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Posted on 04-10-25, 11:36 am
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![]() I do things sometimes Karma: 1164 Posts: 381/383 Since: 08-07-17 |
mainly making this so i can reask lingering questions that didnt get any reponse when i asked the first time*— that being said we probably should have (more) threads for wiki stuff anyway
on my mind atm: - many of the tables on the wiki specify where theyre located in memory and (if applicable) the rom. should data types for these be specified as well? - occasionally the bottom bg slot determines the animations for the top background. i have maybe a hazy idea on how this could be presented, but itd be nice to have some second opinions first - there are 3 different functions for randomizing tiles 0-5. as theyre all functionally identical is it worth specifying which slot uses which one specifically or would it be better to leave that out for brevity and clarity? - should the randlomization table be condensed? it could easily be broken down into which randomization type is used by which slot (instead of listing every slot and specifying what randomization type it uses individually). would that make it easier or harder to read? - the tilesets page currently covers the animation for the ghost house stairs in tile animations section— describing them as event activated, with info on the change in tile behaviour on the map16 yet to be added. while in a technical sense it IS a tile animation (and you can use the animation as its own thing while ignoring the tile behavour change if you wanted to do some fancy idea), it all seems a bit clunky (and i feel itd get very confusing for something like the jyotyu tileset)— maybe itd be better to add a unique section for stuff like this? - hows the glossary page? do things feel worded and defined ok? is there anything glaring that its missing? may edit this if i think of more stuff *ik i should probably should take no response as "go ahead" or "theres no problem with the page" or whatnot and that itd be better to do stuff and rely on the idea that peoplell just change it if it needs to be changed... but to some extent it feels like the wiki isnt being read and/or vetted — and if thats the case then its sorta hard to rely on that. so im asking again |
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Posted on 04-10-25, 02:34 pm
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![]() Working on New Super Mario Bros.: Blasting off Again! Karma: 525 Posts: 253/255 Since: 08-24-24 |
Well, I did check the new wiki once... and, well, it was not really helpful, because it barely had any info outside of the info that was already on the old wiki on here. For example, there are no pages about worldmap editing IIRC. The glossary page seems OK to me. "To boldly glitch where no one has glitched before" - Staryu Trek Hover! Posted by kikilxve SM64DS body horror (hacking fail) Weird quote Posted by me to someone I know, joking Flareon shoarma doesn't need to be baked anymore, it's pre-baked. Sig background from dreamstime.com Layout itself blatantly copypasted from my K64 profile |
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Posted on 04-10-25, 03:44 pm
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![]() That MvL Hacker Karma: 1790 Posts: 840/840 Since: 04-11-15 |
Contributions are welcome
![]() _________________________ Here's my MvL Hacking thread Consider joining the NSMB DS Hacking Discord Server! Also, be sure to check out the new wiki! #HakingNoMore |
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Posted on 04-10-25, 04:02 pm (rev. 3 by
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![]() Unfortunately, where there is light, there is dark. Where there's a Star, there's a Ztar! Karma: 966 Posts: 250/251 Since: 02-02-24 |
Posted by Staryu Trek Well, I did check the new wiki once... and, well, it was not really helpful, because it barely had any info outside of the info that was already on the old wiki on here. For example, there are no pages about worldmap editing IIRC. That's because the new wiki is still in the works, we're currently porting the info from the "old" wiki to the new one while also complementing it with new info, as Ndy said, contributions are welcome and appreciated, we need help from more people, only three people are contributing to the new wiki, ![]() Now responding to the main post Posted by Keeper
- many of the tables on the wiki specify where theyre located in memory and (if applicable) the rom. should data types for these be specified as well? I think it's fine, it may also depend of the context, I think specifying this kind of info may only be useful if you're a code modder or if you're just messing around with stuff, but it never hurts having this info Posted by Keeper - occasionally the bottom bg slot determines the animations for the top background. i have maybe a hazy idea on how this could be presented, but itd be nice to have some second opinions first I would need to see what's the idea you have before giving my opinion on this Posted by Keeper
- there are 3 different functions for randomizing tiles 0-5. as theyre all functionally identical is it worth specifying which slot uses which one specifically or would it be better to leave that out for brevity and clarity? I personally think it might be good to add a separate section explaining these functions in more detail and add a separate table explaining which tileset uses which randomization function Posted by Keeper
- the tilesets page currently covers the animation for the ghost house stairs in tile animations section— describing them as event activated, with info on the change in tile behaviour on the map16 yet to be added. while in a technical sense it IS a tile animation (and you can use the animation as its own thing while ignoring the tile behavour change if you wanted to do some fancy idea), it all seems a bit clunky (and i feel itd get very confusing for something like the jyotyu tileset)— maybe itd be better The info doesn't really seem very confusing, but I sorta feel the info could be more organized, but I supposed you were gonna do that eventually ![]() Posted by Keeper
- hows the glossary page? do things feel worded and defined ok? is there anything glaring that its missing? The glossary in its current state seems clear and organized enough. _________________________ ![]() My YouTube Channel ![]() |
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Posted on 04-10-25, 06:11 pm
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![]() Working on New Super Mario Bros.: Blasting off Again! Karma: 525 Posts: 254/255 Since: 08-24-24 |
Posted by Mr. Ztardust That's because the new wiki is still in the works, we're currently porting the info from the "old" wiki to the new one while also complementing it with new info I think it's fine, it may also depend of the context, I think specifying this kind of info may only be useful if you're a code modder or if you're just messing around with stuff, but it never hurts having this info I personally think it might be good to add a separate section explaining these functions in more detail and add a separate table explaining which tileset uses which randomization function "To boldly glitch where no one has glitched before" - Staryu Trek Hover! Posted by kikilxve SM64DS body horror (hacking fail) Weird quote Posted by me to someone I know, joking Flareon shoarma doesn't need to be baked anymore, it's pre-baked. Sig background from dreamstime.com Layout itself blatantly copypasted from my K64 profile |
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Posted on 04-11-25, 12:19 am
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![]() I do things sometimes Karma: 1164 Posts: 382/383 Since: 08-07-17 |
Posted by Staryu Trek Well, I did check the new wiki once... and, well, it was not really helpful, because it barely had any info outside of the info that was already on the old wiki on here. For example, there are no pages about worldmap editing IIRC. well i have made a page on course area ids from info provided by frosty, dsto3ds started a page on wm files, n jpg plans on working on a page for path animations tmk, but yeah wiki coverage of wm stuff in particular is rather light atm. that being said the wiki does have some new pages (like the editor quickstart and custom actor guide) and many of the ported pages have been expanded Posted by Mr. Ztardust Posted by Keeper - occasionally the bottom bg slot determines the animations for the top background. i have maybe a hazy idea on how this could be presented, but itd be nice to have some second opinions first I would need to see what's the idea you have before giving my opinion on this by second opinion i mainly meant anyone elses idea on how it could be organized— that being said the working idea is maybe having one section listing bgs (both top n bottom) that play some kinda tile animation, and detailing the specifics of those (incl which bgs they affect) in separate sections (which ig isnt too dissimilar from how the tileset page handles tile animations). probs need to try it to get an idea of how sensible it is. Posted by Keeper
- there are 3 different functions for randomizing tiles 0-5. as theyre all functionally identical is it worth specifying which slot uses which one specifically or would it be better to leave that out for brevity and clarity? I personally think it might be good to add a separate section explaining these functions in more detail and add a separate table explaining which tileset uses which randomization function im not too sure im experienced enough in reverse engineering to describe the functions in much detail— the hope is that this isnt necessary anyhow, as ideally the glossary entry for map16 tile and randomization coupled with the table itself provides enough info. as for a separate table, im not sure what exactly id put on it that isnt covered (or couldnt be covered) on the current table— could you elaborate on that? Posted by Keeper
- the tilesets page currently covers the animation for the ghost house stairs in tile animations section— describing them as event activated, with info on the change in tile behaviour on the map16 yet to be added. while in a technical sense it IS a tile animation (and you can use the animation as its own thing while ignoring the tile behavour change if you wanted to do some fancy idea), it all seems a bit clunky (and i feel itd get very confusing for something like the jyotyu tileset)— maybe itd be better The info doesn't really seem very confusing, but I sorta feel the info could be more organized, but I supposed you were gonna do that eventually ![]() outta curiosity, which parts specifically feel disorganized? n do you have any suggestions on how it could be organized better? |
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Posted on 04-11-25, 06:59 am
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![]() Unfortunately, where there is light, there is dark. Where there's a Star, there's a Ztar! Karma: 966 Posts: 251/251 Since: 02-02-24 |
Posted by Keeper
by second opinion i mainly meant anyone elses idea on how it could be organized— that being said the working idea is maybe having one section listing bgs (both top n bottom) that play some kinda tile animation, and detailing the specifics of those (incl which bgs they affect) in separate sections (which ig isnt too dissimilar from how the tileset page handles tile animations). probs need to try it to get an idea of how sensible it is. Seems fine enough to me, tho, wouldn't that be a lot of info? Because if yes, then I feel you could add it at the very end of the backgrounds page so the rest of the info doesn't get lost or disorganized, if you get what I mean Posted by Keeper
im not too sure im experienced enough in reverse engineering to describe the functions in much detail— the hope is that this isnt necessary anyhow, as ideally the glossary entry for map16 tile and randomization coupled with the table itself provides enough info. as for a separate table, im not sure what exactly id put on it that isnt covered (or couldnt be covered) on the current table— could you elaborate on that? I basically was thinking you could perhaps add a big table with all the tilesets explaining which function each tileset uses, but if it's already covered in other pages and if you feel it isn't really necessary at all, then I suppose you can just not do it, nobody seems to be that interested in how tileset randomization works more in detail anyways, but that's just my opinion Posted by Keeper
outta curiosity, which parts specifically feel disorganized? n do you have any suggestions on how it could be organized better? It's not that the info is disorganized, but the table itself looks a little bit messy, the info on the right is taking a lot of space in the table making the other columns look a bit cramped, but I guess this isn't too important anyways, that's just perfeccionism on my end, so don't pay much attention to me ![]() This is basically how the table looks on my end ![]() _________________________ ![]() My YouTube Channel ![]() |
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Posted on 04-11-25, 08:18 am
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![]() I do things sometimes Karma: 1164 Posts: 383/383 Since: 08-07-17 |
Posted by Mr. Ztardust
Seems fine enough to me, tho, wouldn't that be a lot of info? Because if yes, then I feel you could add it at the very end of the backgrounds page so the rest of the info doesn't get lost or disorganized, if you get what I mean i dunno how much info itll be till i start working on it ![]()
I basically was thinking you could perhaps add a big table with all the tilesets explaining which function each tileset uses, but if it's already covered in other pages and if you feel it isn't really necessary at all, then I suppose you can just not do it, nobody seems to be that interested in how tileset randomization works more in detail anyways, but that's just my opinion this is the purpose of the randomization table pretty much; something like | 17: Snow (with ice) | Tiles 96-99 | just means "when slot 17 is used the function that randomizes tiles 96-99 is used". there just so happens to be three identical functions that exist and are used for randomizing tiles 0-5, meaning any tileset slot listed on the wiki as randomizing those tiles could ambiguously be using any one of those three functions. this could be clarified, but im not sure how useful itd be— somebody whos familiar with code modding would probably be able to figure this out without specifying, and someone whos not would at best gain no use from it and at worst be confused by "whats different" yeah that was on my mind as well. im thinking if i were to break event triggered things into their own section i might be able to format them in a way that better suits the information so the table doesnt get overloaded. i suppose i just have to try it and see. |
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