Posted on 09-10-16, 01:46 pm


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Posted by Arceus
Referring to this:

It bugs me that you can't kill Grounded Fire Piranha Plants with Koopa shells. Is there anything you can do against this? (Pls don't kill me if this was already requested )



...But you can?
Posted on 09-10-16, 01:47 pm
Mariomaster

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nope you can't
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Posted on 09-10-16, 01:50 pm


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...What the heck. I don't remember fixing that oO
Posted on 09-10-16, 01:59 pm (rev. 2 by RicBent on 09-10-16, 03:03 pm)
Mariomaster

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Grounded Fire Piranha killable with Koopa Shells:
repl_0217AE8C_ov_51: repl_0217AEE4_ov_51: LDR R2, =0x0217B650 BX LR

I just load the physics of the normal grounded ones for the fire ones.
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Posted on 09-10-16, 02:36 pm
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Posted by Mariomaster
Fireballs

But Arceus wanted them to be killable by Koopa shells, not fireballs. Plus i think they're already killable with fireballs
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Posted on 09-10-16, 02:37 pm
Birdo


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I think it was a typo.
Posted on 09-10-16, 02:59 pm (rev. 2 by RicBent on 09-10-16, 03:03 pm)
Mariomaster

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I actually read Fireballs in Arceus' post but, yea, it fixes both.

Edit: Or are they killable with Fireballs? Dunno. I should defenetly sleep more.
Edit 2: Yea, I defenetly need to sleep.
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Posted on 09-10-16, 03:44 pm


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defenetly


Yep, you definitely do, my sir!
Posted on 09-10-16, 05:10 pm
Birdo


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Would it be difficult to create an ASM hack that activates/deactivates an event based on what button is being pressed? As part of a new sprite or the IF activator?
Posted on 09-10-16, 06:00 pm


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Not really
Posted on 09-10-16, 06:55 pm
Birdo


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I can think of a few uses for it, but for it to be really useful, you'd need to give a whole load more sprites event functions.
Posted on 09-11-16, 09:47 am
Panser
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*ahem ahem*
http://nsmbhd.net/thread/3637-bowser-jr-help/
^ According to this thread, Bowser Jr's voice is only loaded if Area 1's bottom BG is set to 0.

You should change it so that the voice is loaded if Bowser Jr. spriteset is also loaded.
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Posted on 09-11-16, 09:55 am
Roy Koopa
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It's already been fixed, it's the "Always load Boss Victory Music" fix.

Basically tells the game to load Boss SFX/Music everywhere.
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Posted on 09-11-16, 10:30 am


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Posted on 09-11-16, 10:38 am (rev. 1 by  Ndymario on 09-11-16, 10:39 am)
Fuzzy
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Hey Skawo, I have a question / suggestion, could you ASM the Vs Battle stars so they work in Single player plz, because as of now if you put a battle star in, nothing happens
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Posted on 09-11-16, 10:39 am
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Posted by skawo
Junglekusa Retexture Code
repl_02165B74_ov_36: @Copy from here STMFD SP!, {LR} MOV R0, #MODEL ID - 0x83 HERE MOV R1, #0 BL loadFileByExtId_3dModel @...to here and paste before the MOV R0, #1 to add more models MOV R0, #1 LDMFD SP!, {PC} repl_021659A8_ov_36: LDR R0, [R4, #8] LSR R0,R0,#8 AND R0, R0, #0xF @Copy from here CMP R0, #1 MOVEQ R0, #MODEL ID - 0x83 HERE @To here and paste after this comment to add more settings. Change the 1 in 'CMP R0, #1' to whatever you want nybble to be set. MOVNE R0, #0x700 ADDNE R0, #0x25 BX LR


Uses nybble 10. You can still only have one kind per zone though.

What the **** is a Junglekusa
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Posted on 09-11-16, 10:40 am (rev. 1 by  skawo on 09-11-16, 10:41 am)


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Sprite 255

Hey Skawo, I have a question / suggestion, could you ASM the Vs Battle stars so they work in Single player plz, because as of now if you put a battle star in, nothing happens


Well, maybe I could, but they're in such a shittily placed overlay I don't really see the point.
Posted on 09-11-16, 10:43 am
Fuzzy
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My "Master Plan" is that it would be that in every level there are x amount of Battle Stars, and once you collect all of them you would complete the level
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Posted on 09-11-16, 10:49 am


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That wouldn't be hard to implement, I guess.
Posted on 09-11-16, 11:51 am (rev. 3 by ImageBot on 11-21-16, 03:24 am)
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Posted by skawo
Sprite 255

Oh.
*tries placing one in level*

Well i can certainly see why it never ended up being used...
/offtopic

(it also apparently has the power to turn poison water into swimmable water, for some reason)
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