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Posted on 10-18-14, 11:39 am (rev. 7 by  Hiccup on 10-19-14, 08:23 am)
Birdo


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[nuked]
Posted on 10-18-14, 01:04 pm


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Well, the problem is that I and  ray just reused the mechanism from NSHB. We can't explain anything because some smartass changed the already known sprite data that luckwii found out into "Unknown".
Posted on 10-18-14, 01:25 pm (rev. 6 by  Hiccup on 10-19-14, 08:26 am)
Birdo


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Posted by Freeze
We can't explain anything because [Hiccup] changed the already known sprite data that luckwii found out into "Unknown".


You can, I don't see how that stops you.
Posted on 10-19-14, 08:27 am (rev. 1 by  Freeze on 10-19-14, 08:27 am)


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If it helps, I will copy the sprites we used here. Just put them like this in your level.
NSMBeClip|SPR:32:64:168:000100FF0000:SPR:33:64:286:010228000000:SPR:34:64:167:020228100020:SPR:32:71:259:02000000040A:ZON:512:1088:32:48:0|
When entering Zone 0, the mechanism will start to loop. Every once in a while the poison water will rise and lower again.
Change this machanism to meet your needs.
Posted on 10-19-14, 09:09 am (rev. 1 by  Hiccup on 10-19-14, 09:16 am)
Birdo


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Thanks for the clip.


I'm interested in the workings of it though; but I do not mind if you cannot understand it (as I don't) .
Posted on 10-19-14, 09:59 am


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Well as I said:
Posted by Freeze
We can't explain anything

I really can't explain the working of the loop, because some relevant sprite data is marked as "Unknown" now. Without it, the loop won't work as expected. And that is what stops me to explain it. Sorry.
Posted on 10-19-14, 10:05 am (rev. 1 by  ray on 10-19-14, 10:06 am)
Roy Koopa


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Posted by Hiccup
Posted by Freeze
We can't explain anything because [Hiccup] changed the already known sprite data that luckwii found out into "Unknown".


You can, I don't see how that stops you.


The settings that are supposed to be known aren't even VISISBLE in the current sprite data. We had to copy it from NSHB because the sprite data used shows an empty dropdown box for the settings. Those settings don't exist anymore.
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Posted on 10-19-14, 10:54 am (rev. 3 by  Hiccup on 10-20-14, 10:44 am)
Birdo


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Can't you edit the online sprite database?

I mean have you even looked at it now?
Posted on 10-19-14, 12:31 pm
Roy Koopa


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Of course I have looked at it, but we don't know the original sprite data from luckwii anymore. The current sprite data is just crap.
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See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 10-19-14, 07:53 pm (rev. 2 by  gridatttack on 10-19-14, 07:55 pm)
Birdo


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I wonder if all the changes are stored in the DB, that way we could see past revisions.

EDIT:

http://nsmbhd.net/spritedbchanges/168/?rev=1

Welp, seems not
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Posted on 10-19-14, 08:00 pm


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Probably somebody has got an old revision on his/her PC, where an old spritedata.xml is still saved.
Posted on 10-20-14, 12:52 am
Fuzzy
Full mod

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Posted by Freeze
Probably somebody has got an old revision on his/her PC, where an old spritedata.xml is still saved.

Here's an old version I had lying around from 10/20/2013. I dunno what you're looking for but maybe it's in there. spritedata.xml
Posted on 10-20-14, 10:47 am (rev. 1 by  Hiccup on 10-20-14, 11:08 am)
Birdo


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Posted by pirahnaplant's old spritedta.xml
Event Controller - Chainer (If X, Do Y)

This sprite does not count through IDs like the 286 does. It only uses the input ID to activate the output ID. From there you can have the output activate when the input is activated, and then output again the opposite on/off after the timer. Or you can set it so the output will not activate at the same time as the input, it waits the set time, and then activates the output . I guess this is used for sprites like the 168 where they ran out of nybbles to set a time function. Or for when you want to activate two sprites by only hitting one switch...Or simply to delay an ID from being sent out.

<field id="2-3" notes="" values="" name="Target Event ID" type="value"/>
<field id="0-1" notes="" values="" name="Triggering Event ID" type="value"/>
<field id="10" notes="" values="0=Single Use,1=Multi Use,2=Unknown???" name="usage Mode" type="list"/>
<field id="7" notes="Disables the sprite" values="" name="Does Nothing" type="checkbox"/>
<field id="6" notes="" values="" name="???" type="value"/>
<field id="11" notes="" values="0=Activates Target,1=Deactivates Target" name="Switch mode" type="list"/>
<field id="4-5" notes="" values="" name="Activation Delay" type="value"/></sprite>


I'll dig up some old sprite datas when I can.

EDIT:
I guess I should keep an archive of these old ones, if I get enough.
Posted on 10-20-14, 11:05 am


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I probably have a much, MUCH older spritedata.xml on my old laptop too. It is from the time when I and  ray worked on the third beta of NSHB. I will have a look at it later.
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