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Posted on 10-14-11, 08:05 pm (rev. 14 by ImageBot on 11-21-16, 02:08 am)
Banned for being a complete idiot.

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Since: 07-09-11

UPDATE


If you want a tool to do all of this for you, then go here. (EDIT 2016-02-18: New link for ClassID Tool)

Don't understand some of the stuff here? I hope this will help you understand!


IMPORTANT: This tutorial uses NSMBe 5.2. I cannot guarantee this tutorial will work on 5.1 and earlier.

First, go to the Overlay 0 and click "Hex Edit".


Then, in "Offset", type in the value that corresponds to your ROM region:
USA: 29BDA Europe: 290C6 Japan: 2900A Korea: 290E2


You will be taken to the ClassID of Sprite 1. The ClassID is in hex (2 Hex-decimal digits | One byte). For example, to change Sprite 1's ClassID into 31 (the item spawning class), type in 1F.

Each sprite's Class ID is represented by two bytes. So, the two bytes before the selected byte is for Sprite 0. And the following two bytes is for Sprite 2. And the next two is for Sprite 3, and so on.

IMPORTANT: Changing Sprite 0's ClassID will not work for some reason.



There's a list of known ClassID's and what they do on the Sprite DB.


Credits/Info:
Modified tutorial from Dirbaio here.

Posted on 11-22-11, 08:26 pm (rev. 1)


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I also like that. You can add so much unused buggy Sprites.

EDIT: I am not really sure about it, but this is NOT asm hacking, isn't it? It should get moved to General NSMB Hacking.
Posted on 11-22-11, 08:42 pm
Super Mario
( ͡° ͜ʖ ͡°)

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Well, I put it here because it's the best place to put it. It's not exactly ASM hacking but it modifies really internal things of the game with the sprite system so...
Posted on 05-06-12, 06:47 pm


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Since: 06-28-11
Sorry for the bump, but this is the best place where to ask this:
I modified the class ID of Sprite 1 to 79 00 (Falling Rocks like in 8-8), but it keeps freezing.
Am using a Europe ROM with the corresponding offset.

I really don't know, how to fix that.

Offtopic:
Do you guys know, where the textures of the falling rocks are stored?
Posted on 05-06-12, 09:23 pm
Banned for being a complete idiot.

Karma: 529
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Since: 07-09-11
ClassID Tool ONLY takes decimal representations of the ClassID.
So for the Lava Rocks, you should put 121 because 121 is the decimal representation of the hexdecimal value 79.
The reason why I put hexdecimal values in the list on my post is because it makes it easier for people to use a hex editor and edit the ClassIDs manually (they simply type in exactly what they see).

Since the falling rocks is a 3D model, isn't there a nsbmd file containing the model+textures of the falling rock?
Posted on 05-07-12, 03:06 pm


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Since: 06-28-11
I didn't use ClassID tool. I just used the old tutorial from  Dirbaio on Jul.
(I kept it in mind for a year or two)
Seems like I have to try ClassID tool. Hopefully it works then.

Yeah, but where is the model?
Posted on 05-21-12, 05:23 pm
Roy Koopa


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Posted by NsmB_PrO
I didn't use ClassID tool. I just used the old tutorial from  Dirbaio on Jul.
(I kept it in mind for a year or two)
Seems like I have to try ClassID tool. Hopefully it works then.

Yeah, but where is the model?


its yougan.nsbmd in enemy folder
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Posted on 05-28-12, 04:28 pm
☭ coffee and cream


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A slight precision for those who would want to hack sprites more in-depth.

From what I could find, the table that maps class IDs to class RAM addresses starts at 0x0203997C for USA ROMs. From this, it is possible to find a sprite's code, determine which bank it belongs to, etc...
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