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09-06-10 09:10:42 PM

Jul - NSMB Hacking - Original NSMB Hacking Thread (Archived) New poll - New thread - Thread closed
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Pirahnaplant
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Posted on 05-19-09 04:28:33 PM (last edited by Pirahnaplant at 05-19-09 06:32 PM) Link |
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.
Pirahnaplant
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Posted on 05-20-09 10:31:40 PM Link |
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
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Posted on 05-21-09 09:10:30 AM (last edited by Treeki at 05-21-09 01:05 PM) Link |
Originally posted by Pirahnaplant
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.

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
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


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.
Pozeal
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Posted on 05-21-09 03:13:21 PM (last edited by Pozeal at 05-21-09 03:14 PM) Link |
this might be picky but I found a typo

69: Horizontal Moving Platform
Data: PP00 LLHH DDSS - Set PP to the switch activation ID (00 if none - might not work, it's not used in game), LL to the length, HH to the travelling length, DD to the direction (00 = right, 01 = lenght), SS to the speed

shouldn't the bolded word be "left"?
Pirahnaplant
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Posted on 05-21-09 05:37:52 PM (last edited by Pirahnaplant at 05-21-09 10:47 PM) Link |
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
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Posted on 05-22-09 10:32:33 AM Link |
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):

A02_1.bin: 0000 0000 0000
B03_1.bin: 0000 0000 0000
B08_1.bin: 0000 0000 0000
E02_2.bin: 0000 1000 0000
E10_1.bin: 0000 0000 0000
F09_1.bin: 0000 0000 0000
G09_1.bin: 0000 0000 0000
H09_1.bin: 0000 0000 0000
J07_1.bin: 0000 0100 0000
Pirahnaplant
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Posted on 05-22-09 02:05:46 PM Link |
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.
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Posted on 05-22-09 02:20:22 PM Link |
Here you go:


Sprite 55:
B09_2.bin: 0000 0200 0000
E04_1.bin: 0000 0101 0000
E04_1.bin: 0000 0102 0000
E04_1.bin: 0000 0100 0000
F01_1.bin: 0000 0200 0100



Sprite 90:
D04_1.bin: 0000 0000 0000
D04_1.bin: 0000 0000 0000
D04_1.bin: 0000 0000 0000
D04_1.bin: 0000 0000 0000
D04_1.bin: 0000 0000 0000
D04_1.bin: 0000 0000 0000
D04_1.bin: 0000 0000 0010
D04_1.bin: 0000 0000 0000
D04_1.bin: 0000 0000 0000
D04_1.bin: 0000 0000 0000
G03_1.bin: 0000 0000 0000
G03_1.bin: 0000 0000 0000


Sprite 95: linked (because of length): http://treeki.shacknet.nu/sprite95.txt
Sprite 132: also linked: http://treeki.shacknet.nu/sprite132.txt


Sprite 228:
A06_2.bin: 0000 0000 0000
C01_2.bin: 0000 0000 0000
C03_3.bin: 0000 0000 0000
C05_2.bin: 0000 0000 0000
C07_2.bin: 0000 0000 0000
C10_1.bin: 0000 0000 0000
D04_1.bin: 0000 0000 0000
E10_1.bin: 0000 0100 0000
F02_1.bin: 0000 0100 0000
F08_1.bin: 0000 0000 0000
G08_2.bin: 0000 0000 0000


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)
Pirahnaplant
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Posted on 05-23-09 12:20:04 AM (last edited by Pirahnaplant at 05-23-09 12:20 AM) Link |
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

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Posted on 05-23-09 08:42:33 AM Link |
Originally posted by Pirahnaplant
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

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:

Sprite 73:
F09_2.bin: 0000 0200 0000
F10_2.bin: 0000 0200 0000
H05_1.bin: 0000 0000 0000
H05_1.bin: 0000 0000 0000
H05_1.bin: 0000 0000 0000
H05_1.bin: 0000 0000 0000
H05_1.bin: 0000 0000 0000



Sprite 99:
D07_1.bin: 0000 0000 0000
D07_1.bin: 0000 0000 0000
D07_1.bin: 0000 0000 0000
D07_1.bin: 0000 0000 0000
D07_1.bin: 0000 0000 0000
G07_1.bin: 0000 0000 1000
G07_1.bin: 0000 0000 1000



Sprite 108:
B03_2.bin: 0000 0001 0000
C04_1.bin: 0000 0101 0001
C08_1.bin: 0000 0001 0001
D06_1.bin: 0000 0101 0000
D08_1.bin: 0200 0001 0001
D08_2.bin: 0300 0001 0301
E05_1.bin: 0000 0101 0200
F04_1.bin: 0100 0001 0001



Sprite 144:
F03_1.bin: 0000 0100 0000
F03_1.bin: 0000 0100 0000
F03_1.bin: 0000 0000 0000
F03_1.bin: 0000 0100 0000



Sprite 174:
A05_2.bin: 0000 0701 2404
C02_1.bin: 0000 0722 2D03
C02_1.bin: 0000 0722 2D03
G06_2.bin: 0000 0701 2404
J08_1.bin: 0000 0822 0004
J08_1.bin: 0000 0F23 0007
J08_1.bin: 0000 0F23 0007



Sprite 183:
B02_1.bin: 0000 0101 0000
F07_1.bin: 0000 0001 0000
F07_1.bin: 0000 0002 0000
F07_1.bin: 0000 0004 0000
F07_1.bin: 0000 0003 0000
F07_1.bin: 0000 0005 0000
F07_1.bin: 0000 0006 0000
F07_1.bin: 0000 0007 0000
F07_1.bin: 0000 0008 0000
J10_1.bin: 0000 0000 0000



Sprite 185:
C01_2.bin: 0000 0001 0000
C01_2.bin: 0000 0102 0000
C01_2.bin: 0000 0000 0000
C01_2.bin: 0000 0103 0000
F05_2.bin: 0000 1100 0000
F05_2.bin: 0000 1101 0000
F05_2.bin: 0000 1102 0000



Sprite 191:
F03_1.bin: 0000 0000 9000
F03_1.bin: 0000 0000 9000


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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Posted on 05-23-09 02:43:56 PM Link |
Originally posted by Hiccup
Have a look at this http://www.youtube.com/user/Martboo48 he has all ready remaked nearly all world 1 and 2

God that looks horrible and unfun. Platforms below the visual area? Reminds me of an SMW hack I made in 2003.
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Posted on 05-23-09 08:38:10 PM Link |
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

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Posted on 05-28-09 09:21:37 AM Link |
Originally posted by Hiccup
Could you find out data for:
sprite 42 - chain chomp
and
sprite 39 "boss activater"

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.
Hiccup
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Posted on 06-01-09 02:47:53 AM (last edited by Hiccup at 06-01-09 05:41 AM) Link |
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

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Posted on 06-01-09 03:11:22 PM Link |
Originally posted by Hiccup
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

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.
I Love Ikachan!
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Posted on 06-04-09 04:43:23 PM Link |
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

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Posted on 06-04-09 04:57:11 PM Link |
Originally posted by The T
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...


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.
theZorgon318
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Posted on 06-05-09 12:18:18 PM Link |
Originally posted by Shantae
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.


Whats that "much more important and impressive" thing?
Ohter than that the editor looks good
Treeki

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Posted on 06-06-09 09:33:16 AM Link |
Originally posted by Hiccup
Originally posted by theZorgon318
Originally posted by Shantae
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.


Whats that "much more important and impressive" thing?
Ohter than that the editor looks good


I was gonna ask exactly that!


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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Posted on 06-06-09 02:12:01 PM (last edited by Hiccup at 06-11-09 11:30 AM) Link |
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??) ?
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