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Posted on 09-23-11, 12:49 am
Buster Beetle


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This hex value is producing a mini mushroom instead of a fireflower as I have it selected in the data. What would turn this into a fireflower?

00 00 00 00 00 59
Posted on 09-23-11, 04:39 am (rev. 1)
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OMG I never knew that the last nibble with value 9 would only produce fireflower, no matter what.

00 00 00 00 04 69

That will work. It will do what I think you wanted.
Posted on 09-27-11, 12:36 pm (rev. 1)
Buster Beetle


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ELMario, I tried 00 00 00 00 04 69 and the flower spawned then fell through all the solid tiles below it. You could see the flower in front of the tiles as it fell.

Closer to working though thanks. I'll keep messing with it...And I haven't tried it until today because I have been testing and figuring out how to control cameras, views, and entrance cameras. Getting close to a tutorial for these as well. I have it to where I can make the camera start wherever I want entering a level.


edit... just tried 00 00 00 00 00 69. This spawned the flower and hid it behind the solid tile below it. Didn't try with a brick, but it is possible this will hide them behind bricks. All these tests had 00 00 01 00 solid tiles below them.
Posted on 09-27-11, 02:56 pm (rev. 1)
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you mean, completely solid tiles?
Hmm... is the grassland ground not solid? Because, the Fireflower could fall and land on it.
Check your tile behaviors.

EDIT:
I've tested both grassy and snowy solids. They both don't allow the sprite to fall through.
And, completely solid works too. I'm pretty sure it's a mistake you made with your tiles.
Posted on 09-28-11, 02:29 am (rev. 1)
Buster Beetle


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To update this thread as we spoke about on the IRC, it was because I had my 83 touching the ground...yours was in the air.

But, I tried the newer data you gave me on the IRC and it works. 00 00 00 00 00 49 The flower goes up 1 tile then drops down. It looks good ingame.
Posted on 09-28-11, 05:07 am
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Yea. It's the best I can manage without doing anything too complicated.
I might be able to achieve this better with Class ID 31, but I'm not sure.
Posted on 10-02-11, 02:46 pm
Fuzzy
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You appear to have made a typo in the sprite database:

Posted by Sprite Database
Unknown 9: list at nybble 9: 0=No modification,1=Throw item right,4=Item falls, throw item if on solid,15=Item spawn like touchscreen

You haven't specified a value for that item in the list and it's causing an error in the editor.
Posted on 10-02-11, 02:53 pm (rev. 1)
Buster Beetle


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I notice this was changed, but we are still getting an error....Editor not usable...I'll see if I can find it.

edit...Fixed. It was the spaces after the commas.
Posted on 10-02-11, 03:23 pm
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Wait, so value 8 does the same thing as value 4?

I'm confused luckwii. I'll fix my error.
Posted on 10-02-11, 04:24 pm (rev. 1)
Buster Beetle


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Posted by ELMario
Wait, so value 8 does the same thing as value 4?

I'm confused luckwii. I'll fix my error.


I don't know about the values. I just changed your list entries to eliminate crash...no data change. Only because there were spaces after the commas. You have to list them like
0=something,1=something else,2=etc.

Your last entry had
0=something, 1=something else, 2=etc.

Those spaces caused the crash.
Posted on 10-05-11, 09:48 am (rev. 1)
Buster Beetle


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ELMario, I tried changing the data for the sprite 83, but it seems the data kind of teeter totters between nybbles. So changing one will change the effects of the others. So what I changed was the ?block disappear. This worked with value 6 in nybble 10. But then when I changed nybble 10, it changed the powerup and the ? block to the opposite. It went from fireflower to mini mushroom. Without changing any other sprite data in the editor. So somehow the data changes from nybble to nybble as new things are selected. I don't know if there is going to be a way to program this for the editor. Something strange is going on between nybbles.

I think nybbles 6 and 7 may be connected. And 9 and 10 are connected. Both 6 and 9 have the same values from 0 to 7, then 8 to 15 are the same. So it is possible that these are 2 nybble settings. So instead of values like 1 and 9 it is really 19. The tens control one thing and the ones the other.

Posted on 10-13-11, 04:34 am (rev. 1)
Buster Beetle


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ELMario, have you tried what the effects are of spawning sprite 83s on top of other blocks or sprites? I would test different modes, but I have been busy on the database...Let me know though, I'll talk to you on the database next time, but I have some more ideas for 83 and 270.


Edit, also if this helps, here is the data from sprite 168 for the different mario modes. Nintendo used a lot of similar values for different things. I don't know if this will match up with 83 data though...But these are known values.

0=Any Mario
1=Small Mario
2=Super Mario
3=Fire Mario
4=Mega Mario
5=Mini Mario
6=Blue Shell Mario
7=Starman
Posted on 10-13-11, 04:38 am
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Hmm no I haven't experimented with that much before. There are behaviors that delete overlapped tiles, like the P switch.

I don't know if there are other things that do different things to overlapped tiles/objects. Need to test them when I have the chance. Kinda busy with other stuff and NSMBpe at the moment.
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