Posted on 12-27-16, 06:10 pm
Fuzzy
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I'm not, I'm saying I have it applied
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Posted on 12-27-16, 06:56 pm
Mariomaster

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Why should the actor spawner sprite affect that?

Star Coins do work in every view.
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Posted on 12-27-16, 07:49 pm


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...did you put an actual star coin in the view to load the model?
Posted on 12-27-16, 07:55 pm
Giant Red Paratroopa
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He's saying he isn't spawning it with the actor spawner, so I think it's a yes.
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Posted on 12-27-16, 09:02 pm


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...Oh. Derp.
Posted on 12-27-16, 10:10 pm
Roy Koopa
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Have you set the ID of each of the Star Coins?
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Posted on 12-28-16, 01:47 am
Fuzzy
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It's the 1st star coin in the level
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Posted on 12-28-16, 01:49 am
Mariomaster

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I think we are not getting anywhere here.

We can't help you if you say that things don't work which normally do without giving us the level or any other more detailed description.
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Posted on 12-28-16, 01:52 am (rev. 1 by  Ndymario on 12-28-16, 03:22 am)
Fuzzy
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I'll post a level, but I can't give a better description than I put the 1st starcoin with ID=1 in view 2 and that I have the Actor Spawner Hack (not spawning the coin) and it won't load

EDIT - I forgot this level is on another PC I won't have access to for a while... crap
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Posted on 01-08-17, 12:15 pm


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So I was wondering the other day precisely why sprites 0 - 19 crash the game,
Well, it's very simple. The game tries to reload Mario's models again.

Here be the fix:

Fix sprites 0 - 19:
nsub_0201F428_main: CMP R0, #0x15 BEQ 0x201F440 LDR R1, [R7] B 0x0201F42C

:\/
Posted on 01-08-17, 10:23 pm
Fuzzy
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So you can spawn clones with the sprite now?
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Posted on 01-08-17, 11:52 pm
Roy Koopa
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No. It just stops the game from trying to reload Mario's model.

They're still useless sprites unless you want to use them for custom sprites.
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Posted on 01-09-17, 12:36 am (rev. 1 by  skawo on 01-09-17, 12:36 am)


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Actually, no. You can spawn clones with those sprites using that.
It will also make the unused levels work, I suppose.
Posted on 01-09-17, 04:32 pm, deleted by RicBent: There you go skawo. Doublepost now :P
Posted on 01-09-17, 04:33 pm (rev. 8 by  skawo on 01-10-17, 03:58 pm)


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(Buggy) Clones die individually and become main player if he dies:
nsub_021196BC_ov_0A: @ Pits STMFD SP!, {R0, R1} MOV R4, R0 LDR R0, =PlayerCount LDRB R1, [R0] CMP R1, #0 SUBGT R1, #1 STRB R1, [R0] CMP R1, #0 LDMEQFD SP!, {R0, R1} BEQ 0x021196C0 BLNE .Die ADD SP, SP, #0x10 LDMFD SP!, {R4,PC} nsub_02119B2C_ov_0A: @ Enemies STMFD SP!, {R0, R1} MOV R4, R0 LDR R0, =PlayerCount LDRB R1, [R0] CMP R1, #0 SUBGT R1, #1 STRB R1, [R0] CMP R1, #0 LDMEQFD SP!, {R0, R1} BEQ 0x02119B30 BLNE .Die ADD SP, SP, #0x4 LDMFD SP!, {R4,R5,PC} nsub_02119980_ov_0A: @ Lava STMFD SP!, {R0, R1} MOV R4, R0 LDR R0, =PlayerCount LDRB R1, [R0] CMP R1, #0 SUBGT R1, #1 STRB R1, [R0] CMP R1, #0 LDMEQFD SP!, {R0, R1} BEQ 0x02119984 BLNE .Die LDMFD SP!, {R4,PC} nsub_02119800_ov_0A: @ Poison Water STMFD SP!, {R0, R1} MOV R4, R0 LDR R0, =PlayerCount LDRB R1, [R0] CMP R1, #0 SUBGT R1, #1 STRB R1, [R0] CMP R1, #0 LDMEQFD SP!, {R0, R1} BEQ 0x02119804 BLNE .Die LDMFD SP!, {R4,PC} .Die: STMFD SP!, {LR} @ Try finding another player from beginning MOV R0, #0x15 MOV R1, #0 BL 0x0204D66C CMP R0, R4 MOVEQ R0, #0x15 @ If returned adress is the same as the dying one... LDREQ R1, [R4, #0x30] @ try to find one starting at the dying player BLEQ 0x0204D66C MOV R1, #0 BL 0x2020618 @ Make it the current player LDR R0, =338 MOV R1, #0 BL PlaySNDEffect LDR R0, =22 ADD R1, R4, #0x5C BL SpawnParticle MOV R0, R4 BL Base__deleteIt LDR R0, =0x020CA880 MOV R1, #0 STRB R1, [R0] LDMFD SP!, {PC} nsub_020FF864_ov_0A: @ Add to player count when spawning a player MOV R4, R0 LDR R0, =PlayerCount LDRB R1, [R0] ADD R1, #1 STRB R1, [R0] B 0x20FF868 nsub_020A3318_ov_00: @ Restore count to 0 when creating stage MOV R4, R0 LDR R0, =PlayerCount MOV R1, #0 STRB R1, [R0] MOV R0, #1 B 0x20A331C nsub_0201F428_main: @ Fix reloading models CMP R0, #0x15 BEQ 0x201F440 LDR R1, [R7] B 0x0201F42C .data .balign 4 PlayerCount: .word 0x0



If you can find another way for Mario to die (i.e one that makes the stage exit if a clone dies), drop a line.
Posted on 01-09-17, 06:17 pm
Panser
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"Pits"
"Enemies"
"Lava"
"Poison Water"
What about being crushed, by stone platforms or/and by autoscroll?
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Posted on 01-09-17, 06:20 pm


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Those use the enemy code.
Posted on 01-09-17, 06:28 pm (rev. 1 by  MarioKart7z on 01-09-17, 09:18 pm)
Panser
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The compiler gives garbage errors. You put the wrong character before your comments, it should be @ instead of #

EDIT: You fixed it, thanks
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Posted on 01-09-17, 10:37 pm
Fuzzy
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Mariofanatic64 could have use that back in the CTT5 days, also, YAY
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Posted on 01-09-17, 10:47 pm
Roy Koopa
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I could have used a lot in the CTT days. This will be super handy for the Definitive Editions, which are still a thing.
New Super Mario Bros.: Clone Tag Team 1+2 / New Super Mario Advance + Take 2 / Super Mario: Endless Earth
My two greatest assets have been mental stability and being, like, really smart.