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Posted on 02-07-16, 05:22 pm (rev. 2 by
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Death by cuteness
Karma: 6609 Posts: 346/598 Since: 05-01-13 |
Hidden parameters on existing sprites found thanks to No$GBA Debugger:
Sprite 277 Nybble 4 is actually the Layer priority. It can accept values between 0 and F, a modulo 3 is applied. 0: Model layer
1: Tileset layer
2: Foreground layer
3: Background layer Sprite 93 Nybble 9: A positive value means the sprite will be shifted by X pixels to the right. A negative value means the sprite will be shifted by X pixels to the left. To get the actual value used by the game, multiply by 4096 (0×1000). 0: 0
1: -32
2: +32
3: +8192
4: +393220
5: -393208
6: -131060
7: 0
8: -32
9: -64
A: -96
B: 0
C: -4
D: -8
E: -12
F: -16 Nybble 10: A positive value means the sprite will be shifted by X pixels up. A negative value means the sprite will be shifted by X pixels down To get the actual value used by the game, multiply by 4096 (0×1000). 0: 0
1: -32
2: -64
3: -96
4: 0
5: -4
6: -8
7: -12
8: -16
9: -24
A: -20
B: 0
C: -4
D: 4
E: -8
F: 8
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Posted on 02-07-16, 10:18 pm
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![]() Karma: 2799 Posts: 1553/2091 Since: 06-26-11 |
Nice work! But what is with the 8-9 setting entered into the spritedb for the sprite 93?
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Posted on 02-08-16, 08:17 pm
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Death by cuteness
Karma: 6609 Posts: 347/598 Since: 05-01-13 |
Batch 3:
Sprite 28 Nybble 4: Behavior 0:Default, 4:Pipe generator, 2:Self-destructs (240 frames), 8:Self-destructs (241 frames) Nybble 11: Pipe generator direction 0:Up, 1:Down, 2:Left, 3:Right Sprite 34 Nybble 7: Switch mode 0:Do nothing, 1:P-Switch, 2:!-Switch, 4:Red Blocks only, 5:P-Switch + Red Blocks, 7:All Nybble 8: Activation mode 0:During timer, 2:After timer Sprite 37 Nybble 11: Cancelled out by the code, as far as I noticed. Sprite 194 Nybble 11: Cancelled out by the code, as far as I noticed. Posted by Hiccup Nice work! But what is with the 8-9 setting entered into the spritedb for the sprite 93? AFAIK this parameter was always like this since the 2nd revision. |
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Posted on 02-13-16, 03:47 pm (rev. 1 by
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Death by cuteness
Karma: 6609 Posts: 357/598 Since: 05-01-13 |
Child Actors internal Data when spawned by Parent Actors:
Flame Chomp (Actor 108) when spawned by its spawner (Actor 107) 00 00 00 00 00 00 Flame (Actor 109) when spawned by Flame Chomp (Actor 108) 00 00 00 00 00 00 Cork (Actor 203) when spawned by Corked Pipe (Actor 204) 00 00 00 00 00 00 Pump (Actor 205) when spawned by Corked Pipe (Actor 204) 00 00 00 00 00 00 Mini Blooper (Actor 146) when spawned by Blooper Nanny (Actor 145) 00 00 00 00 0F F0 00 00 00 00 0F F1 00 00 00 00 0F F2 00 00 00 00 0F F3 Snowball (Actor 156) when spawned by Snow Spike (Actor 155) 00 00 00 00 00 00 Spiny (Actor 40) when spawned by Lakithunder (Actor 129) 00 00 00 00 90 01 Thunder (Actor 97) when spawned by Lakithunder (Actor 129) 00 00 00 00 00 00 Bowser Jr. (Actor 113) when spawned by Final Boss Controller (Actor 116) 00 00 01 00 00 00 Big Bowser (Actor 133) when spawned by Final Boss Controller (Actor 116) 02 00 00 00 00 01 Fireball (Actor 78) when spawned by Bowser (Actor 131) 00 00 00 00 00 00 Fireball (Actor 78) when spawned by Dry Bowser (Actor 132) 00 00 10 00 00 00 Fireball (Actor 78) when spawned by Big Bowser (Actor 133) 00 00 20 00 10 01 00 00 20 09 E0 03 00 00 20 08 B8 03 00 00 20 07 97 03 00 00 20 06 68 03 00 00 20 05 40 03 00 00 20 00 00 02 00 00 20 00 00 01 00 00 20 00 01 02 |
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Posted on 02-18-16, 04:03 am
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![]() Friend of N64s and DSes Karma: 516 Posts: 96/171 Since: 07-26-15 |
I noticed something when placing the unused jungle effect in a view with poisoned water, it actually changed the poisoned water to regular looking water with the poisoned water visual effects(bubbling, etc.) and it behaved like regular water as well. Now, I'm not sure if this has actually been mentioned, but I think that it is worth saying if it hasn't.
_________________________ ![]() ![]() Never use a flash drive unless you are transferring files... |
LeWario |
Posted on 02-18-16, 06:53 am
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Banned for being a complete idiot.
Karma: 529 Posts: 984/987 Since: 07-09-11 |
Posted by Hiccup There is are links to tutorials in the first post. Class ID Tool doesn't work anymore, I recommend the manual (hex editing) method. Easy once you've got the hang of it, especially if you use a good hex editor. I'm confused. Shouldn't ClassID Tool still work if the tutorial still applies? I'm willing to fix ClassID Tool if that's not the case. Also, the ClassID Tool thread is the trash for some reason: http://nsmbhd.net/thread/665-nsmb-tools-classid-tool/. For those who still want the binaries, the download links still work (scroll to the last post in the thread). |
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Posted on 02-18-16, 10:34 am
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![]() Karma: 2799 Posts: 1559/2091 Since: 06-26-11 |
Please do fix it. I'm not 100% sure what is wrong, but I think that it tries to read files off the web that don't exist.
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LeWario |
Posted on 02-19-16, 12:09 am
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Banned for being a complete idiot.
Karma: 529 Posts: 986/987 Since: 07-09-11 |
Posted by Hiccup Please do fix it. I'm not 100% sure what is wrong, but I think that it tries to read files off the web that don't exist. Here's the new thread for the updated Class ID Tool |
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Posted on 03-25-16, 05:20 pm
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![]() Eugene Karma: 3853 Posts: 688/1160 Since: 11-29-11 |
Could we somehow change the behaviour of Bowser Jr in the Final Boss Battle?
It would be nice if we could make him jump (as in W8's Towers) to make the boss battle harder. |
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Posted on 08-22-16, 03:47 pm (rev. 1 by
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Death by cuteness
Karma: 6609 Posts: 550/598 Since: 05-01-13 |
Thanks to the nsmb ida database, I compiled the list of all Actors with their corresponding overlays, and thus by proxy their corresponding SpriteSet(s).
For the curious ones, this table is located at offset 0x3997C in the arm9. This was done to get the remaining actors ID that could be useful.
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Posted on 08-22-16, 06:40 pm (rev. 4 by
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![]() Karma: 2799 Posts: 1751/2091 Since: 06-26-11 |
I should probably combine that with this, this http://nsmbhd.net/thread/1594-nsmb-class-hierachy/ and the sprite numbers sometime. But it might be a waste of time if an the sprite database is turned into an actor database sometime
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Posted on 08-23-16, 07:11 pm (rev. 13 by
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![]() Karma: 2799 Posts: 1759/2091 Since: 06-26-11 |
Actor 21
Nybble 5: Entrance 0:Default, 1:Pipe facing up, 2:Pipe facing down, 3:Pipe facing left, 4:Pipe facing right, 5:Door, 6:Same as 0?, 7:Ground Pound, 8:Same as 0?, 9: Swimming Nybble 7: Unknown 7 0:Default, 1:Uses the floaty physics 2:Autojump on edge of block, Fast jump & fall, permanent jump until cancelled with g-pound, 3:Go up all the time, 7:Can't go up or down and other weird limits Nybble 11; Character 0:Mario, 1:Luigi Nybble 12: Unknown 12 0:Default, 1:Clone not present, Mario warps to world map, 2:Clone not present, freezes, 3:Clone not present, Game Over triggered, 4:Same as 3?, 5:Clone not present, freezes in a different way, 6:Same as 3 but with wonky camera? |
RicBent |
Posted on 08-23-16, 07:47 pm
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Mariomaster
Karma: 8583 Posts: 646/1681 Since: 06-09-12 |
![]() _________________________ GitHub - Kuribo64 - YouTube |
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Posted on 08-23-16, 07:57 pm
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Death by cuteness
Karma: 6609 Posts: 554/598 Since: 05-01-13 |
Nybble 11: 0=Mario 1=Luigi |
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Posted on 08-23-16, 08:12 pm (rev. 1 by
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![]() Karma: 2799 Posts: 1760/2091 Since: 06-26-11 |
I'm kinda confused.
Is that assuming that there are 12 nybbles and you count them like this; 1, 2 [...]11, 12? Or starting at 0 and ending at 11? I've corrected my post to be starting at 1 by adding 1 to the numbers. |
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Posted on 08-23-16, 08:14 pm
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Death by cuteness
Karma: 6609 Posts: 555/598 Since: 05-01-13 |
Posted by Hiccup
Is that assuming that there are 12 nybbles and you count them like this; 1, 2 [...]11, 12? Or starting at 0. The former. |
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Posted on 08-28-16, 05:02 pm
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![]() Karma: 2799 Posts: 1791/2091 Since: 06-26-11 |
Fixed... I think.
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