Posted on 09-25-16, 01:17 am (rev. 1 by Asprok on 09-25-16, 01:19 am)
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How about making it a modifiable nybble, so we ourselves could choose when the boss spawns the key? Though I understand if you can't because it's too difficult or whatever reason, we can still make the key spawn above the roof or something, lol.

I could not…
Posted on 09-25-16, 01:22 am


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That wouldn't be hard at all, but I don't really see the point. He wants it for the MaL tests.
Posted on 09-25-16, 01:39 am (rev. 2 by  Ndymario on 09-25-16, 07:39 am)
Super Koopa
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1) Good observation (lol)
2) Thanks

EDIT
----
As I suspected, when you ko the boss without the key, there is no way to "officially" beat the boss so you can beat the boss just fine but there is no way to initiate the cutscene

EDIT 2
------
One last thing, could you make a way to activate the boss win cutscene without the key (after you K.O. the boss)
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Posted on 09-25-16, 09:37 am
Roy Koopa
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Posted by Ndymario
As I suspected, when you ko the boss without the key, there is no way to "officially" beat the boss so you can beat the boss just fine but there is no way to initiate the cutscene


That actually could be incredibly useful. I'm going to find a use for that.
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Posted on 09-25-16, 09:38 am


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One last thing, could you make a way to activate the boss win cutscene without the key (after you K.O. the boss)


That'd be rather difficult.
Posted on 09-25-16, 12:12 pm (rev. 1 by  Hiccup on 09-25-16, 12:13 pm)
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Posted by skawo
[no boss key hack]

For this to actually be useful, you'd need to do one of these:
* make the boss activate an event before doing the "actor freeze" thing.
* make the boss activate an event and disable the "actor freeze" thing.
* make bosses be detectable by the IF controller and disable the "actor freeze" thing

I know this is just to try and prevent crashing in MvL, but anyway...
Posted on 09-25-16, 01:26 pm


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Actor freeze thing?
Posted on 09-25-16, 08:34 pm
Birdo


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The boss causes some actors to pop or stop moving.
Posted on 09-25-16, 09:00 pm
Super Koopa
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Suggestion: Could you make a hack that makes MvL load all songs insead of 2, if this is too hard I understand
Thx in advance

~Ndymario
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Posted on 09-26-16, 09:43 pm (rev. 1 by  Ndymario on 09-26-16, 09:43 pm)
Super Koopa
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Suggestion, can you make it to where you can use any entrance instead of just the exit from pipe entrance in MvL
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Posted on 09-27-16, 12:28 am (rev. 1 by  skawo on 09-27-16, 12:34 am)


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Resize Boos:
repl_02175F2C_ov_47: repl_02175B74_ov_47: MOV R1, #0x1000 MOV R3, #0x100 LDR R2, [R5, #8] LSR R2, #4 ANDS R2, R2, #0xF BXEQ LR ADD R2, #1 MUL R2, R3 ADD R1, R2 BX LR


This is pointless, since they look awful like this... but ¯\_(ツ)_/¯

EDIT: Ah, right. Nybble 11.
Posted on 09-27-16, 12:36 am
この記号は… 解読できないよ…


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Suggestion: can you implement singleplayer in multi for me


I'll pay you 3$.



Posted on 09-27-16, 01:27 am (rev. 1 by  Ndymario on 09-27-16, 03:21 am)
Super Koopa
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Ok @Thierry, point taken

Suggestion: (not MvL) can you make the IF controller Sprite stay persistent off screen
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Posted on 09-27-16, 07:45 am (rev. 3 by  MarioKart7z on 09-27-16, 07:50 am)
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Suggestion: On Track-controlled lifts, could you make it so that if nybble11 (counting from 1 to 12) is set to 1, it follows nybble9-10's Path ID instead of lines? And if nybble11 is set to 2, then the platform loops around the path, but the last node has to overlap the second node (like with MeroMero's Snake Blocks improvement) and finally if nybble11 is set to 3, then the platform falls off at the last node instead of going back
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Posted on 09-27-16, 07:51 am


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I have no idea how paths work and stuff, so, uh, sorry, but no.
Posted on 09-27-16, 08:18 am
Birdo


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Posted by MarioKart7z
Suggestion: On Track-controlled lifts, could you make it so that if nybble11 (counting from 1 to 12) is set to 1, it follows nybble9-10's Path ID instead of lines? And if nybble11 is set to 2, then the platform loops around the path, but the last node has to overlap the second node (like with MeroMero's Snake Blocks improvement) and finally if nybble11 is set to 3, then the platform falls off at the last node instead of going back

If you just want invisible paths, you can make custom "track" tiles that are invisible or non-destroyable ground/decoration
Posted on 09-27-16, 04:25 pm
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Posted by skawo
snip

So, uhh, now the game crashes as soon as any level loads. Did you screw it up again?
(or is it because i recently applied Dirbaio's MvL no spriteset hack)
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Posted on 09-27-16, 06:40 pm (rev. 1 by  skawo on 09-27-16, 06:40 pm)


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........

I have no idea what you're talking about. Which hack?
Posted on 09-27-16, 06:45 pm
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Posted by skawo
........

I have no idea what you're talking about. Which hack?

The Jyotyu palette selecion one.

I could not…
Posted on 09-27-16, 06:56 pm


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I haven't touched it since.