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| Jul - NSMB Hacking - Original NSMB Hacking Thread (Archived) |
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| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 | Add to favorites | Next newer thread |
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Pirahnaplant Member Level: 9 Posts: 2/26 EXP: 2904 For next: 258 Since: 05-14-09 Since last post: 22 days Last activity: 2 days |
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| I've found out some more:
27=Bullet Bill Launcher -Bit 3=Height --Height is X0 -Bit 4=??? & Set to X2 to reverse firing direction 33=Springboard -Bit 3=Set to 01 to make it giant 34=Red Coin Ring -Bit 1=Red coin ID --Set this to the same as the ID on the red coins you want to appear 56=Fire Bar -Bit 3=Set to 1X for double bar & Length -Bit 4=Set to 1X to reverse direction & Speed 68=Vertical Moving Platform -Bit 3=Length -Bit 4=Height to travel -Bit 5=Direction --00=Upward --01=Downward -Bit 6=Speed 69=Horizontal Moving Platform -Bit 3=Length -Bit 4=Length to travel -Bit 5=Direction --00=Right --01=Left -Bit 6=Speed 77=Sinking Platform -Bit 3=Length 106=Red Coin -Bit 1=Red coin ring ID --Set this to the same as the ID on the ring you want to activate it 107=Orange ? Switch -Bit 1=Activated item ID --Set this to the same as the ID of the item you want to activate -Bit 3=Set to 01 to flip upside-down -Bit 4=Set to 01 to allow switch to be hit multiple times 141=Swelling Ground -Bit 1=Connected Orange ? Switch ID --Set this to the ID of the Orange ? Switch you want to activate it -Bit 6=Set to 1X to slow down & Set to X1 to make it swell downward 147=Bump from below Platform -Bit 3=Length 189=Create pipe cannon -Bit 3=Angle --00=Far Right --01=Far Left --02=Medium Right --03=Medium Left --04=Straight up --05=Fast Far Right 210=Vs. Battle Star -Bit 3=Star Number 235=Star Coin -Bit 3=Offset --Set to 1X to offset ½ block left --Set to 2X to offset ½ block right --Set to X1 to offset ½ block down --Set to X2 to offset ½ block up -Bit 4=Star Coin Number 242=Expand/Contract Mushroom -Bit 3=Stalk Height -Bit 4=Expanded Length (01 or 02) 244=Bouncing Mushroom -Bit 3=Offset --Set to 1X to offset ½ block left --Set to 2X to offset ½ block right --Set to X1 to offset ½ block down --Set to X2 to offset ½ block up 277=Arrow -Bit 6=??? & Direction --X0=North --X1=North-East --X2=East --X3=South-East --X4=South --X5=South-West --X6=West --X7=North-West I've also noticed that bit 1 always seems to be used to connect two sprites to each other, and bit 2 is something similar. Also object 42 in tileset 0 is a ? block with a boo in it. |
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Pirahnaplant Member Level: 9 Posts: 3/26 EXP: 2904 For next: 258 Since: 05-14-09 Since last post: 22 days Last activity: 2 days |
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| I recently have been trying to discover more on what I call sprite events. Basically this is when Mario touches a sprite, then it activates another sprite. Some examples of this would be the red coin ring, or the orange ? switch. In these events, the first extra bit tells it what sprite to activate. While studying this I discovered what another sprite does.
286=Mass event activator -Bit 1=Event number to activate through -Bit 2=Activator ID -Bit 6=Delay between activations |
Treeki![]() :3 Level: 67 ![]() Posts: 236/1765 EXP: 2501937 For next: 90935 Since: 07-26-07 From: Rogueport Since last post: 8 hours Last activity: 5 hours |
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Originally posted by Pirahnaplant I was messing around with these yesterday while making a list of all the sprite data we already know about. I also discovered a few extra bits in the orange ? switch. Take a look at this for an example of just how flexible it is: http://treeki.shacknet.nu/bossweird.swf (Warning, 11mb Flash video) I have a very useful program I wrote which lets me find specific data about NSMB by editing the code - I can have it list block 14 from every level, for example (that's how I found the sprite set modifiers which let you define which sprites are available in a specific level - more on that soon) or the sprite data used for every sprite of a specific type. A few of the weirdest things I found were a few "Brick with ? Switch" sprites which didn't actually do that. A few were placed in inaccessible areas in levels (like below the bottom, or within some ground). One I saw was an ? switch in the actual game, and not a brick. Originally posted by Pirahnaplant Going to see if 286 has any loose ends to tie up and then post the sprite data list. edit: Here's the list: http://treeki.shacknet.nu/nsmbsprites.html I'm looking into the spiked balls now. They have their own activator system (used in 8-Tower 2) but it doesn't seem to be the same one - it doesn't use bit 1 or 2. However, they CAN be used with it somehow... it's used in 2-Castle, not sure exactly how it ties into the level though. |
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Pozeal Member Education is great, isn't it? Education is the best! ~Hands on learning!~ Level: 42 ![]() Posts: 591/592 EXP: 483780 For next: 37582 Since: 08-05-07 From: My Mom Since last post: 473 days Last activity: 469 days |
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this might be picky but I found a typo
shouldn't the bolded word be "left"? |
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Pirahnaplant Member Level: 9 Posts: 4/26 EXP: 2904 For next: 258 Since: 05-14-09 Since last post: 22 days Last activity: 2 days |
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| Its good we now have one place to collect all the data, and also we now know which sprites have extra bits and which don't.
Anyway, here are some more I have found. 33=Springboard -Bit 3=Set to 1X to offset right ½ block & Set to X1 to make it giant 42=Chain Chomp -Bit 3=Set to 01 to make it have a chain chomp 48=Bubbles From Tube, 49, 50, and 51 -Bit 1=Activation ID --Activation event=Turn bubbles off 64=Whomp -Bit 3=Whomp Type & Set to X1 to make it giant --0X=Come after you --1X=Wait for you 66=P-Switch -Bit 3=Set to 01 to flip upside-down 80=Vertical Platform Generator -Bit 5=Direction --00=Upward --01=Downward 93=Arrow sign -Bit 3=Direction & Set to 1 to flip over X axis --0X=West --1X=South-West --2X=South --3X=South-East --4X=East --5X=North-East --6X=North --7X=North-West 197=Red ? Switch Block -Bit 1=Activation ID -Bit 3=Length & Height -Bit 4=Set to 01 to make blocks be created on event instead of being destroyed -Bit 6=Set to 10 to make blocks stay on forever 211=Blooper -Bit 1=Activation ID --Activation event=Appear 231=Water -Bit 1=Activation ID --Set this to the ID of the Orange ? Switch you want to activate it --Activation event=Raise water -Bit 3=Set to 1X to allow water to rise -Bit 4=Water rise height -Bit 5=Set to 1X to make water visible 235=Star Coin -Bit 2=Activation ID --The Star Coin will activate this event when you grab it 272=Falling Snow From Tree -Bit 3=Tree Branch Direction --00=Right --01=Left 274=Sinking Snow -Bit 3=Length |
Treeki![]() :3 Level: 67 ![]() Posts: 238/1765 EXP: 2501937 For next: 90935 Since: 07-26-07 From: Rogueport Since last post: 8 hours Last activity: 5 hours |
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| Updated version posted.
All of your new definitions are added. I found several other bytes for the water - we've discovered almost everything it uses, except for one byte (which is mentioned on the page). By the way, if you need help with figuring out a specific sprite, ask me - I can easily get a list of the sprite data for any sprite in the game, which is very useful for finding out which bytes are actually used. This for example (for 33):
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Pirahnaplant Member Level: 9 Posts: 5/26 EXP: 2904 For next: 258 Since: 05-14-09 Since last post: 22 days Last activity: 2 days |
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| Could you look up these for me
55: bullet bill 90: wiggler 95: spinning jump board 132: midway point 228: roulette block 290: left flying ? block Also I would assume the extra bits on the poison water and lava are similar to the regular water, I'm sure you could figure those out quickly. And I fould a glitch in the editor. All you have to do is move something with the arrow keys to a negative position. |
Treeki![]() :3 Level: 67 ![]() Posts: 239/1765 EXP: 2501937 For next: 90935 Since: 07-26-07 From: Rogueport Since last post: 8 hours Last activity: 5 hours |
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Here you go:
Sprite 95: linked (because of length): http://treeki.shacknet.nu/sprite95.txt Sprite 132: also linked: http://treeki.shacknet.nu/sprite132.txt
Sprite 290: also linked: http://treeki.shacknet.nu/sprite290.txt This will probably also be helpful: http://treeki.shacknet.nu/levelnames_readable.txt (It's a file listing which files map to which levels) |
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Pirahnaplant Member Level: 9 Posts: 6/26 EXP: 2904 For next: 258 Since: 05-14-09 Since last post: 22 days Last activity: 2 days |
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| Thanks for getting me those, it really helps, and I would like to see some more:
73: Hanging Platform 99: Manual Moving Wheel 108: Red ! Switch 144: Rotating Spiked ? Block 174: Moving Mushroom 183: Lakitu 185: Unknown Sprite 191: Hanging Bouncing ? Block And here's what I found out about those other sprites: 22=Moving hammer brother spawn point -Bit 3=Set to 1X to make hammer bro not appear & is set to X1 sometimes, but appears to do nothing 90=Wiggler -Bit 6=is set to 10 on a level, but appears to do nothing 95=Spinning Jump board -Bit 4=is set to 18 on a level, but appears to do nothing 132=Midpoint -Bit 2=Set to 01 on two levels, but appears to do nothing 228=Roulette Block -Bit 3=Set to 01 to make it have a mini-mushroom instead of a koopa shell 279=One Way Door -Bit 3=Type --00=Upward, enter from left --01=Upward, enter from right --02=Downward, enter from left --03=Downward, enter from right --04=Right, enter from below --05=Right, enter from above --06=Left, enter from below --07=Left, enter from above 290=Flying ? Block -Bit 1=Connected Item ID -Bit 3=Item --00=Coin --01=Power-up --02=Star --03=1-up --04=Orange ? Switch --05=P Switch --06=Red ! Switch --07=Vine with Mario clone!!! -Bit 4=Path & set to X1 to make it fly left --0X=Wavy --1X=Circle --2X=Up and Down -Bit 5=How far to go until it turns around & Unknown -Bit 6=Set to 10 to make it invisible |
Treeki![]() :3 Level: 67 ![]() Posts: 243/1765 EXP: 2501937 For next: 90935 Since: 07-26-07 From: Rogueport Since last post: 8 hours Last activity: 5 hours |
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Originally posted by Pirahnaplant I think 1X is so they can appear at the midway point as well - I notice that every level has two; one that doesn't have it set, and one that has it set. Anyway, here are the sprites you asked for:
As for some news on the next version of the editor, I'm planning on including a feature like this (That allows you to grab data about the ROM easily) and a chooser for modifiers - so you can change which sprites are usable in a level. I managed to find a table in the ROM that contains all the modifiers required for specific sprites, but I still need to get editing working. They seem to work pretty well now that I know how the system works - but it's still confusing. Not all sets work together either - for example, putting Bowser in 1-Castle made the game crash. I had to disable all the other sprite sets except for one to get him to work. Even then, he was still quite glitchy. Some of the stuff I want to add eventually but haven't got around to, or don't know enough to do yet: graphics editor, view and path support, inbuilt level hex editing and a hack patching system. Anyway, I will work on adding those sprites to the page now! |
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Sails 2390 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Level: 76 ![]() Posts: 1667/2396 EXP: 3995788 For next: 10272 Since: 07-04-07 From: Mass Since last post: 1 day Last activity: 4 hours |
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Originally posted by Hiccup God that looks horrible and unfun. Platforms below the visual area? Reminds me of an SMW hack I made in 2003. |
Treeki![]() :3 Level: 67 ![]() Posts: 245/1765 EXP: 2501937 For next: 90935 Since: 07-26-07 From: Rogueport Since last post: 8 hours Last activity: 5 hours |
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| 4.5 is out. Check page 16 as usual.
Now you can change the sprite sets used in a level. There's also a data finder for easier hacking, and the Mono version has fixed graphics. |
Treeki![]() :3 Level: 67 ![]() Posts: 264/1765 EXP: 2501937 For next: 90935 Since: 07-26-07 From: Rogueport Since last post: 8 hours Last activity: 5 hours |
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Originally posted by Hiccup You can do it yourself with the newest version. Go to the Tools tab and click Data Finder (make sure you're using an unmodified ROM, or you'll get inaccurate results if you've changed any of those sprites). Choose "Find all data for a sprite" and enter numbers 42 or 39, then click Search. |
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Hiccup Member fail Level: 26 ![]() Posts: 6/260 EXP: 91405 For next: 10870 Since: 05-19-09 Since last post: 6 days Last activity: 7 hours |
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| Thanks and what is sprite 43 its unused but in the sprites set lists it shows it under chain chomps why, is it a beta chain chomp? i'm also confused about timed event activaters, mass event activaters, and boss activaters |
Treeki![]() :3 Level: 67 ![]() Posts: 276/1765 EXP: 2501937 For next: 90935 Since: 07-26-07 From: Rogueport Since last post: 8 hours Last activity: 5 hours |
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Originally posted by Hiccup The sprite sets lists are all taken from the game data itself. I'm not sure what the unused sprites do exactly, or if they even do anything. The activators all work with the event system. I don't remember exactly what the timed event activator did, but the mass event activator lets you activate a group of events in a sequence (like the blocks that appear slowly in 5-C) and the boss activator turns on a boss when Mario goes near. In addition, I think it also blocks off the arena and does a few other things. |
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I Love Ikachan! Member Level: 10 Posts: 6/28 EXP: 3309 For next: 1105 Since: 04-25-09 Since last post: 277 days Last activity: 266 days |
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| Do you think in the next version of the editor, maybe add a feature that changes the music of a level? If so, thank you.
Don't know if that have been said, though... |
Tanks![]() 360? Yessum. Level: 97 ![]() Posts: 2690/4132 EXP: 9026754 For next: 290571 Since: 07-09-07 From: VA Since last post: 73 days Last activity: 69 days |
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Originally posted by The T I've actually spoken to Treeki about this... He does plan to implement it at some point, but right now he's working on something much more important and impressive. |
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theZorgon318 Random nobody Thanks for making me not have to manually add this IP ban too Level: 4 Posts: 1/4 EXP: 171 For next: 108 Since: 06-05-09 Since last post: 458 days Last activity: 458 days |
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Originally posted by Shantae Whats that "much more important and impressive" thing? Ohter than that the editor looks good |
Treeki![]() :3 Level: 67 ![]() Posts: 281/1765 EXP: 2501937 For next: 90935 Since: 07-26-07 From: Rogueport Since last post: 8 hours Last activity: 5 hours |
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Originally posted by HiccupOriginally posted by theZorgon318Originally posted by Shantae I was wondering what it was too. I asked him in IRC and he forgot what it was. I had no idea I was even working on any additions to the editor. |
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Hiccup Member fail Level: 26 ![]() Posts: 9/260 EXP: 91405 For next: 10870 Since: 05-19-09 Since last post: 6 days Last activity: 7 hours |
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| Treeki, About views - are all the view settings in part of the header file, or are the options in sprites like:
264 (unknown), 198 (Scroll Control left??), 199 (Scroll Control right??) ? |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 | Add to favorites | Next newer thread |
| Jul - NSMB Hacking - Original NSMB Hacking Thread (Archived) |
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