

Save it and put your modified XNB file next to the Terraria XNB exporter and run it, then type the XNB file's name Start HxD and open the copied MYF XNB fileĪt the start of the file, it will say 58 4E 42 77 05 81.Ĭhange that to 58 4E 42 77 05 80 (only thing changed is the 81 byte, it's what causes the crash)

(Steam\steamapps\common\Mount Your Friends\Content\images) Just copy a Mount Your Friends XNB graphics file The reason you need a hex editor is because the XNB exporter crashes if you try and convert a non-Terraria XNB graphics file, but it's very easily fixed. Thing is, for converting back to XNB (you need XNA's DLLs), you need to install XNA game studio and Microsoft Visual Studio or whatever, which is why I haven't bothered doing so. You need a hex editor (I like to think of it as a heavily downgraded text editor, I prefer HxD ) and the Terraria XNB Exporter to convert to PNGĪnd you need the XNB Builder to convert back to XNB. I'd like to try and expand the modes available to online play later, but for now, it would be a considerable undertaking to even attempt to make modes like Fencing work online to my liking.I believe it's possible, I've been able to convert the game's texture files. I wanted to make sure Mount Your Friends had online, but the turn-based modes were the ones I felt the most confident in putting in the game in a way that wouldn't feel broken when playing online. There's kind of a pattern of multiplayer Indie games not supporting online play, like Towerfall (whose devs actually wrote about these issues), while some games like Nidhogg try to do online, but have seen considerable backlash for their online mode performance. Most victories in fencing online would likely feel unfair for the loser, having trouble defending themselves while compensating for the lag. In a mode like fencing this matters a lot. A player can be in a number of different poses from frame to frame given they have per-frame input on 4 different limbs. Mount Your Friends' interface on the other hand is very loose. They maintain special buffers to move game states back in time for resimulation, they make attack animations long enough that they usually take longer than the expected lag, etc. Street Fighter does a LOT to compensate for these feelings. If you're familiar with playing games like Street Fighter online, you've probably come across a handful of matches where you felt like the enemy got in a cheap hit because of lag.
