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Posted on 05-29-13, 10:49 pm
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Perhaps it's hardcoded to only work in singleplayer, like several other sprites...

Anyway it wouldn't work well in multiplayer, I think it'd go after the first player only... but it'd still be interesting to test it.
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Posted on 05-29-13, 10:54 pm
Flurry


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I would definitely test it, but only have one flashcard.

Hopefully someone with two flashcards shows some interest in this hack, it has potential.
We should make a list of sprites to test.
Posted on 05-29-13, 10:59 pm
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Definitely.

Another one to test would be Mega Goomba, given its appearances in the early videos, perhaps it still has multiplayer support? However could we even get him and his boss room to work into a multiplayer level?

If these attempts work then we might test other bosses... and certain enemies too.
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Posted on 05-29-13, 11:09 pm
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Would the Mega Goomba even load? It doesn't even work outside of the boss fight in World 4 in Single Player, so doubt it would work in Multiplayer.
Then again, maybe I'm wrong and it does work.

Would the code have to be changed to test other sprites besides boo? I know for the co-op hack the code had to be changed. Why? Is the flag not just another sprite?
Posted on 05-29-13, 11:23 pm
Super Mario
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This ASM hack just stops the game from loading Overlay 53 so it can load other sprite set overlays instead. It should work with any sprite sets.

But maybe some don't. I haven't tested all of them.
Posted on 05-30-13, 10:27 am
Birdo


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The Mega-Goomba does load in any single player level.
Just it's particle effects only load in 4-Castle Area 2.
Which it needs or it crashes.
Posted on 05-30-13, 12:50 pm (rev. 1 by RicBent on 05-30-13, 12:51 pm)
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I've two DSes and two Flashcards. I'd like to test that but I don't know how to use devkitPro and install ASM-Hacks
(I know: noobish )
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Posted on 05-30-13, 12:54 pm (rev. 1 by  Dirbaio on 05-30-13, 12:54 pm)
Super Mario
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You just have to install DevkitPro from here: http://sourceforge.net/projects/devkitpro/files/Automated%20Installer/

Then download the ASM hacking project template!, and put the code in a .s file inside "source/".

Then put a NSMB U ROM in the template folder, open it in NSMBe and click "Make and insert" in the Tools tab.

Try it out, it's easy.
Posted on 05-30-13, 01:04 pm (rev. 2 by RicBent on 05-30-13, 04:59 pm)
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OK thanks but what's that?


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Posted on 05-30-13, 01:08 pm
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Huh? weird.
Their installer is broken
Posted on 05-30-13, 01:10 pm (rev. 4 by RicBent on 05-30-13, 02:03 pm)
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It was my (shit) Antivirus

Now its downloading sorry for these useless posts


Another Question:
Do I have to edit the 00 A8 02 00 to 00 00 00 00 ?

Edit: *crash* after the Mario-Head when using Wiggler or Bowser Jr. Arrow-Sprite is working

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Posted on 05-30-13, 04:44 pm (rev. 1 by  Shadey21 on 05-30-13, 04:46 pm)
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RicBent what do you mean by the Mario-Head?
Posted on 05-30-13, 05:53 pm (rev. 2 by  Dirbaio on 05-30-13, 07:19 pm)
Super Mario
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If you get crashes, post a screenshot of the debug screen and we'll try to debug it

So yeah, it seems some sprites are still not working
Posted on 05-30-13, 05:54 pm, deleted by  Dirbaio: blarghasdfasgdafds
Posted on 05-30-13, 10:26 pm (rev. 1 by RicBent on 05-30-13, 10:28 pm)
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I'll do tomorrow.

One Question: Is the ASM-Hack working when the arrow-sprite is displayed?

@Shadey: I mean the Mario or Luigi Head wich is displayed before every MvsL level
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Posted on 05-31-13, 12:27 am
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Well, if the sprite loads and is displayed properly, then yes its working.

I guess the other sprites aren't working because their sprite set overlay is overlapping with something else MvsL-specific. I'll have to look. Merp.
Posted on 05-31-13, 01:03 am
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Either that, or there are more MvsL mode checks getting in the way. We should build a list of those and hunt them down once for all...
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Posted on 05-31-13, 01:07 am
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Yeah... Hacks everywhere. Im wondering if it would be easier to set the MvsL flag to false and hack the places where it needs to be true. That would be the other way around of what we are doing now.

There are other flags related to WiFi mode. Maybe setting these and clearing the mvsl one will get us closer to coop mode....
Posted on 05-31-13, 01:10 am
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Sadly, knowing Nintendo's coding habits, I think it'd be easier to proceed the way you described.

We'd need to test that out, though.
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Posted on 05-31-13, 07:42 am
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Here you go. On the other DS its the same.



Sorry for the bad Qualaty: Its taken with my 3DS
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