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Posted on 06-06-13, 07:26 pm
Mariomaster

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In the level were no Battlestars. I removed them.
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Posted on 06-06-13, 07:27 pm
☭ coffee and cream


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There's also another ASM hack that keeps the game from trying to spawn VS Battle Stars in multiplayer mode. Have you added it?
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Posted on 06-06-13, 07:30 pm
Mariomaster

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Wich one do you mean? The on from Co-op experiment 1-1?
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Posted on 06-06-13, 07:41 pm
Super Mario
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Yeah, I think we included it in the 1-1 coop thing.
But it's making it crash earlier :|

Damn I need to get another DS to test this stuff...
Posted on 06-06-13, 07:57 pm
Mariomaster

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That'd be realy nice but until youre getting one I'll help

Ontopic: Why is it crashing that early and is there a way to fix that? Also I testet some more sprites: Dry Bones, Lava, Water are working. When you get hit by a fireball from fire bro the players get desynced.
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Posted on 08-03-13, 10:53 pm (rev. 1 by  Dirbaio on 08-03-13, 10:56 pm)
Super Mario
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Okay, new version of the code.
 Shadey and I have been testing this out on IRC and it seems to work.

This time it works by not loading the hardcoded sprite sets at all. It doesn't load overlay 53 at all either. So now you're free to set anything in any sprite set. Including sprite set 16.

End of level flag and Bowser Jr. are confirmed to work.
Other bosses probably will crash because the particle crap. (The same reason as bosses crash on other levels than the originals)

Also hex editing Overlay 53 in the overlay table isn't needed anymore since it's not even loaded.

We also had to put more patches so it wouldn't load the NARCs (they aren't even used now!). Otherwise it would run out of memory.

So this is the code:

@ Replaces calcFileId
nsub_02009394:
        mov r0, r0, LSL#16
        mov r0, r0, LSR#16
       
        @If file is NARC-only, lets pray the right NARC is loaded...
        tst r0, #0x8000
        bxne lr
       
        ldr r1, =0x02085D04
        ldrsh r1, [r1]
        add r0, r0, r1
        mov r0, r0, LSL#16
        mov r0, r0, LSR#16
        bx lr

@Force Tileset 2 to be loaded
repl_020B39C8:
repl_020B3A80:
repl_020AE018:
repl_020AE070:
repl_020AE184:
repl_020AE1B8: @I have no idea what this is?
        bx lr
       
repl_020AF9EC:
        mov R0, #0

@Free something. This is probably good.
repl_020B3C4C:
        bx lr  

@Disable spawning of initial VS Battle Star
repl_0209C4E0:

@Force all player animations to be loaded (plnovs)
repl_02020738:

@Delete the hardcoded load overlay calls.
repl_021535BC_ov_34:
repl_021535C4_ov_34:
repl_021535CC_ov_34:
repl_021535D4_ov_34:
repl_021535DC_ov_34:

@Delete ov53:createOv53Heap() call
repl_021535EC_ov_34:

@Delete the hardcoded unload overlay calls.
repl_02152C34_ov_34:
repl_02152C3C_ov_34:
repl_02152C44_ov_34:
repl_02152C4C_ov_34:
repl_02152C54_ov_34:

@Delete ov53:destroyOv53Heap() call
repl_02152C2C_ov_34:
        bx lr
       
@Patch ov53:getPtrToOv53Heap() calls
@If result is 0, it will just use the default heap, which _should_ be fine.
repl_021535F0_ov_34:
repl_02153600_ov_34:
        mov R0, #0
        bx lr

@==============
@ NARC STUFF
@ NARCs suck, since we arent using them we should reaaally not load them.
@ Otherwise bye bye free RAM.

@ loadNarcForLevel
nsub_02018B40:
        bx lr

@ Dont load dat_2d and dat_enemy
repl_021535FC:
repl_0215360C:
        bx lr
Posted on 11-14-13, 05:11 pm (rev. 3 by  KingYoshi on 11-14-13, 07:04 pm)
Fire Brother
Eugene

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^^ I'm sorry if I'm bumping a old thread
And also sorry if my second first question is stupid, but I ask it to be sure.

1. You have to put this code above into a file in the 'source'-folder, right?
Which extention most you give the file? (.cpp, .s, ...)


2 1. Is this only for spritesets or also for tilesets, backgrounds en music?

3 2. Is this for MvsL where two players have the same ROM or for MvsL where one player goes to DS Download Play?
Posted on 11-15-13, 12:30 am
Super Mario
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Only for sprite sets, and only for multicart. This hack will never ever work on Download Play due to the way it does its thing
Posted on 02-08-14, 11:03 am
Red Koopa


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Posted by Dirbaio
We also had to put more patches so it wouldn't load the NARCs (they aren't even used now!). Otherwise it would run out of memory.


Does that mean,that I dont have to click on Multiplayer NARC Patch Map and Multiplayer NARC Patch BG/Text. now after making a level?

BTW sry for bumping
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I don't know how long, but there are so many reasons why I have no time to be here for a (long) while or to hack some game
sry guys...
Posted on 02-08-14, 11:27 am
Super Mario
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It makes it so it doesn't use the narcs at all. So it does not matter if you click these buttons or not, it will work either way.
Posted on 02-08-14, 11:33 am
Red Koopa


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Okay thanks
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I'm out of Hacking. Of ALL HACKING...
I don't know how long, but there are so many reasons why I have no time to be here for a (long) while or to hack some game
sry guys...
Posted on 02-09-14, 09:01 am
Birdo


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Couldn't one of the particle files be forced to load by writing to the memory, there must be some value that activates it?
Posted on 02-10-14, 09:07 am
Super Mario
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Yes, there has to be a piece of code somewhere to do it, and by changing it we would accomplish that.

The problem is as usual: HOW do you find it?
Posted on 02-11-14, 07:45 am (rev. 2 by  Hiccup on 10-21-14, 10:54 am)
Birdo


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Sory for the bump; but is it possible to use this without disabling the battle stars? Or does it crash? I want to make some custom battle star levels, rather than just race levels.
Posted on 04-11-15, 02:46 am
Fuzzy
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Posted by Hiccup
Sory for the bump; but is it possible to use this without disabling the battle stars? Or does it crash? I want to make some custom battle star levels, rather than just race levels.

You can always use the battle star sprite set and use battle stars
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Posted on 04-11-15, 09:20 am
Birdo


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No, the ASM hack changes what can be loaded.
Posted on 05-03-15, 10:21 pm
Fuzzy
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Posted by Hiccup
No, the ASM hack changes what can be loaded.

Oh didn't think about that whoops
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Posted on 06-04-15, 06:17 pm
Fuzzy
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*sry for bump* How do you create the something.s file...Probably a dumb question
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Posted on 06-04-15, 08:17 pm
Shyguy


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Notepad ++ is pretty good for writing ASM code.

For C and C++, I would suggest Visual Studio.
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Posted on 06-05-15, 02:07 am (rev. 1 by  Ndymario on 06-05-15, 02:16 am)
Fuzzy
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Notepad ++ is pretty good for writing ASM code.

For C and C++, I would suggest Visual Studio.


So I type it in then save as something.s

*Edit:Well that was you were implying so nevermind *
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