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11-20-17 01:12:00 AM

Jul - NSMB Hacking (Archive) - Original NSMB Hacking Thread (Archived) New poll - New thread - New reply
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Ehm
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Posted on 07-04-09 11:17:54 PM Link | Quote
:O Paths for moving tiles? yyyyyyyyyyyyyeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeessssssssssssssssssssssssssss XD
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Posted on 07-05-09 02:19:37 AM (last edited by Garmichael at 07-05-09 06:30 AM) Link | Quote
Originally posted by Treeki
This is pretty cool, I never figured out how they worked exactly - I knew connected pipes had something to do with the paths system, but I tried to figure out the format and failed.

Note that it's also used for some other things - The block trains in World 8 tower 2, autoscrolling in some levels, and Dorrie (the moving dinosaur from world 4).

These all also use different bytes in block 13; I'm not sure what use they have.

If you want to take a look at them, go to the main editor window, click Settings then click Data Finder. Choose to show all for block 11 and search. It will show every level which contains something in block 11.



Interesting!! Thanks for that info.. I checked out a few things and the format seems to hold up...

8 byte (am i using the right term??) sequences in Block 11 seem to follow the same IIII RRRR LLLL ****
IIII: ID of object to follow path
RRRR: First row of path sequence
LLLL: Length of path sequence
****: Dunno yet..


The paths themselves follow the XXXX YYYY ******etc
Each row is a node in the path.. I'll bet some of the *'s are for easing (like fast start, slow stop), for round curves, and so on.. We know the second to the last is Pipe Exit Direction... I'll keep looking through it

Maybe once we figure it out, your editor could have Pathing layer.

EDIT: You're already on it!!!!

EDIT2: I'm a sleepy Garmichael.. Ive gone through all the block 13s. I figured out that the third set of bytes is the Speed. So far, it only seems to effect auto-scrolling, Doree, and the Giant Wiggler. The next set is always 00 00. The set after that, however, is pretty tricky.

It seems to be some sort of easing system for the autoscrolling. If I set it to 0000, when the scroller gets to that point, it just stops. When I set it to other values, it seems the scrolling is slowed down, but there doesn't seem to be any logic to it. Also, this set is almost always one of just a small handful of values (00 08, 00 01, 20 00, 08 00, 10 00, and 40 00). My guess would be that each of these values is a 'setting' rather than a 'speed' since when i plug in FFFF, Its not immediately noticeable. When I mess with these values for the ridable critters, nothing appears to change.

The last two bytes are used with the ridable critters. With Doree, setting a 01 in the end will cause her to transition to the animation where her head is down. setting a 02 there will make her move her head up and return to her normal head-bobbing animation. Setting 00's will allow her to continue her current animation. For the Giant Wiggler, a 00 (01, 02, and 03 also) will allow it to do the 'bump up' move she does with her body. A 04 tells her not to do it.


Also, one thing thats bugging me is... How does block 11 know whether the ID its referencing is a Pipe Connection or a Movable Sprite?? The only guess I have is that if it uses an ID of 00, then it just looks for the first sprite with that ID. But that would mean we coudln't have two movable block platforms, Dorrees, or Wigglers in the same level. 4-6 is an example where there are two Dorrees... HMM!!!
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Posted on 07-05-09 03:22:47 AM Link | Quote
Oh also Treeki.. I have a couple hopefully minor UI improvement pitches, since it seems like you'll be releasing an update soon.
1) Could you make it so sprites and entrances also clone when you use Control+Click?
2) Can you wire up the delete or the backspace key to delete the currently selected object?
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Posted on 07-05-09 04:44:08 AM (last edited by Hiccup at 07-05-09 05:40 AM) Link | Quote
Originally posted by PSI Purple

Here is the News site for it. Scroll down some to see an update about SMG being playable



Which Download is it there so many links

and whats svn?



Edit:

Treeki, i posted this a while ago but i still cant get warps to work i will post the nmls

here are the nmls: http://www.mediafire.com/download.php?ogranuw0wnt

what im trying to do is



mario jumps in to the pit the warp brings him to area 2 entrance 0


Ninji

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Posted on 07-05-09 07:38:01 AM Link | Quote
Originally posted by Garmichael
8 byte (am i using the right term??) sequences in Block 11 seem to follow the same IIII RRRR LLLL ****
IIII: ID of object to follow path
RRRR: First row of path sequence
LLLL: Length of path sequence
****: Dunno yet..

The last two bytes don't seem to be used anywhere in the game; I'm guessing they might not even be used.

Originally posted by Garmichael
Maybe once we figure it out, your editor could have Pathing layer.

EDIT: You're already on it!!!!

Yes I am.

Originally posted by Garmichael
Also, one thing thats bugging me is... How does block 11 know whether the ID its referencing is a Pipe Connection or a Movable Sprite?? The only guess I have is that if it uses an ID of 00, then it just looks for the first sprite with that ID. But that would mean we coudln't have two movable block platforms, Dorrees, or Wigglers in the same level. 4-6 is an example where there are two Dorrees... HMM!!!


4-6 doesn't have two. Notice that while they can be activated at two points, they both follow the same path.
The first Dorrie has sprite data "00 00 00 00 10 00"
The second has "00 00 1F 00 10 00" - 1F = 31 = the number of the point where the second Dorrie starts.
I'm pretty sure that block 11 doesn't care what it's referencing, as long as it contains valid path points. I just tried adding a connected pipe to 4-6 and it works fine along with Dorrie.

Originally posted by Garmichael
Oh also Treeki.. I have a couple hopefully minor UI improvement pitches, since it seems like you'll be releasing an update soon.
1) Could you make it so sprites and entrances also clone when you use Control+Click?
2) Can you wire up the delete or the backspace key to delete the currently selected object?

I'll look into 1), it should be easy to add by editing the code I already have. 2) seems a bit harder but I'll also take a look.

Originally posted by Hiccup
Treeki, i posted this a while ago but i still cant get warps to work i will post the nmls

Change the sprite data for the warp to "00 00 10 0F 20 00" - it seems that a two-digit width for the warp doesn't work; you entered 10, but the game reads it as 0. I changed it to F (which has the same effect you wanted) and it works fine.
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Posted on 07-05-09 08:34:15 AM (last edited by m64m at 07-05-09 08:35 AM) Link | Quote
found out some sprite data.

298 (Moving Stone Tile)

XX XX HW XX XX XX

H = height
W = width
PSI Purple
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Posted on 07-05-09 11:13:14 AM (last edited by PSI Purple at 07-05-09 11:42 AM) Link | Quote
Originally posted by Hiccup
Which Download is it there so many links

and whats svn?

SVN might be what version the revisions are? I don't really know either. But as for the downloads, you go to the downloads page, right? There should be 4 links there, two Linux ones and two Windows ones. They are also marked by what kind of computer they were made for: 64 bit and 32 bit. Just choose which one fits your computer's capabilities. Their Discussion Forum has more information and you can ask any questions there.

EDIT: Oh, and you'd want the highest number revision as well, r3661.



Oh, and Star Coins in Canon Warps... lt adds the Star Coins to the bottom screen and if using the Canon counted as grabbing the flagpole, I'm sure it'd add to the total count....Probably.

And as for sprite "Warp to Level," it seems it likes to freeze when the destination is in the same Area(In my experiences). But setting it to 0 fixes that, seemingly. So, is value 0 "Load from Argumentative Memory," or does NSMB not have that?
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Posted on 07-05-09 11:19:24 AM Link | Quote
Originally posted by PSI Purple
And as for sprite "Warp to Level," it seems it likes to freeze when the destination is in the same Area(In my experiences). But setting it to 0 fixes that, seemingly. So, is value 0 "Load from Argumentative Memory," or does NSMB not have that?

... I don't understand that at all.

From what I've seen, using area number 0 just uses the current area loaded (this is true for entrances/exits as well).
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Posted on 07-05-09 11:41:14 AM Link | Quote
Originally posted by Treeki
From what I've seen, using area number 0 just uses the current area loaded (this is true for entrances/exits as well).

Er... That's pretty much what "Argumentative Memory" is, as far as l've learned...
Ehm
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Posted on 07-05-09 02:37:10 PM Link | Quote
@ Psi Purple - I have the same problem when linking two parts of area 1 with a pipe. I have to set it to 0 rather than 1.
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Posted on 07-05-09 02:46:18 PM Link | Quote
Thanks Treeki

---------------------
somthings that ive discovered:

sprite 143 (unused) is a rotating spiked ? block it looks and acts exactley like the used sprite in the game, these unused sprites might not be beta stuff they might just be copy's of other sprites. The unsused sprite are in differant sprite sets so that means you could use rotating spiked ? blocks with other sprites that you could not before.

Hmm

----------------------------------
Ive Found some sprite data aswell:

Sprite 281 - pipe caterpiler guy 7-A

00 00 0D 00 00 00

D = Direction - 1 is down - 0 is up


Ehm
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Posted on 07-05-09 09:56:53 PM (last edited by m64m at 07-06-09 10:12 AM) Link | Quote
Treeki - Later on, once everything important is added for the editor, would you consider graphic support for sprites? (I'm just curious)

Also, I'm still having trouble with doors @.@

I've got the doors in World 1-Tower, in area 1 (The one by the canon pipe, and it links to the room with the yellow and red pipes. I have the door you're entering set to:

Entrance Number:3
Destination Area:0
Destination Entrance:4

and the receiving door set to:

Entrance Number:4
Destination Area:0
Destination Entrance:3

Any help?

Here's the level. Any help is much appreciated. http://www.mediafire.com/download.php?mzil2jxxol2
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Posted on 07-06-09 10:53:16 AM (last edited by Hiccup at 07-06-09 10:55 AM) Link | Quote
Originally posted by m64m
Treeki - Later on, once everything important is added for the editor, would you consider graphic support for sprites? (I'm just curious)

Also, I'm still having trouble with doors @.@

I've got the doors in World 1-Tower, in area 1 (The one by the canon pipe, and it links to the room with the yellow and red pipes. I have the door you're entering set to:

Entrance Number:3
Destination Area:0
Destination Entrance:4

and the receiving door set to:

Entrance Number:4
Destination Area:0
Destination Entrance:3

Any help?

Here's the level. Any help is much appreciated. http://www.mediafire.com/download.php?mzil2jxxol2


Try setting the first entrance Destination Area to 1 and try moving the entrance

and also if you upload a nml to a site you have to put it in a zip for it to work
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Posted on 07-06-09 11:52:06 AM Link | Quote
I'll try those. What browser are you using? I'm using Firefox, and I can download it fine.
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Posted on 07-06-09 12:06:53 PM (last edited by Hiccup at 07-06-09 02:12 PM) Link | Quote
Originally posted by m64m
I'll try those. What browser are you using? I'm using Firefox, and I can download it fine.


its ok ive got it working there no problem at all

-----------------------------------------

also treeki on those screenshots the coins look strange they dont have the rectangle in the middle?
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Posted on 07-06-09 03:23:28 PM Link | Quote
doors still not working >.<
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Posted on 07-06-09 03:31:05 PM Link | Quote
Originally posted by Hiccup
Originally posted by m64m
I'll try those. What browser are you using? I'm using Firefox, and I can download it fine.


its ok ive got it working there no problem at all

-----------------------------------------

also treeki on those screenshots the coins look strange they dont have the rectangle in the middle?

That's because I was using the same test ROM I use for a lot of crap - when LZ compression was broken and you posted your edited tileset file so I could figure out what was wrong, I used it as a test. I never bothered readding the original so it still has your edited graphics.
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Posted on 07-06-09 03:34:28 PM Link | Quote
I'm trying to use Sprite 107 (Orange P Switch) to destroy some blocks.

It's set up like this:

Data: IDIE 0F0M X000 - Set ID to the same number as the ID on the object you want to activate, IE if it requires another switch to be activated to show, set F to 1 to flip the switch upside down, set M to 1 or 2 to allow the switch to be hit multiple times, set X to 1 if you want the switch to never time out.

I have my P Switch set as 12 00 00 00 10 00. The blocks I'm trying to destroy are Object 12 in Tileset 1. Is 12 the proper way to ID it?
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Posted on 07-06-09 03:44:54 PM Link | Quote
Originally posted by m64m
I'm trying to use Sprite 107 (Orange P Switch) to destroy some blocks.

It's set up like this:

Data: IDIE 0F0M X000 - Set ID to the same number as the ID on the object you want to activate, IE if it requires another switch to be activated to show, set F to 1 to flip the switch upside down, set M to 1 or 2 to allow the switch to be hit multiple times, set X to 1 if you want the switch to never time out.

I have my P Switch set as 12 00 00 00 10 00. The blocks I'm trying to destroy are Object 12 in Tileset 1. Is 12 the proper way to ID it?

No, you'll need to add another sprite.

As quoted from the sprite data info:

197: ? Switch Block
Data: ID00 WH0M 00T0 - Set ID to the ID for the matching activation object. Set W and H to the width and height, set M to 1 to make blocks be created (if it's 0, they will be destroyed - works on any type of block!) and set T to 1 to make the blocks stay on forever.

Therefore, you'd need to set the data for 197 to 12 00 WH 00 00 10. Place it at the top-left of the blocks you want to destroy, set W to the width of the blocks, and H to the height. You can have multiple sprite 197's if you need to.

As an example, take a look at the sprite 197 at 386,33 in 6-B. (It's a pretty interesting find - those blocks can't actually be destroyed in the actual game, since there's no switch there. Add a sprite 107 nearby with 32 00 00 01 00 00 as the data and hit it to see it in effect.)
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Posted on 07-07-09 02:06:58 AM (last edited by Garmichael at 07-07-09 04:20 AM) Link | Quote
Hey guys, I have some new info. If any of you have additional info relating to this, I'm all ears!

This relates to Blocks 8, 10, and 12.

Block 8

Format:
XXXX YYYY WWWW HHHH AABB MMMM EEFF GGII

X: Left
Y: Top
W: Width
H: Height
A: is either 00, 01, 02.. Editing this typically jacks up the view. Probably an ID or reference.
B: is either 00, 01, 02.. Editing this doesn't seem to do anything anywhere
M: Music
E: always 0
F: always 0
G: is usually between 00 and 05. Probably an ID or a reference
I: ID Reference for Use in Block 10


Treeki has already figured out the X, Y, W, H, M. The new bit of info is the I.


block 10

Format:
IIII RRRR AAAA 0000

I: Id (referenced from Block 8)
R: Starting Row in Block 12.
A: Number of Rows
0: Always 0


This is exactly like block 11


block 12

Format:
XXXX YYYY 0000 0000 0000 0000 0000 0000

X: X Coordinate
Y: Y Coordinate

This is exactly like block 13, except there doesn't appear to be any data except for the X and Y. Each row is a node which makes up a path.



Now here's the weird part. I have NO idea what this stuff is for. When I delete out blocks 10 and 12 and update the ID reference from Block 8, there doesn't seem to be any change in gameplay or in camera rules whatsoever.

Generally, there are only 2 nodes per view, and the line they make goes right across the bottom where the camera stops panning down. A great example of this is in 1-2 Area 1, where you can see the line it makes going from one end of the level to the other. The camera doesn't drop below this line except for the spot near the start where mario butt-stomps to go down there. The 198 and 199 sprites allow this, but when you remove them, the camera will still pan (but it will be jerky when it does...)
For lack of a better word, Ill call this line the 'Baseline'. I'll venture to guess that some values in Block 2 (since messing with them messes up the camera's panning) are offsets measured from this line.

However, it gets weird because there are a few exceptions. One of the stranger exceptions is World 2 Tower Area 1. I made a screenshot map, and drew a red line from each node. How could this be a baseline of any kind? Myt heory seems shot.





WTF?

Again, I would appreciate any input anyone has found out about this stuff.
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