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Posted on 08-12-11, 06:34 pm (rev. 9)
Banned for being a complete idiot.

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Hi guys,

This thread is for posting stuff we find out about Sprite 83 here. Make sure you provide enough information (what power-up you had, coins you had, etc.) so it can be reproduced.
I will also take requests for finding a certain sprite data
Here is what I found:

These are the results I got with Fireflower, 99 Coins, 99 Lives, and already retrieved all Star Coins when I spawned Sprite 83. NOTE: This was the case when I originally tested them. I test them in other states too.
00 00 00 00 04 6X
Set "X" to a value, to set an item you want to fall down, with the block dissapearing. This usually works, I think. You have to play around with it. Block disappearing with item going down is usually good to be set when you want the block to disappear, with the item left behind. You might also want to check item overlap block too.

I also found a data combo that will create a koopa shell that twinkles as if you stepped on a blue koopa in the multiplayer levels. I forgot the data...

PROGRESS


Finished


-ELMario => Finished Single Nibble flipping - Byte 6, Nibble 2
-ELMario => Finished Single Nibble flipping - Byte 6, Nibble 1

Data and Descriptions


Important!!!: Sprite data with all 0 -> Self-Activated Q Block with Fireflower. Also, I consider the first byte as byte 1.

Single Nibble flipping Results









Multiple Nibble flipping Results



Not yet organized


Posted on 08-12-11, 07:35 pm (rev. 9)
Roy Koopa


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Byte 6, Nibble 1
1 -> ?-Block, changing immediately to activated ?-Block
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Posted on 09-04-11, 04:16 pm
Buster Beetle


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I think your byte 2 nibble 6 "poof" is the boo block. Try using it with the Ghost house music and boo sprites enabled.
Posted on 09-04-11, 05:24 pm
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Posted by luckwii
I think your byte 2 nibble 6 "poof" is the boo block. Try using it with the Ghost house music and boo sprites enabled.


You mean Byte 6, Nibble 2 with value 3? No, I tried it in the Ghost house with a Eur ROM, and it still poofed... I wounder what it could be for still. And, when a Boo comes out, the poof is different... Maybe it's that thing that spawns coins when you step on it?
Posted on 09-04-11, 07:31 pm
Roy Koopa


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Lol? Tell me what object/sprite is possible to spawn coins when walking on it
_________________________
See a lots of creative DS Hacking here
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Posted on 09-04-11, 07:58 pm
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Posted by ray
Lol? Tell me what object/sprite is possible to spawn coins when walking on it


No, that thing that jumps away from you with yellow eyes and a green cape.
Posted on 09-04-11, 08:00 pm
Roy Koopa


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Oh THIS I remember
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See a lots of creative DS Hacking here
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Posted on 09-04-11, 08:03 pm
Fuzzy
Full mod

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You mean a Moneybag?
Posted on 09-04-11, 08:12 pm
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Posted by Piranhaplant
You mean a Moneybag?


Yes.

But I'm still wondering if that Poof is just a beta animation or something...
Posted on 09-06-11, 02:43 am
Buster Beetle


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Is there a way to either activate the 83 sprite with an ID, or to respawn the powerup? Or both would be cool if possible, I could use these all over the place in my hack.
Posted on 09-06-11, 03:16 am
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Posted by luckwii
Is there a way to either activate the 83 sprite with an ID, or to respawn the powerup? Or both would be cool if possible, I could use these all over the place in my hack.


I don't know and I don't think so. It's not really made to be placed initially in a level, it seems to be made so that other sprites/objects could create sprite 83.

If you could find one, that would be great.
Posted on 09-06-11, 03:33 am (rev. 1)
Buster Beetle


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Yeah, but where to start...I don't see anything that would indicate an ID. I think maybe going from one area to another will respawn it. I haven't tested that...way too many hour this weekend on the editor. But, if it doesn't respawn, it is possible it is a one time use per level, which would be more like an ID activation. Most powerups will respawn if you go between areas within a level.

Another test I guess would be to create an 83 sprite, and then immediately after create a 107 and see if the ID data transfers.
Posted on 09-06-11, 04:05 am
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Posted by luckwii
Yeah, but where to start...I don't see anything that would indicate an ID. I think maybe going from one area to another will respawn it. I haven't tested that...way too many hour this weekend on the editor. But, if it doesn't respawn, it is possible it is a one time use per level, which would be more like an ID activation. Most powerups will respawn if you go between areas within a level.

Another test I guess would be to create an 83 sprite, and then immediately after create a 107 and see if the ID data transfers.


It does. How did you guess that?

I would like to know if there is an activation ID.
Posted on 09-06-11, 11:00 am (rev. 1)
Buster Beetle


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Posted by ELMario
Posted by luckwii
Yeah, but where to start...I don't see anything that would indicate an ID. I think maybe going from one area to another will respawn it. I haven't tested that...way too many hour this weekend on the editor. But, if it doesn't respawn, it is possible it is a one time use per level, which would be more like an ID activation. Most powerups will respawn if you go between areas within a level.

Another test I guess would be to create an 83 sprite, and then immediately after create a 107 and see if the ID data transfers.


It does. How did you guess that?

I would like to know if there is an activation ID.


Too many hour working on the editor. That's how I guessed. I am going to see if I can get an ID out of it also.


Edit, It doesn't appear to be affected by using the ID nybbles. BUT, I found one thing that is semi cool that can be used. I created a 197 sprite over it with the "used ? block" setting. Activated the 197 over it. This turned the useable brick into a powerup that can't be used. This will probably work with any sprite. But doing this along with a 197 can be used to stop a sprite 83 spawn. Say you put 4 of them together. And only allow the player to get one. Or a 168 zone around it so if Mario jumps up into one, it will trigger the other 197s, and make the sprite 83s unusable. Understand? I know that was wordy.
Posted on 09-06-11, 11:09 pm
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I found out that if I do a sprite 197 with the used ? block and activated with a ? switch, it doesn't do anything to a spawning sprite 83 with this data: 00 00 00 00 14 65

I don't get how sprite 197 can stop sprite 83 from spawning. Can you elaborate?
Posted on 09-07-11, 12:21 am (rev. 1)
Buster Beetle


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The 83 would have needed an ID. Then it could be disabled. But without an ID, I don't know how we can trigger it. But, I wonder if a green block and path would do it.
Posted on 09-07-11, 12:46 am
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Well, according to Dirbaio, sprite 83 was spawned by objects such as bricks, and Q blocks.

But that just makes me wounder if the bricks/Q blocks are just a Sprite 83 with some sprite data...

I don't think they have an ID. It's use means that it doesn't need an ID. It is hardcoded to spawn I think.

Maybe we should:
Ask Dirbaio™

Posted on 09-07-11, 09:09 am
Buster Beetle


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Posted by ELMario
Posted by luckwii
I think your byte 2 nibble 6 "poof" is the boo block. Try using it with the Ghost house music and boo sprites enabled.


You mean Byte 6, Nibble 2 with value 3? No, I tried it in the Ghost house with a Eur ROM, and it still poofed... I wounder what it could be for still. And, when a Boo comes out, the poof is different... Maybe it's that thing that spawns coins when you step on it?


I wonder if you may have stumbled across the beta lighting bolt powerup. You know the one that is not used ingame? Maybe this is all that is left of it.
Posted on 09-07-11, 12:48 pm
Super Mario
( ͡° ͜ʖ ͡°)

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Nope. The *only* thing that's left of that thing is the lightning bolt graphics. There's no code that actually uses that graphic.
Posted on 09-07-11, 11:03 pm
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If it's not the Lightning bolt graphics, then what is this poof? Another unused thing?
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