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Posted on 06-13-16, 08:55 pm (rev. 2 by ImageBot on 11-21-16, 03:21 am)


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Posted on 06-13-16, 08:57 pm
Panser


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but in the editor how to distinguish the fly guy from splumpkin?
Posted on 06-13-16, 08:57 pm


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Check their nybble 8. :}
Posted on 06-13-16, 08:59 pm
Panser


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skawo you are a great
Posted on 06-13-16, 09:03 pm


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Should thank mero for the latest development more.
Posted on 06-13-16, 09:15 pm
Panser


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skawo thanks for this ASM code
Posted on 06-13-16, 10:00 pm
この記号は… 解読できないよ…


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Lol. Anyway, nice job on this, you were quick.
Posted on 06-13-16, 10:31 pm


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Bit too quick, as it crashed on actual console.

Fixed now.
Posted on 06-14-16, 12:32 pm
Panser


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I did not understand how it fits into the code hack (I'm still a beginner with asm hack)
Posted on 06-14-16, 12:37 pm


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Rename it to ShyGuy.s and place in the /source folder. Then build like any other.
Posted on 06-14-16, 01:16 pm
Fire Brother
Eugene

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How do you use this code for other sprites? Or ain't it that simple?
Posted on 06-14-16, 01:24 pm (rev. 1 by  skawo on 06-14-16, 01:24 pm)


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You find where they load their models and write appropriate code.
Posted on 06-14-16, 01:35 pm
Birdo


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Would it be easy to add size-increasing code to this, so many enemies could have a nybble/value that makes their model/sprite and collision bigger?
Posted on 06-14-16, 02:02 pm


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Perhaps.
Posted on 06-14-16, 02:05 pm
Fire Brother
Eugene

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Posted by skawo
You find where they load their models and write appropriate code.


Er.. Could you tell me/us how?
Posted on 06-14-16, 02:08 pm


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You do realize this will be different for every enemy? Not exactly explainable in a tutorial
Posted on 06-14-16, 02:12 pm (rev. 1 by  KingYoshi on 06-14-16, 02:12 pm)
Fire Brother
Eugene

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Posted by skawo
You do realize this will be different for every enemy? Not exactly explainable in a tutorial


I wouldn't know. I've no experience with this.

But I assume the method how to find where they load their models is the same for each enemy. So you could make a tutorial how to find that and how to write the appropriate code
Posted on 06-14-16, 02:17 pm (rev. 2 by  skawo on 06-14-16, 02:19 pm)


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Sure. Here it is;

1. Open up IDA.
2. Find where enemy's code is (a lot is documented)
3. Investigate the functions there. Locate the one that uses the loadFileByExtId_3dModel function. See what File Id is loaded into register 0. Compare with editor. If the address is within the main or overlay 10, copy the address of that line of code in IDA, if not, find out that line of code's address in the game via No$GBA.
4. repl hook to that address and write appropriate code; check spritedata, write different file ID if spritedata is set, if not, write the standard one. Return to LR.
Posted on 06-14-16, 02:21 pm
Fire Brother
Eugene

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Posted by skawo

1. Open up IDA.
2. Find where enemy's code is (a lot is documented)
3. Investigate the functions there. Locate the one that uses the loadFileByExtId_3dModel function. See what File Id is loaded into register 0. Compare with editor. If the address is within the main or overlay 10, copy the address of that line of code in IDA, if not, find out that line of code's address in the game via No$GBA.
4. repl hook to that address and write appropriate code; check spritedata, write different file ID if spritedata is set, if not, write the standard one. Return to LR.


Thanks, I'll try heh heh
Posted on 06-14-16, 02:56 pm
Panser


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I entered the code in my hack, but I do not know what to do to put the fly guy in a level
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