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Posted on 03-20-15, 03:28 pm (rev. 62 by  Hiccup on 04-21-18, 11:42 am)
Birdo


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Actor table, based on MeroMero's, but with some corrected names and added usage info


todo:
- try the unknown ones again, and put related sprites on the same screen, as this can make some things spawn, that wouldn't spawn otherwise
- use ELMario's sprite info printer!
-- Actor numbers need to be in hex, and formatted in a way I can't describe (and have mostly forgotten).
-- You still need to enable the correct sprite set/s (they should really be called actor sets ).


Numbers are in decimal. Information from my table. Which in turn is from various documents by people (e.g Dirbaio, ELMario), and some original research by me and Sharks (the latter being posted in this thread). These were tested using ELMario's sprite-to-actor association changing tutorial. Explainations of Actors (aka Class IDs): http://nsmbhd.net/thread/670-classids-sprites-correlation/#8168 http://nsmbhd.net/thread/2964-a-question-of-class/ and http://nsmbhd.net/thread/670-classids-sprites-correlation/#8168.

Item handler
Actor No. 31
Sprite Set: None
Sprite Data
00 00 0H 00 00 0I
Nybble 5 - H - Spawns like from Hammer Bro.
Nybble 11 - I - Item

Bullet Bill
Actor 27
Sprite set: 5-1
Data:
-- -- H- -- -- WD

Nybble 4 - H -, if set, pins the Actor's horizontal position on the same layer than the camera. Used by Monty Tank.

Nybble 10 - W - only works if nybble 11 is set to 1, still needs testing. Used by Monty Tank.

Nybble 11 - D - is the direction: 0=Facing Mario,1=Right,2=Upside-down & right,3=Left,4=down 5=Up,6=Down-left,7=Down-right,8=Up-right,9=Up-left,A=Facing Camera & Still.


Snow Spike snowball
Actor No. 156
Sprite Set: 6-7
Sprite Data
It appears small. Cannot get it to roll, but does have basic physics. Cannot find nybble for movement or size. Spawned by Snow Spike with data of 00 00 00 00 00 00.

Corked pipe cork
Actor No. 203
Sprite Set: 3-4
Sprite Data
It does not pop at any point. Could be used as some sort of decoration or platform. Spawned by "Corked pipe + pump" with data of 00 00 00 00 00 00.

Corked pipe pump
Actor No. 205
Sprite Set: 3-4
Sprite Data
It does not fly up at any point. Could be used as some sort sort of decoration or platform. Spawned by "Corked pipe + pump" with data of 00 00 00 00 00 00.

Lakithunder lightning sound?
Actor No. 97
Sprite Set: 16-6
Todo: test in W7-Castle A2)
Sprite Data
Shakes the screen and plays Lakithunder's lightning sound when spawned. Could be used as effect in auto-scroll level, or any level if used with a spawner. No apparent sprite data. Spawned by Lakithunder with data of: 00 00 00 00 00 00

Flame Chomp
Actor No. 108
Sprite Set: 4-5
Sprite Data
An enemy spawned by the Flame Chomp Spawner. Could be used if you don't want a Flame Chomp that does not respawn when the player is in a certain zone. No apparent sprite data.

Flame Chomp fire
Actor No. 109
Sprite Set: 4-5
Sprite Data
Spawned by the Flame Chomp data of: 00 00 00 00 00 00. No apparent sprite data.

Skeeter bomb
Actor No. 122
Sprite Set: 2-4
Sprite Data
Spawned by the Skeeter. Disappears after spawning if not in water. No apparent sprite data.

Raining Debris erruption from volcano
Actor No. 121
Sprite Set: None?
Sprite Data
Spawned by... something. Could be used in auto-scroll levels for more controlled erruptions, or with a spawner? No apparent sprite data.

Unknown Camera? Actor 236
Actor No. 236
Sprite Set: None?
Todo: test behaviour and sprite data
Sprite Data
Unknown purpose or usage. Unknown if has sprite data.

Banzai Bill


Actor No. 238
Sprite Set: 5-1
Sprite Data
Could be used for spawning Banzai Bills at different intervals to the Banzai Bill Launcher, and for spawning differently directional Banzai Bills. Same spritedata as Bullet Bill.

Unknown Spin Block Actor 255
Actor No. 255
Sprite Set: None
Sprite Data
Appears as a Spin Block, when a Spin Block is present. Unknown purpose or usage. Same spritedata as Spin Block.

Unknown Spin Block Actor 256
Actor No. 256
Sprite Set: None
Sprite Data
Appears as a Spin Block, when a Spin Block is present. Unknown purpose or usage. Same spritedata as Spin Block.

Some kind of pipe
Actor No. 267
Sprite Set: None?
Sprite Data
Unknown purpose or usage. Green 3 blocks tall pipe. Cannot be entered. Appears a block or two away
from placed position. Cannot be destroyed by Mega Mario. Could be used for decoration purposes when tiles are not suitable.

Blooper Baby

Info from: Sharks
Actor No. 146
Sprite Set: 1-4
Sprite Data

00 00 00 00 0T TS*

It appears as a fully grown Blooper, used as a complement for Actors 144 and 145.
Spawn only if at least one of Actors 143, 144 or 145 is present in immediate vicinity.
Will spawn even if the 3 aforementioned actors need an Input ID to appear (in the same fashion as sprites 169 and 171, as I forgot to precise earlier).
Doesn't have an Input ID on its own.

nybble 11 - S - Spawning direction:
0: clockwise spiral from right
1: clockwise spiral from bottom
2: clockwise spiral from left
3: clockwise spiral from top
Applies a modulo 4.

nybbles 9-10 - T - Time frame:
01: stays for 1 frame
02: 2 frames

FE: 254 frames
FF: 255 frames
00 (default) : 256 frames

Beginning frame formula is 256-TT.
Vanishing will begin at TT-48 frames (Signed, so it takes into account negatives).
Blooper Baby's vanishing is a sequence of 12 consecutive events consisting of 2 visible frames followed by 2 invisible frames, for a total of 48 frames.

Spawned by "Blooper Nanny that spawns Baby Bloopers" with one of these datas, depending on the order they were spawned in, presumably:
00 00 00 00 0F F0
00 00 00 00 0F F1
00 00 00 00 0F F2
00 00 00 00 0F F3
Posted on 03-20-15, 07:34 pm
I am random… very random.

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The raining debris sprite is used in one of the levels of World 8. IIRC, it is World 8-5 that should use this sprite. If not, it is one of the other levels that uses the volcano background to produce this effect.


<Silvreus>It has been 1 month, 4 days, 2 hours, 21 minutes and 3 seconds since I last remember being lazy.

Posted on 03-21-15, 12:37 pm (rev. 1 by  Hiccup on 03-21-15, 12:38 pm)
Birdo


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Yes. It is spawned by 8-5's background in some way.


BTW: I haven't finished with this yet. There are still more to test. Too bad we cannot look at actor's code though...
Posted on 03-22-15, 04:05 pm (rev. 1 by  Hiccup on 03-22-15, 04:13 pm)
Birdo


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New actors added.
Posted on 03-23-15, 06:42 pm
Birdo


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Old actors added.
Posted on 03-23-15, 07:44 pm (rev. 4 by  MeroMero on 03-24-15, 01:40 pm)
Death by cuteness

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Banzai Bill (Class ID 238) has the exact same sprite data as Bullet Bill (Class ID 27).

When SMW meets NSMB !



Thunder (Class ID 97) can only be heard once per view, no matter how many copies of the sprite there are in a single view.


Oh and Classes ID 255 and 256 mean that sprites 169 and 171 are technically not defunct.
In fact they are fully functional as long as their parent, the Spin-Block (sprite 95) is present in next to moderate vicinity.

 Hiccup, you want to fix those:
Raining debris should have Class ID 121 instead of 122.
Unknown camera actor should have Class ID 236 instead of 238.

Also, here have a +1 (surprised the OP didn't get any more +1, you got a GOOD idea here).

EDIT: surprised the OP didn't get any more +1 That's more like it.
Posted on 03-24-15, 09:56 am (rev. 1 by  Hiccup on 03-24-15, 09:59 am)
Birdo


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Posted by Sharks
Banzai Bill (Class ID 238) has the exact same sprite data as Bullet Bill (Class ID 27).

When SMW meets NSMB !


I suspected as much, but I only did a quick check. Thanks for checking!

Posted by Sharks
Thunder (Class ID 97) can only be heard once per view, no matter how many copies of the sprite there are in a single view.

Odd, I had it do the shake/sound more than once, by putting them along the view in 1-1 and walking along (so they trigger as I walk near their placement, causing the actor to spawn). What ROM version did you use? And what level did you edit?

Posted by Sharks
Oh and Classes ID 255 and 256 mean that sprites 169 and 171 are technically not defunct.
In fact they are fully functional as long as their parent, the Spin-Block (sprite 95) is present in next to moderate vicinity.

Indeed. Thanks for adding that to the sprite database.

Posted by Sharks
 Hiccup, you want to fix those:
Raining debris should have Class ID 121 instead of 122.
Unknown camera actor should have Class ID 236 instead of 238.

Good catch.

Posted by Sharks
Also, here have a +1 (surprised the OP didn't get any more +1, you got a GOOD idea here).

Thanks a lot for the praise!
Posted on 03-24-15, 11:17 am (rev. 2 by  MeroMero on 03-24-15, 01:38 pm)
Death by cuteness

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Blooper Baby
Actor No. 146
Sprite Set: 1-4
Sprite Data
00 00 00 00 0T TS*

It appears as a fully grown Blooper, used as a complement for Actors 144 and 145.
Spawn only if at least one of Actors 143, 144 or 145 is present in immediate vicinity.
Will spawn even if the 3 aforementioned actors need an Input ID to appear (in the same fashion as sprites 169 and 171, as I forgot to precise earlier).
Doesn't have an Input ID on its own.

nybble 11 - S - Spawning direction:
0: clockwise spiral from right
1: clockwise spiral from bottom
2: clockwise spiral from left
3: clockwise spiral from top
Applies a modulo 4.

nybbles 9-10 - T - Time frame:
01: stays for 1 frame
02: 2 frames

FE: 254 frames
FF: 255 frames
00 (default) : 256 frames

Beginning frame formula is 256-TT.
Vanishing will begin at TT-48 frames (Signed, so it takes into account negatives).
Blooper Baby's vanishing is a sequence of 12 consecutive events consisting of 2 visible frames followed by 2 invisible frames, for a total of 48 frames.

*For future reference: I think it's better not to use any of the letters A, B, C, D, E and F to name variables, as to prevent any possible confusion with their hexadecimal counterparts.

Posted by Hiccup
Odd, I had it do the shake/sound more than once, by putting them along the view in 1-1 and walking along (so they trigger as I walk near their placement, causing the actor to spawn). What ROM version did you use? And what level did you edit?

ROM version: US
Level: 2-6 area 2 (the scrolling section)
Upon entering the view, thunder only cracks once, regardless of the spacing between the different occurrences of Actor 97.
Funnily enough, like in real life, the farther the thunder*, the fainter the sound.

But I won't hide that maybe I did screw up.
*as in the closest occurrence of Actor 97 upon entering the view.



EDIT:

Camera Actor 270 Sprite 98 - In air scroll up the camera
Actor No. 270
Sprite No. 98
Sprite Set: none
To-do: rest of spritedata
Sprite Data
00 00 S0 00 ML HP

If Mario/Luigi is inside the AOE (Area of Effect) of sprite 98, the camera will go up by HH pixels, camera will scroll down back once Mario/Luigi touches the ground.

Nybble 4 - S - Activate the sprite from:
0: below
1: above

Not tested entirely, seems like a poor man's version of Sprite 100.

Camera Actor 271 Sprite 100 - Scroll up the camera
Actor No. 271
Sprite No. 100
Sprite Set: none
Sprite Data
00 00 S0 00 0L HH

If Mario/Luigi is inside the AOE (Area of Effect) of sprite 100, the camera will go up by HH pixels, camera will scroll down back once Mario/Luigi leaves the horizontal boundary specified by the value L.

Nybble 4 - S - Activate the sprite from:
0: below
1: above

Nybble 9 - L - Length:
From 0 to F
Sprite position is always the leftmost tile.

Nybble 10-11 - H - Height:
From 00 to FF
If HH is set for example at 3C (60), Mario will have to jump 60 pixels above the sprite's AOE for said effect to take place.
Posted on 03-24-15, 02:29 pm (rev. 1 by  Arceus on 03-24-15, 02:30 pm)
We do what we must because we can

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Posted by Sharks
When SMW meets NSMB !


Just one question: How?
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Super Mario Castle 2 | Full release

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Best friends forever
Posted on 03-24-15, 04:15 pm (rev. 1 by  Hiccup on 03-24-15, 04:15 pm)
Birdo


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Follow ELMario's sprite-to-actor association changing tutorial.
Posted on 03-24-15, 06:09 pm
We do what we must because we can

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Thank you Hiccup

Oh, that's wonderful, I suddendly have got new level ideas in my mind
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Posted on 03-29-15, 03:35 pm
Fire Brother
Eugene

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Er, I hope this isn't a stupid question.
I've read tutorial Change ClassID's of Sprites and ClassIDs? Sprites? Correlation?,
but there was nothing in those threads about 'Actor numbers'.

Posted by ELMario
A Sprite is not the actual object, but a link to a Class. It also defines where the Class will be spawned in a level.
A ClassID is the actual game object (like a Goomba, Koopa, and such).


So what are those?
Posted on 03-29-15, 04:16 pm
Death by cuteness

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Actor number=ClassID
Posted on 03-29-15, 05:12 pm (rev. 1 by  Hiccup on 03-29-15, 05:13 pm)
Birdo


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Or at least, that is what I think. Dirbaio is not around so...
Posted on 03-29-15, 05:51 pm


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Yes it is, just convert them to hex.
Posted on 03-29-15, 08:05 pm (rev. 1 by  Hiccup on 04-02-15, 03:43 pm)
Birdo


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Yeah, I put them as decimal so that they matched up to how they are displayed in the sprite database.

What I really meant was; I don't know if "actors" in later games are the same thing as the NSMBds thing that Dirbaio/ELMario have refered to as "classes" (or "class IDs").

EDIT:
I just read an old PM I got from Dirbaio, saying that actors/classIDs/classes are the same thing. Nice!
Posted on 04-10-15, 08:28 pm
Birdo


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Added some basic info on the item handler.
Posted on 04-10-15, 09:18 pm (rev. 1 by ImageBot on 11-21-16, 03:14 am)
Death by cuteness

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Hey, Hiccup, maybe you could use this:


You might find it helpful.
If Class ID 31 is anything like Class ID 240, then there's bound to be some modulo 32 going on.
Posted on 04-11-15, 01:32 am
supporter of PixelFox. oh boohoohoo

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Posted by Sharks
Banzai Bill (Class ID 238) has the exact same sprite data as Bullet Bill (Class ID 27).

When SMW meets NSMB !



Thunder (Class ID 97) can only be heard once per view, no matter how many copies of the sprite there are in a single view.


Oh and Classes ID 255 and 256 mean that sprites 169 and 171 are technically not defunct.
In fact they are fully functional as long as their parent, the Spin-Block (sprite 95) is present in next to moderate vicinity.

 Hiccup, you want to fix those:
Raining debris should have Class ID 121 instead of 122.
Unknown camera actor should have Class ID 236 instead of 238.

Also, here have a +1 (surprised the OP didn't get any more +1, you got a GOOD idea here).

EDIT: surprised the OP didn't get any more +1 That's more like it.

How did you get the banzai bill to go diagonal?
Posted on 04-11-15, 09:19 am
Birdo


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Arceus asked that question earlier on in the thread and I answered it.

I will put it in the first post.
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