of the sprite version?

    Saves RAM, which is very limited in Multiplayer.
    Posted on 08-07-18, 12:56 pm
    Ninji
    W1 out :)

    Karma: 544
    Posts: 138/229
    Since: 10-22-17
    Looks really cool so far!
    Never thought that a multiplayer like you did was possible and working (talking about lag and things like that)
    _________________________
    previously (un)known as BooChewbaca
    Posted on 08-07-18, 04:55 pm (rev. 3 by  skawo on 08-07-18, 06:07 pm)


    Karma: 19807
    Posts: 1083/1100
    Since: 04-02-13
    Posted by Shadey21
    Posted by RicBent
    I assume he "abused" the coin counter

    Exactly that.

    Unfortunately it's only clever placement of the HUD


    Aw.


    As far as expanding RAM goes, I'd personally try to move the whole main heap to the Expansion Pak.


    Something like this:

    (.s:)
    repl_02044AE8_main: LDR R0, =GBAHEAP LDR R0, [R0] STR R0, [R1] BX LR


    (.c:)

    u32* GBAHEAP = 0; void hook_02004F48_main() { sysSetBusOwners(true, true); sysSetCardOwner(true); sysSetCartOwner(true); *(vu16*)0x8240000 = 1; *(vu32*)0x9000000 = 1234; if (*(vu32*)0x9000000 == 1234) { GBAHEAP = tryCreateHeap((u32*)0x9000000, 0x800000, 0); } }


    (tryCreateHeap is at 0204540C)



    Posted on 01-06-19, 02:52 pm


    Karma: 1
    Posts: 1/1
    Since: 01-06-19
    Hello,
    Your hack is so awesome!

    Is it maybe possible to save the game? Because I've been playing this so much and we can't save.
    Posted on 08-02-19, 07:49 am
    Red Koopa
    Just some guy that's trying to port nsmb2 to the nds

    Karma: 94
    Posts: 1/138
    Since: 08-01-19
    I cant patch it what rom did you use
    Posted on 08-02-19, 04:02 pm (rev. 1 by  poudink on 08-02-19, 04:02 pm)
    Giant Red Paratroopa
    Not Edible

    Karma: 3386
    Posts: 964/1447
    Since: 02-12-16
    It's a US rom. If it doesn't work with one, make copy of your US rom and open it in NSMBe. Then, close NSMBe and try patching it to that rom. NSMBe decompresses overlay 0 when opening a rom and many people make the mistake of using a rom that's been opened with NSMBe as a base for their patches.
    _________________________
    Nothing to say, so jadnjkfmnjamnfjkldnajfnjkanfjdksan jsdnvj m.

    Posted on 10-02-19, 11:00 pm
    Red Koopa
    Just some guy that's trying to port nsmb2 to the nds

    Karma: 94
    Posts: 7/138
    Since: 08-01-19
    when are you ever going to update the hack it has been a year sense I got updateed
    Posted on 04-06-20, 10:54 pm
    Flurry


    Karma: 724
    Posts: 255/258
    Since: 10-14-11
    The hack is now fully released, please see the first post for more details!
    Posted on 04-06-20, 11:21 pm
    Shyguy
    bbomb64

    Karma: 170
    Posts: 77/86
    Since: 12-17-17
    o-o-h yes.
    Posted on 04-07-20, 08:27 am
    Shyguy
    DMA problems.

    Karma: 819
    Posts: 42/89
    Since: 07-19-18
    Finally released!!!
    The team effort really paid off in the end!
    _________________________
    NSMB Hacking Discord
    Posted on 04-07-20, 08:47 am (rev. 1 by  ItzTacos on 01-27-21, 03:42 pm)
    Ninji
    MammaMia Team Member

    Karma: 615
    Posts: 10/232
    Since: 04-26-19
    Congratulation to your team guys!
    _________________________
    Youtube - GitHub - NSMB Central
    Posted on 04-07-20, 09:35 am
    Secret Locker

    Karma: 81
    Posts: 3/14
    Since: 04-01-18
    I've been wanting to play the full game with my long-time friend for a long time now, thank you for making this a reality.
    Posted on 04-08-20, 12:29 am (rev. 3 by IsaacAndHisIsaac on 04-08-20, 12:35 am)
    Newcomer


    Karma: 43
    Posts: 1/5
    Since: 04-07-20
    I can't get over the fact that this was done. Seriously, well done to everyone who worked on making this possible

    I did find a desync in World 2-Castle, in the desert part there is a Bullet Bill spawner (sprite #55) that activates only for that person when they go near enough (in the screenshot below, Mario has gone close enough to the spawner but not Luigi). It also affects the Bill Blaster next to the ? switch.



    Also, if a save happens after a desync, you can fix it by copying one of the save files from one DS to the other.
    Posted on 04-08-20, 01:25 am (rev. 2 by  Shadey on 04-08-20, 01:38 am)
    Flurry


    Karma: 724
    Posts: 256/258
    Since: 10-14-11
    Thank you for this find! Turns out, the patch released was faulty. It was excluding vital code that excludes some sprites that can cause a desync. I have updated the patch to fix this issue.

    Anyone using the previous version (v1.00) should download the new patch now! (v1.01)
    Posted on 04-08-20, 01:31 am
    Red Koopa
    Just some guy that's trying to port nsmb2 to the nds

    Karma: 94
    Posts: 28/138
    Since: 08-01-19
    good job shadey21 and the rest of your crew it looks like the early 2005 co op mode but I cant really play it because I messed up my files by opening them with other files but your hack really looks cool
    Pages: « 123456 »