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Auto scroll start (218, rev. 19)
By  Hiccup on 10-19-14, 12:13 pm
Category 'Camera controllers', known
This sprite have to use together with paths. Unknown 1 is for speed. It should be divisible by 8. Unknown 3 maybe acceleration from former node's speed to this node's speed.

And I've found some interesting formula: x=98k/y. Where k is a amount of pixel being passed within x mario's second. And y is the value you entered in unknown 1. It relates together. But it might not always work. It may have something to do with unknown 3 too...

Calculation example: let say you want a sprite to move camera up 4 tiles within 16 mario sec.. Your formula is x=98k/y. As 4 tiles=64 pixels. Substitute it, then you have to multiply it with 98. 98x64=6272. And subtitute x with 16. Then 16=6272/y.
And solve it to find y. After you got y, you insert that number into unknown 1. And test it in the emu, does 4 tiles are passed within 16 mario sec. or not? But I think it does. Remember unknown 3 ? 0. Sometimes the time don't have to be whole number.
Also, I think the position where the sprite is first recognized by the game will determine the camera movement along the path. (Camera movement to the right , left, or straightly of the path) And there're some nybbles controlling how the sprite will act; wait for Mario to come near then scroll or scroll immediately when recognized. I don't know which, but it does have.
That's all I've found. :)
Hope this help!
Data files: none
Sprite fields:
Triggering Event ID: value at nybble 0-1. Make it start. (Can it be switched off?)
Target Event ID: value at nybble 2-3. When the autoscroller reaches its final path point, this Event ID is triggered.
Start-Node: value at nybble 5
Last node behaviour: list at nybble 6: 0=Unknown 0,8=Unknown 8. See NSMBWii's sprite data
Start Position?: list at nybble 7: 0=Midway Point,1=Unknown,2=Level Start
Scroll direction: list at nybble 9: 0=Vertical,1=Horizontal
Path ID: value at nybble 10-11. Sets the path the camera will follow while scrolling. The upper left corner of the Screen (relative to Sprite placement) is the starting point for the path. Please note, it's not possible to 'trick the Screen' to leave the Zone due to scrolling.
Auto-scrolling Controller (218, rev. 20)
By  Hiccup on 03-16-15, 04:20 pm
Category 'Camera controllers', known
This sprite have to use together with paths. Unknown 1 is for speed. It should be divisible by 8. Unknown 3 maybe acceleration from former node's speed to this node's speed.

And I've found some interesting formula: x=98k/y. Where k is a amount of pixel being passed within x mario's second. And y is the value you entered in unknown 1. It relates together. But it might not always work. It may have something to do with unknown 3 too...

Calculation example: let say you want a sprite to move camera up 4 tiles within 16 mario sec.. Your formula is x=98k/y. As 4 tiles=64 pixels. Substitute it, then you have to multiply it with 98. 98x64=6272. And subtitute x with 16. Then 16=6272/y.
And solve it to find y. After you got y, you insert that number into unknown 1. And test it in the emu, does 4 tiles are passed within 16 mario sec. or not? But I think it does. Remember unknown 3 ? 0. Sometimes the time don't have to be whole number.
Also, I think the position where the sprite is first recognized by the game will determine the camera movement along the path. (Camera movement to the right , left, or straightly of the path) And there're some nybbles controlling how the sprite will act; wait for Mario to come near then scroll or scroll immediately when recognized. I don't know which, but it does have.
That's all I've found. :)
Hope this help!
Data files: none
Sprite fields:
Triggering Event ID: value at nybble 0-1. Make it start. (Can it be switched off?)
Target Event ID: value at nybble 2-3. When the autoscroller reaches its final path point, this Event ID is triggered.
Start-Node: value at nybble 5
Last node behaviour: list at nybble 6: 0=Unknown 0,8=Unknown 8. See NSMBWii's sprite data
Start Position?: list at nybble 7: 0=Midway Point,1=Unknown,2=Level Start
Scroll direction: list at nybble 9: 0=Vertical,1=Horizontal
Path ID: value at nybble 10-11. Sets the path the camera will follow while scrolling. The upper left corner of the Screen (relative to Sprite placement) is the starting point for the path. Please note, it's not possible to 'trick the Screen' to leave the Zone due to scrolling.