Posted on 07-25-12, 07:12 am
Buzzy Beetle
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Posted by spriteDatabase#305
Width:value at nybble 8-9. Nybbles are reverse order

What does this mean?
I looked for W8 final castle, but didn't get the answer.

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Posted on 07-25-12, 01:24 pm


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Do Activators hold over more areas?
I mean, when you activate ID 1, is it still activated when you change the area?
Posted on 07-25-12, 01:25 pm
Super Mario
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I think it is, but I'm not sure. It's easy to test it out though

I know for sure they hold over different views, the Final Castle uses it.


Posted on 07-25-12, 01:28 pm
Roy Koopa


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The ID's are for the whole level
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Posted on 07-25-12, 02:43 pm
Flurry


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I want to copy a boss fight ( goomba boss ) into 1-1 area 2 just for testing some things but for some reason everytime it crashes. Bowser JR jumps away the goomba grows and as soon as the fight starts it crashes. why is this? is it not possible to have boss fights outside castles?
Posted on 07-25-12, 02:44 pm
Roy Koopa


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Nope it isnt. I already tried TONS of combinations but you cant make bosses outside the castle.
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Posted on 07-25-12, 02:48 pm
Flurry


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that's too bad. Bowser jr works outside towers which is weird cause I thought the game would consider him a boss
Posted on 07-26-12, 01:11 am
Buzzy Beetle
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Nobody see my post? I asked a question before fr33ze, but no one answer...

Sprite Database #305 castle infinite loop
Width:value at nybble 8-9. Nybbles are reverse order
What does this mean?
I looked for W8 final castle, but didn't get the answer.

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Posted on 07-27-12, 02:37 am
Fuzzy
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If you know what a nybble is, this will make sense.

You have to think of the byte in hexadecimal. When you write a byte in hexadecimal, it will be two digits, XY. Each of the two digits X and Y is a nybble. For this sprite, you have to reverse the order of these two digits, so the actual value that is used by the sprite is YX. I probably explained this horribly, so you should look up what a nybble is and you will understand it better.

It's a little weird, but when I tested the sprite, this is how it seemed to work.
Posted on 07-27-12, 04:29 am
Birdo


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Posted by Piranhaplant
If you know what a nybble is, this will make sense.

You have to think of the byte in hexadecimal. When you write a byte in hexadecimal, it will be two digits, XY. Each of the two digits X and Y is a nybble. For this sprite, you have to reverse the order of these two digits, so the actual value that is used by the sprite is YX. I probably explained this horribly, so you should look up what a nybble is and you will understand it better.

It's a little weird, but when I tested the sprite, this is how it seemed to work.


Im a little confused. So it means that the values are reversed. So how would, for example the width 12 would be? Would it be C0 instead of 0C? If thats the case, then the editor is misleading, because it shows a width of 248 in te sprite at the final castle, which obviously it inst.
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Posted on 07-27-12, 06:43 pm
Birdo


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Which sprites use these files?
killer.nsmbd
paipo.nsbmd
togezo.nsbmd
Posted on 07-27-12, 06:46 pm
Roy Koopa


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Killer = Bullet Bill
Paipo = Spiny as ball
togezo = Spiny
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Posted on 07-28-12, 04:21 pm (rev. 14 by  Hiccup on 07-31-12, 04:50 pm)
Birdo


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EDIT:
Deleted the text, I have made a thread for the questions instead.
Posted on 07-29-12, 03:16 am
Fuzzy
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Posted by gridatttack
Im a little confused. So it means that the values are reversed. So how would, for example the width 12 would be? Would it be C0 instead of 0C? If thats the case, then the editor is misleading, because it shows a width of 248 in te sprite at the final castle, which obviously it inst.

There are only 2 in the final castle which have values of 242 and 244.

242 = F2 = 2F = 47
244 = F4 = 4F = 79

Both of those values make sense in the castle, so I think this is the correct way the sprite data works.
Posted on 07-29-12, 06:01 am
Birdo


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Posted by Piranhaplant
Posted by gridatttack
Im a little confused. So it means that the values are reversed. So how would, for example the width 12 would be? Would it be C0 instead of 0C? If thats the case, then the editor is misleading, because it shows a width of 248 in te sprite at the final castle, which obviously it inst.

There are only 2 in the final castle which have values of 242 and 244.

242 = F2 = 2F = 47
244 = F4 = 4F = 79

Both of those values make sense in the castle, so I think this is the correct way the sprite data works.


Yeah. I saw in the editor that both width are valid and match the in game length.
Thanks piranhaplant! Now I can continue on NSMBDX, since this thing was bogging me down.
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Posted on 07-30-12, 02:48 pm
Buzzy Beetle
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LOL, just saw in jyotyu tileset, object 20, 21, 22, 23, 24, 25 and 87 are all coins!!
What's the difference between them?
I only know object 87 also make a blue BG......
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Posted on 07-30-12, 11:21 pm
Flurry


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r116 only works on some flashcards. but what if someone were to download a TTDS.nds file or something similar and load up the file, then try ds download play. Could this trick the r116 into thinking its a different flashcard that could be compatible and actually work?
( i would try this instead of posting a question but flashcard is broken )
Posted on 07-31-12, 03:14 pm (rev. 2 by  Hiccup on 07-31-12, 03:26 pm)
Birdo


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Posted by Shadey21
r116 only works on some flashcards. but what if someone were to download a TTDS.nds file or something similar and load up the file, then try ds download play. Could this trick the r116 into thinking its a different flashcard that could be compatible and actually work?
( i would try this instead of posting a question but flashcard is broken )

Try using YSMenu with the DSTT loader, for running the NSMB rom.
Posted on 07-31-12, 08:03 pm (rev. 1 by  Freeze on 07-31-12, 08:04 pm)


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I used the R4-Wood for the DSTT. It just worked fine with r116 IIRC.

EDIT: Or was it YS-Menu?
Posted on 08-01-12, 02:44 pm
Birdo


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How can I find the tile behaviour for the invisible question block?
The editor does not show the map16 number in the map16 part of the window.