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11-18-17 02:16:43 PM

Jul - NSMB Hacking (Archive) - Mario Vs. Luigi stage hacking New poll - New thread - New reply
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Cataclysm
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Posted on 08-21-10 12:05:52 PM (last edited by Cataclysm at 08-21-10 02:20 PM) Link | Quote
I found out that the small spiked ball, large spiked ball, and snow sprites don't freeze in multiplayer! There are no graphics for the snow sprites though. The spiked balls work perfectly fine.

Edit: The spiked balls do get glitched up sometimes and end up going right through you like nothing there.
coolas1

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Posted on 08-22-10 04:35:28 AM Link | Quote
Did you comple the editor with Visual Studio Pro or Express.
I am having trouble with tileset editing.
dirbaio
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Posted on 08-22-10 10:05:22 AM Link | Quote
Originally posted by coolas1
Did you comple the editor with Visual Studio Pro or Express.

It doesnt matter. It compiles the same on both.
coolas1

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Posted on 08-23-10 04:20:53 AM Link | Quote
Originally posted by dirbaio
Originally posted by coolas1
Did you comple the editor with Visual Studio Pro or Express.

It doesnt matter. It compiles the same on both.

i've tried tileset editing/importing and it frezzes on the nintendo screen. I thought that it could be Visual Studio.
dirbaio
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Posted on 08-23-10 04:57:06 PM Link | Quote
I've found a bug by Chicken Bones
it causes freezes/hungs on DSTT and possibly other flashcards, and "bad header checksum" when loadng the rom on no$gba...

MAybe that's the reason why this doesnt work... If you get these tell me please
I'll try to fix it soon...
Cafezinho

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Posted on 08-23-10 06:14:22 PM (last edited by Cafezinho at 08-23-10 06:15 PM) Link | Quote
i'm going to begin creating MvsL maps but can someone tell me what can i put or not like the limit....we can put whatever we like or there are some unavailable thinkgs?
Cataclysm
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Posted on 08-23-10 06:18:11 PM Link | Quote
Originally posted by Cafezinho
i'm going to begin creating MvsL maps but can someone tell me what can i put or not like the limit....we can put whatever we like or there are some unavailable thinkgs?

Don't change any spritesets to begin. Blocks with springs and boos don't work. Water and donut lifts don't work either.
Cataclysm
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Posted on 08-23-10 06:33:48 PM Link | Quote
Originally posted by dirbaio
I've found a bug by Chicken Bones
it causes freezes/hungs on DSTT and possibly other flashcards, and "bad header checksum" when loadng the rom on no$gba...

MAybe that's the reason why this doesnt work... If you get these tell me please
I'll try to fix it soon...

r116 multiplayer narc patch buttons just don't seem to work for me. Even if I just click them once without even editing anything it freezes at the nintendo screen. Tested r116 patched roms with my acekard and dstt.
Chicken Bones
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Posted on 08-23-10 11:46:45 PM (last edited by Chicken Bones at 08-24-10 07:23 AM) Link | Quote
Originally posted by dirbaio
I've found a bug by Chicken Bones
it causes freezes/hungs on DSTT and possibly other flashcards, and "bad header checksum" when loadng the rom on no$gba...

MAybe that's the reason why this doesnt work... If you get these tell me please
I'll try to fix it soon...


What is this I have been using r116 of the editor for like a month now with no$gba and everything!

Btw the way would windows 7 that I use have anything to do with it?
dirbaio
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Posted on 08-27-10 06:08:16 AM Link | Quote
http://code.google.com/p/nsmb-editor/source/diff?spec=svn109&r=109&format=side&path=/trunk/NSMBe4/DSFileSystem/File.cs

Look at line 285. You commented the call to parent.fileMoved(this);
That call updates the "total used rom size" field in the ROM header. And it updates the header checksum.
You probably commented it because you said that DS Download play checks for modified header and hangs up if it's modified.

The problem is that some flashcarts (TTDS for example) use that field to speed up loading. They only load up to that offset. So, if the user modifies a file and makes it bigger, it will be placed at 0x1400000. But if the used rom size is not updated, when he tries to load the ROM on a flashcard that has that problem the data at 0x1400000 will NOT be loaded, so the file contents will not be available.

Seeing that, we can either leave the header unmodified, which will make nsmb break on TTDS, or we can modify the header, which will break DS download play...

What a problem...
coolas1

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Posted on 08-28-10 01:44:40 AM (last edited by coolas1 at 08-28-10 06:09 AM) Link | Quote
Originally posted by dirbaio
http://code.google.com/p/nsmb-editor/source/diff?spec=svn109&r=109&format=side&path=/trunk/NSMBe4/DSFileSystem/File.cs

Look at line 285. You commented the call to parent.fileMoved(this);
That call updates the "total used rom size" field in the ROM header. And it updates the header checksum.
You probably commented it because you said that DS Download play checks for modified header and hangs up if it's modified.

The problem is that some flashcarts (TTDS for example) use that field to speed up loading. They only load up to that offset. So, if the user modifies a file and makes it bigger, it will be placed at 0x1400000. But if the used rom size is not updated, when he tries to load the ROM on a flashcard that has that problem the data at 0x1400000 will NOT be loaded, so the file contents will not be available.

Seeing that, we can either leave the header unmodified, which will make nsmb break on TTDS, or we can modify the header, which will break DS download play...

What a problem...


Could we (I know that this will be hard) fill in that field so it loads on the flashcart then write some ASM so that when the games loads up or we click on mario vs lugi the game re writes it back to normal?

OR ...
Kill some random level (s) (Unused Level,Secret level, Unused Cannon) and put the NARC there?

OR ...
Hack the TTDS Firmware and send it out with every multiplayer hack ever made!

OR ...
Create a homebrew app that will load nsmb without checking its header.

OR ...
Write some DS ASM that reloads nsmb without checking the header.

OR ...
Compress the NARC and write in the table that it is compressed.
Chicken Bones
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Posted on 08-28-10 05:48:33 AM Link | Quote
Originally posted by dirbaio
http://code.google.com/p/nsmb-editor/source/diff?spec=svn109&r=109&format=side&path=/trunk/NSMBe4/DSFileSystem/File.cs

Look at line 285. You commented the call to parent.fileMoved(this);
That call updates the "total used rom size" field in the ROM header. And it updates the header checksum.
You probably commented it because you said that DS Download play checks for modified header and hangs up if it's modified.

The problem is that some flashcarts (TTDS for example) use that field to speed up loading. They only load up to that offset. So, if the user modifies a file and makes it bigger, it will be placed at 0x1400000. But if the used rom size is not updated, when he tries to load the ROM on a flashcard that has that problem the data at 0x1400000 will NOT be loaded, so the file contents will not be available.

Seeing that, we can either leave the header unmodified, which will make nsmb break on TTDS, or we can modify the header, which will break DS download play...

What a problem...


Thank you finnally, an explanation.

But what did you say about not working on NO$GBA, works fine for me!
Cataclysm
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Posted on 08-28-10 10:50:27 AM Link | Quote
What flashcart do you use?
Chicken Bones
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Posted on 08-28-10 05:29:34 PM Link | Quote
Originally posted by Cataclysm
What flashcart do you use?


CYCLODS
Cataclysm
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Posted on 08-28-10 05:32:42 PM Link | Quote
Originally posted by Chicken Bones
Originally posted by dirbaio
I've found a bug by Chicken Bones
it causes freezes/hungs on DSTT and possibly other flashcards, and "bad header checksum" when loadng the rom on no$gba...

MAybe that's the reason why this doesnt work... If you get these tell me please
I'll try to fix it soon...


What is this I have been using r116 of the editor for like a month now with no$gba and everything!

Btw the way would windows 7 that I use have anything to do with it?

I also use windows 7.
dirbaio
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Posted on 09-01-10 10:31:23 AM Link | Quote
Originally posted by Chicken Bones

Thank you finnally, an explanation.

Sorry. i shouldnt have told you that you have a bug without explaining it

Originally posted by Chicken Bones

But what did you say about not working on NO$GBA, works fine for me!

Yeah. Normal editing works fine.
I had the header checksum problem when using the "decompress arm9 binary" button in the Tools tab.
That thing decompresses the arm9.bin. It is located right at the beginning of the ROM, and for some reason, the NDS doesnt like it to be moved... So when it gets bigger, the editor just moves everything after it. Because the FAT and the FNT are after it, they need to be moved, and their offsets in the header updated.

So the editor was updating the offsets on the header without updating the CRC so no$gba gave that error...
Normal editing didnt give any errors because editing normal files doesnt change the header in any way...
That's how i noticed the bug...

On the subject of DS Download play...
I think that the only "good" way of getting it to work is hacking also the guest nds... (the one who downloads)
What the "original" firmware does is to download all the program's code. When it's downloaded, it checks it. If it's modified in any way then it hangs while showing the Nintendo logo...
Once nsmb's code is downloaded, all the NARC's are downloaded.

The problem is that we NEED to modify the header. And the header IS also checked by the firmware...

There's a hack that is called FlashMe that is a hacked firmware that does the DS Download Play but skips the integrity check. So, in theory, we shouldn't have any problems when downloading to a FlashMe'd DS...
But the problem is that i dont like FlashMe... You have to flash it on your DS (replacing the original firmware) which is DANGEROUS... There are people bricking their DS's if something goes wrong...

I was thinking that maybe it's possible to get the modified firmware into a .nds (like the one i linked some time ago) to simply boot it from a flashcart...

(Yay, long post...)
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Posted on 09-03-10 09:07:14 AM Link | Quote
Guys we are having trubles editing the Ice World, we didn't use any custom tileset or anything. We just edited the platforms, added a few sprites from the level, and made it a lot shorter to make it better for battles.
We are testing it in single player but all we get is a huge glitch.

Could it be because we're using version 5.1 of the program? If so, where can I find the new releases? I only found 5.2 r102 and r103 on google.
dirbaio
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Posted on 09-03-10 11:29:38 AM Link | Quote
Originally posted by Saviouz
r but all we get is a huge glitch.


Could you explain that better, please?

Black screen? Level is lagging? Mario/luigi act weird? Some sprites dont work? Or they look broken?
Saviouz
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Posted on 09-03-10 01:39:01 PM Link | Quote
@dirbaio: Thank you for the answer The level was 1280 wide aka 5 "blocks" but we noticed that all the loop levels have an even number of "blocks", so we made the level 4 "blocks" long and it worked. Before that the level was broken, mario disappeared occasionally and things just appeared around randomly.

Now that we fixed it, we have a very WEIRD problem playing. We put the ROM in two different flashcards (R4's) and the level started without any issue but the game works differently in the two DS's! For Luigi, Mario appears giant, like he took the huge mushroom! And the player is in a different position for the other player than where he thinks he is looking at his screen.
Is that ever happened to anyone else?

I'm gonna do a few tries to make it work, maybe putting it in a different ROM (we're using a U now).
Let's see if we can figure it out.

We're really happy with the level we created, it's an edit of Ice World but it's shorter, more dinamic, plays out smoothly and it just looks great for battles. We'll put it online later if anyone wants to try it or help us testing it =)
dirbaio
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Posted on 09-03-10 04:31:44 PM Link | Quote
Hmmm...
Nice.

I've experienced the desync-ing you are talking about when playing with different levels on both DS's (I opened the hack and my friend opened by mistake the original ROM). The result was that different things happened on both ds's...

Are you sure you're using the very same ROM on both flashcarts?
And remember to completely disable any cheat engines (Action Replay) on both flashcarts!

And have you used any sprites that are not used on the original ice level?
Some sprites seem not to be "MvsL compatible", they cause the level to lag or to desync...

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Jul - NSMB Hacking (Archive) - Mario Vs. Luigi stage hacking New poll - New thread - New reply




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