Well, i wanted to make an code hack for my hack, this code hack consists on making the shell mario item loads the normal mario animations, i mean, do not enter shell mode, If Mario crouches he crouches normal instead of entering the shell and Doesn't go into shell mode if mario crouches while running, or when slide on a sloope mario doenst go into an shell mode, like this image here:
#how to create an animation code hack [solved]
1 messages · Page 1 of 1 (latest)
maybe replace the shell crouch animation with the regular one
But i think that mario will still spin if i press Y + ⬇️
There’s no way to remove that unfortunately
What's the point of the shell if he can't shell
wise words indeed
LMAOOO FR
But well, this suit inst planned for be an shell really, in fact, it's planned to be one "clone" of those newer wii mods with random suits with the hammer mario model
Maybe you could make like in SMB3, he crouchs like normal shell but he can't shell-sliding
I don't know if I explain
the similarity is even visible:
flying hammer
The problem of it is that mario turns into a bean literally lmao
Like this
Mario turned into an 🥚
Only with code hacks i think
I think there is an unused code hack for this in newer ds, I’ll search for it soon
https://github.com/Newer-Team/NewerSMBDS/blob/main/UNUSED/Blueshell.s, I think this file makes the blue shell now a blue shell anymore
B 0x2111A60
repl_020FCAF4_ov_0A:
BX LR
repl_02100C9C_ov_0A:
repl_02101BB8_ov_0A:
repl_02101C7C_ov_0A:
repl_02101B54_ov_0A:
repl_02115CB4_ov_0A:
BX LR
repl_02100D58_ov_0A:
B 0x02100DC8
repl_02100E80_ov_0A:
B 0x02100EE0
repl_02100C68_ov_0A:
B 0x02100CCC
repl_020FFCD8_ov_0A:
B 0x020FFD08
repl_02112440_ov_0A:
B 0x02112464
repl_02112568_ov_0A:
B 0x0211259C
repl_02101868_ov_0A:
B 0x021018E4
repl_021053A8_ov_0A:
B 0x02105440
repl_021122DC_ov_0A:
B 0x02112310
repl_0210541C_ov_0A:
B 0x02105434
repl_021018C0_ov_0A:
B 0x21018D8
repl_0212D65C_ov_0B:
ADD R3, #12
MOV R2, #0x2
BX LR
repl_02120CB4_ov_0A:
B 0x2120CC4
repl_02120CE4_ov_0A:
B 0x2120CF4
repl_02120D14_ov_0A:
B 0x2120D24
repl_02120D38_ov_0A:
B 0x2120D48
repl_02120D80_ov_0A:
B 0x2120D90
repl_021128DC_ov_0A:
BX LR
repl_02112700_ov_0A:
B 0x2112760
repl_021127D0_ov_0A:
B 0x2112848```
damn is the newer team allergic to documentation?
not that hard to make a comment describing where you're hooking lol
ask RicBent, skawo made comments on most of his code hacks
To convert it to new template i just need to change the first line right
anyways its hooking the functions for the blueshell in overlay 10 and nuking them
In this case, illjust change the repl to ncp_call
you need to change every instances of repl_x_ov_x: to ncp_call(x, x)
repl_021127D0_ov_0A: would become ncp_call(0x021127D0,0xA)
You could send the script that convert it to new template? Because the code is in asm so it will ocnvert
not at PC right now but I can
Oki 😉
you have python?
Yeah
B 0x2111A60
ncp_call(0x020FCAF4, 10)
BX LR
ncp_call(0x02100C9C, 10)
ncp_call(0x02101BB8, 10)
ncp_call(0x02101C7C, 10)
ncp_call(0x02101B54, 10)
ncp_call(0x02115CB4, 10)
BX LR
ncp_call(0x02100D58, 10)
B 0x02100DC8
ncp_call(0x02100E80, 10)
B 0x02100EE0
ncp_call(0x02100C68, 10)
B 0x02100CCC
ncp_call(0x020FFCD8, 10)
B 0x020FFD08
ncp_call(0x02112440, 10)
B 0x02112464
ncp_call(0x02112568, 10)
B 0x0211259C
ncp_call(0x02101868, 10)
B 0x021018E4
ncp_call(0x021053A8, 10)
B 0x02105440
ncp_call(0x021122DC, 10)
B 0x02112310
ncp_call(0x0210541C, 10)
B 0x02105434
ncp_call(0x021018C0, 10)
B 0x21018D8
ncp_call(0x0212D65C_ov_0B:
ADD R3, #12
MOV R2, #0x2
BX LR
ncp_call(0x02120CB4, 10)
B 0x2120CC4
ncp_call(0x02120CE4, 10)
B 0x2120CF4
ncp_call(0x02120D14, 10)
B 0x2120D24
ncp_call(0x02120D38, 10)
B 0x2120D48
ncp_call(0x02120D80, 10)
B 0x2120D90
ncp_call(0x021128DC, 10)
BX LR
ncp_call(0x02112700, 10)
B 0x2112760
ncp_call(0x021127D0, 10)
B 0x2112848
B 0x2112848```
that should be fine
Oh thanks!!
you can do it in like two goes with the replace function in notepad
Yeah i already put it on the code, thanks!
^
but for future reference
did not really intend for anyone to use it but me so it's pretty shitty
but a lot of the time we use ncp_repl lol
yeah you'd want to use ncp_repl over ncp_call for replacing single instructions
but it still works
well ncp_repl doesnt keep a backup
so its not as "safe" to use as ncp_call or ncp_over
Which is the line that makes the shell stop being glued to mario? because I delete it from the code since it is necessary because otherwise the shell will be in his arm lmao
and that's exactly why people should put comments in their asm
shell arm
What is comments
you can add comments to code that explain to people reading it what the stuff you wrote is supposed to do specifically
Oh oki
Theres an way to me know what of those addresses are the one of the shell glued to mario's back to remove?
I mean, on this entire code:
B 0x2111A60
ncp_call(0x020FCAF4, 10)
BX LR
ncp_call(0x02100C9C, 10)
ncp_call(0x02101BB8, 10)
ncp_call(0x02101C7C, 10)
ncp_call(0x02101B54, 10)
ncp_call(0x02115CB4, 10)
BX LR
ncp_call(0x02100D58, 10)
B 0x02100DC8
ncp_call(0x02100E80, 10)
B 0x02100EE0
ncp_call(0x02100C68, 10)
B 0x02100CCC
ncp_call(0x020FFCD8, 10)
B 0x020FFD08
ncp_call(0x02112440, 10)
B 0x02112464
ncp_call(0x02112568, 10)
B 0x0211259C
ncp_call(0x02101868, 10)
B 0x021018E4
ncp_call(0x021053A8, 10)
B 0x02105440
ncp_call(0x021122DC, 10)
B 0x02112310
ncp_call(0x0210541C, 10)
B 0x02105434
ncp_call(0x021018C0, 10)
B 0x21018D8
ncp_call(0x0212D65C_ov_0B:
ADD R3, #12
MOV R2, #0x2
BX LR
ncp_call(0x02120CB4, 10)
B 0x2120CC4
ncp_call(0x02120CE4, 10)
B 0x2120CF4
ncp_call(0x02120D14, 10)
B 0x2120D24
ncp_call(0x02120D38, 10)
B 0x2120D48
ncp_call(0x02120D80, 10)
B 0x2120D90
ncp_call(0x021128DC, 10)
BX LR
ncp_call(0x02112700, 10)
B 0x2112760
ncp_call(0x021127D0, 10)
B 0x2112848
B 0x2112848```
Theres an way to me know what are the adresses that remove the shell being glued to mario function?
yes, by opening ghidra and checking every address hooked to
Really? It will help me a lot man! Thanks really, thx so much! :D
np
lmk if this works
WORKED!!!!
THANKS!!!!
how to create an animation code hack [solved]
Ops i forgot the tag
Done
this won't stop the player from sliding in their shell in cutscenes though
so add this // don't slide in shell in cutscenes ncp_repl(0x02117794,10,"b 0x021177d8"); // don't rotate shell ncp_repl(0x02117864,10,"b 0x02117894"); // don't set in-shell animation
Oki 😉
Like this? (I will put the last comment now)
Done, like this right?
I forget the last " lmao
Done
