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Posted on 06-25-11, 02:58 pm (rev. 1)
Super Mario
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Tile behavior list
NOTE: I think some behaviors are missing. Post in this thread if you find one. --- BASIC --- 00 00 00 00 - Walkable 00 00 01 00 - Solid 00 00 00 80 - Solid-on-top platform 00 10 01 00 - Icy solid --- SPECIAL --- 00 60 01 00 - Horizontal rope (Like in W2-Tower) 00 A0 00 00 - Vertical pole (Like in W3-Castle) 04 00 00 10 - Lava - Instant death 02 00 01 10 - Spikes facing up 03 00 01 10 - Spikes facing down 01 70 01 10 - Spikes facing right 00 70 01 10 - Spikes facing left 00 40 01 00 - Conveyor belt (Must check direction/speed) 00 50 01 00 - See above 01 40 01 00 - See above 01 50 01 00 - See above 00 00 00 01 - Door - bottom left tile (Assumed) 01 00 00 01 - Door - bottom right tile (Assumed) 02 00 00 01 - Mini-Mario door 03 00 00 01 - Boss door (3x3) - bottom left tile 04 00 00 01 - Boss door (3x3) - bottom centre tile 05 00 00 01 - Boss door (3x3) - bottom right tile 01 02 00 80 - Falling platform from beach levels - left tile 02 02 00 80 - Falling platform from beach levels - right tile 00 30 00 80 - Quicksand 0X 00 00 08 - Patterns of solid 8x8 blocks. X is a bitfield: 1 = top left, 2 = top right, 4 = bottom left, 8 = bottom right Default patterns from the Mini Mario bonus room tileset: http://treeki.shacknet.nu/screenshots/romhacking/mmblocks.png 00 E0 01 00 - Ground which Mummy-Pokey can come out of --- CLIMBABLE FENCES --- [Normal Fences] 02 00 00 04 - Top left corner 03 00 00 04 - Top side 04 00 00 04 - Top right corner 05 00 00 04 - Left side 06 00 00 04 - Middle 07 00 00 04 - Right side 08 00 00 04 - Bottom left corner 09 00 00 04 - Bottom side 0A 00 00 04 - Bottom right corner [Flip Fences] 0B 00 00 04 - Top left corner 0C 00 00 04 - Top side 0D 00 00 04 - Top right corner 0E 00 00 04 - Left side 0F 00 00 04 - Middle 10 00 00 04 - Right side 11 00 00 04 - Bottom left corner 12 00 00 04 - Bottom side 13 00 00 04 - Bottom right corner --- PATHS --- These are used for moving platforms. They are all walkable! 01 00 00 00 - Diagonal path, from Bottom Left to Top Right 02 00 00 00 - Diagonal path, from Top Left to Bottom Right 03 00 00 00 - Corner (Place on the top left) 04 00 00 00 - Corner (Combines horizontal + vertical path) 05 00 00 00 - Horizontal path 06 00 00 00 - Vertical path 22 00 00 00 - Reverses direction of the platform/object? --- SLOPES --- 00 00 20 00 - 1x1 slope going up right 01 00 20 00 - 1x1 slope going down right 02 00 20 00 -- 03 00 20 00 - 2x1 slope going up right 04 00 20 00 -- 05 00 20 00 - 2x1 slope going down right 06 00 20 00 - Top part of 1x2 slope, from Bottom Left to Top Right 07 00 20 00 - Bottom part of 1x2 slope, from Bottom Left to Top Right 08 00 20 00 - Top part of 1x2 slope, from Top Left to Bottom Right 09 00 20 00 - Bottom part of 1x2 slope, from Top Left to Bottom Right 0A 00 20 00 - Always use directly under any sloped tiles. It forces Mario to go up the slope. 0B 00 20 00 -- 0C 00 20 00 -- 0D 00 20 00 -- 0E 00 20 00 - 4x1 slope going up right. 0F 00 20 00 -- 10 00 20 00 -- 11 00 20 00 -- 12 00 20 00 - 4x1 slope going down right. --- ICY SLOPES --- 0X 10 20 00 - Seems to be the same as the normal slopes section, but acts like ice. --- UPSIDE DOWN SLOPES --- 0X 00 40 00 - Seems to be the same as the normal slopes section, but Y flipped. --- MUSHROOM PLATFORMS --- 0X B0 20 80 - These are a little more complicated to explain so here are images of all the matching tiles: http://treeki.shacknet.nu/screenshots/romhacking/mplat.png I'm pretty sure these are mapped in a similar way to the normal slopes, although they have different behaviour bytes. Not sure exactly what the difference is. --- GHOST HOUSE NORMAL STAIRS --- 0X B0 20 80 - Apparently, the stairs in ghost houses (Normal ones - NOT the collapsing ones) also use the mushroom platform behaviours. Just refer to the normal slope info. I also found blocks with these attributes in the ghost house tileset, but I don't know what they do: 0A B0 A0 00, 0A B0 21 00, 00 D0 01 00 --- GHOST HOUSE COLLAPSING STAIRS --- These are split into two parts. First off, you have the -top- part of the stairs (The bit you can stand on) which uses: 0X 70 20 00 - Refer to the 1x2 normal slopes for the value of X. Next up, you have the bottom part of the stairs (which you can't jump through, but is a diagonal roof) which uses the upside down slopes: 0X 00 40 00 - Refer to the 1x2 upside down slopes.
Posted on 06-28-11, 02:11 pm


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Could you implement my 4x1 slopes into your list?
Posted on 06-28-11, 08:28 pm
Super Mario
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Thanks! I knew I was missing something.
It's added now.
Posted on 06-28-11, 08:31 pm


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Once I have found a Tile Behavior that bounces you up into the sky (like the giant spring board)
But I lost it again. Probably ray has it
Posted on 06-28-11, 08:32 pm
Super Mario
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Posted by NsmB_PrO
Once I have found a Tile Behavior that bounces you up into the sky (like the giant spring board)
But I lost it again. Probably ray has it

Wow Cool!
I wonder how many tile behaviors are yet to be discovered...
Posted on 06-28-11, 08:46 pm


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Since: 06-28-11
You can combine Tile Behavior:
Each pair of numbers holds something special.

AA BB CC DD

A holds something like an ID/Location. (while door = what tile of the door) (while slope = what tile of the slope) (fences = what tile of the fences)

B holds something like (while solid = sand, snow, icy, normal, walljumpable/unwalljumpable, etc...) (while slope = sand, icy, snow, normal, etc...) (anything else = climbable, etc...)

C holds the tile type (solid, slope, upside down slope, probably more....)

D holds the effect (hurts, turnable-fences, solid from above, other effects probably)

With that you can combine everything. You only have to hope, the things you want to combine are in different pairs of numbers
I hope you did not know that :D:D
Posted on 06-28-11, 08:51 pm
Super Mario
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Great
It sort-of-makes sense
Posted on 07-02-11, 11:34 pm (rev. 1)
Roy Koopa


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I had a behavior that throws you too far in the sky But if we can lower it, we could make a doodlejump level xP
Perhaps usefull: AC 00 10 00 (Brick contains mini mushroom)
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Posted on 07-05-11, 06:41 am
Panser


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Hello, I have a tileset of super mario all star on the editor only shows me the evil that image size should I use?
Posted on 07-09-11, 06:51 am (rev. 2)
Buster Beetle


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Found two new cool behaviors.

00 00 00 84 - top of ladder/vine (solid on top, climbable from bottom)
0C 00 00 88 - solid bottom and sides, fall through from top (kind of a one way tile)
Posted on 07-09-11, 07:47 am


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Posted by luckwii
0C 00 00 88 - solid bottom and sides, fall through from top (kind of a one way tile)

WOW! WOW! WOW!
I love you luckwii! I Have searched this Tile behavior, since I started NSMB Hacking.
Thank You!
Posted on 07-09-11, 08:17 am (rev. 15)
Buster Beetle


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Posts: 50/464
Since: 06-29-11
Posted by NsmB_PrO
You can combine Tile Behavior:
Each pair of numbers holds something special.

AA BB CC DD

A holds something like an ID/Location. (while door = what tile of the door) (while slope = what tile of the slope) (fences = what tile of the fences)

B holds something like (while solid = sand, snow, icy, normal, walljumpable/unwalljumpable, etc...) (while slope = sand, icy, snow, normal, etc...) (anything else = climbable, etc...)

C holds the tile type (solid, slope, upside down slope, probably more....)

D holds the effect (hurts, turnable-fences, solid from above, other effects probably)

With that you can combine everything. You only have to hope, the things you want to combine are in different pairs of numbers
I hope you did not know that :D:D


DD values (some anyway, I am testing them now)

01 door
02 water/splash
03 water/splash
04 climbable
05 nothing?
06 water/splash
07 water/splash
08 solid block quadrants
09 nothing?
0A water/splash
0B water/splash
0C nothing?
0D nothing?
0E water/splash
0F water/splash
10 damage when touched
20 nothing?
30 damage from left side when touched can jump through all other sides
40 solid bottom but fall through top and sides
50 solid bottom damage from left side, fall through top and right
60 solid bottom fall through top and sides
70 damage from left side when touched, can jump through all other sides
Posted on 07-09-11, 08:17 am


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Posted by luckwii
Posted by NsmB_PrO
You can combine Tile Behavior:
Each pair of numbers holds something special.

AA BB CC DD

A holds something like an ID/Location. (while door = what tile of the door) (while slope = what tile of the slope) (fences = what tile of the fences)

B holds something like (while solid = sand, snow, icy, normal, walljumpable/unwalljumpable, etc...) (while slope = sand, icy, snow, normal, etc...) (anything else = climbable, etc...)

C holds the tile type (solid, slope, upside down slope, probably more....)

D holds the effect (hurts, turnable-fences, solid from above, other effects probably)

With that you can combine everything. You only have to hope, the things you want to combine are in different pairs of numbers
I hope you did not know that :D:D


DD values (some anyway, I am testing them now)

01 door
04 climbable
08 solid on top
0A splash
10 hurt

My explanation makes sense, doesn't it?
When you have finished testing DD, please gimme all of them. I will make a list of all the values. Then I will give it to dirbaio.
Posted on 07-09-11, 08:40 am
Buster Beetle


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Added some behaviors above. I only tested with the DD values, all others were left 00s. Getting late here...kind of tired, but maybe if people here want to volunteer testing AA BB or CC, and I'll keep going on DD values.
Posted on 07-09-11, 08:49 am


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Posted by luckwii
Added some behaviors above. I only tested with the DD values, all others were left 00s. Getting late here...kind of tired, but maybe if people here want to volunteer testing AA BB or CC, and I'll keep going on DD values.

I have said in another thread:
I am testing those values (AA, BB, CC AND DD), but you help me with DD. So I will test AA, BB and CC. You send me the values of DD and I will create a list. Then I will handle the list to dirbaio.
Posted on 07-09-11, 07:22 pm (rev. 1)
Roy Koopa


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This all looks interesting
Founded one Behavior which let's you go from left and right and its solid from top and bottom. When your standing in the tile you cant jump because above you ist solid. But you have to put solid block under it so you can go trough it.
Code: 00 00 00 C0
_________________________
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Posted on 07-09-11, 08:40 pm


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Posted by ray
This all looks interesting
Founded one Behavior which let's you go from left and right and its solid from top and bottom. When your standing in the tile you cant jump because above you ist solid. But you have to put solid block under it so you can go trough it.
Code: 00 00 00 C0

WOW
this way we can make a tree log. You can go through it and can stand on it^^
Posted on 07-28-11, 03:03 am (rev. 2)
Goomba


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Since: 07-28-11
34895004-a block that produces flowers no matter what mario's form is

but It works for me ahh! and it sometimes work as a solid tile. try hitting it more.
Posted on 07-28-11, 03:50 am (rev. 1)
Buster Beetle


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Posted by gold mushroom
34 89 50 04-a block that produces flowers no matter what mario's form is


No freakin' way. I have been looking for this a long time. How did you figure the data out?

...Bro I hope you aren't here trolling...The behavior does nothing.
Posted on 07-29-11, 07:55 am (rev. 4)
Goomba


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try this 34 89 58 64 it's fixed but you can't get a flower when you are fire mario

Edit:I just type in random numbers, and if I get a block somewhat useful, I change the behavior a little bit to remove other behaviors.
(I have also found a behavior of a block that hurts Mario from all sides(munchers) and a block that gives Mario a blue turtle shell. Also, I have found a block that if you hit it or ground pound on it, it will give a mushroom and if it's hit by a shell, it will give a blue turtle shell.)

edit:this is more better:34 78 58 64
hitting near the corner will work good
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