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Posted on 12-08-19, 02:36 pm
Mariomaster

Karma: 8528
Posts: 1504/1681
Since: 06-09-12
NSMB2 already fully loads Layer 0. It just doesn't render it. This code adds that functionality back to the game.
This doesn't render it like the reveal masks in NSMBW/U. It just behaves like the other two layers, but above them.

All addresses are US Gold.

.arm .global DrawLayer0 DrawLayer0: ldr r0, [r7] @ tileset related class mov r1, r5 @ area id mov r2, #2 @ layer id bl 0x004016A4 @ check if layer exists cmp r0, #0 beq DrawLayer0_return mov r0, r4 @ this mov r1, r6 @ drawMgr->_10 mov r2, #2 @ layer id bl 0x001C9368 DrawLayer0_return: ldr r0, [r7] @ restored original instruction mov r2, #1 @ restore r1 b 0x001CA6D4


DrawLayer0: type: branch link: false func: DrawLayer0 addr: 0x001CA6D0



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GitHub - Kuribo64 - YouTube
Posted on 12-09-19, 01:54 am
(Words)

Karma: 730
Posts: 229/265
Since: 01-03-16
So animated tiles too?
Hmm, NSMB2 hacking just got a whole lot more intresting...
_________________________
"I strikingly thought you would know how but it clearly seems you have no knowledge of hacking" - MiiU 2017
Posted on 12-09-19, 10:23 am
Mariomaster

Karma: 8528
Posts: 1507/1681
Since: 06-09-12
Not entirely sure where you are taking the animated tiles part from.

Animated tiles are sadly hardcoded.
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GitHub - Kuribo64 - YouTube
Posted on 12-09-19, 02:29 pm
(Words)

Karma: 730
Posts: 230/265
Since: 01-03-16
They are?
Damn, that's what I get for not paying attention
_________________________
"I strikingly thought you would know how but it clearly seems you have no knowledge of hacking" - MiiU 2017
Pages: 1