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Jul - NSMB Hacking (Archive) - Original NSMB Hacking Thread (Archived) New poll - New thread - New reply
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Ninji

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Posted on 07-07-09 05:54:17 AM Link | Quote
... You know, I remember once that block 12 had something to do with the flagpole on the bottom screen. Looking at the screenshot you posted, it would make sense that those points are used to track progress within the level.

Also, notice how levels which have no flagpole tracking don't have these. Bonus rooms have a blank block 12. Ghost houses also have a blank block 12, since they just show two Boos there.


While looking into the views (block 8 stuff) I saw two interesting variables too: EE and FF which you mentioned are actually used.

EE seems to have something to do with the rotating rooms in world 8's final castle - several views in that level have EE set to 1. No other levels use it, except for the glitchy beta bonus room in unused level 3.

FF is always set to 0 except in the exits from ghost houses. I wonder what that has to do with it though..
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Posted on 07-07-09 08:39:18 AM (last edited by Garmichael at 07-07-09 08:41 AM) Link | Quote
Originally posted by Treeki
... You know, I remember once that block 12 had something to do with the flagpole on the bottom screen. Looking at the screenshot you posted, it would make sense that those points are used to track progress within the level.

Also, notice how levels which have no flagpole tracking don't have these. Bonus rooms have a blank block 12. Ghost houses also have a blank block 12, since they just show two Boos there.


While looking into the views (block 8 stuff) I saw two interesting variables too: EE and FF which you mentioned are actually used.

EE seems to have something to do with the rotating rooms in world 8's final castle - several views in that level have EE set to 1. No other levels use it, except for the glitchy beta bonus room in unused level 3.

FF is always set to 0 except in the exits from ghost houses. I wonder what that has to do with it though..



Oh you're right about the flagpole tracking... So 10 and 12 work like 11 and 13, by creating a path that lines up with the level progress bar on the bottom screen.



I've been mucking around with the other values for Block 8...

The second to the last pair has been interesting. When playing with this value with Level 1-A area 1, the CheepCheeps and the Sharks go between having a white underbelly and a gray one. It seems to have something to do with Transparency - possibly either a blending mode or an opacity intensity. Also, this could be an effect on enemies. Either way, it doesn't seem to effect gameplay. Also, changing this value didn't change anything in the Ghost Houses. Mehhhhhhh

Anyway, here's an update value list:

Block 8

Format:
XXXX YYYY WWWW HHHH IIAA MMMM BBCC DDFF

X: Left
Y: Top
W: Width
H: Height
I: The View ID
A: Not sure, but the values are all 00 through 05. I haven't noticed any difference
M: Music
B: Something to do with Castle 8
C: Something to do with Ghost House Exits
D: Something to do with either the transparent layer or enemy coloring
F: Flagpole Tracker Path ID Reference for Use in Block 10
Ninji

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Posted on 07-07-09 10:11:45 AM (last edited by Treeki at 07-07-09 10:26 AM) Link | Quote
I'm pretty sure that No$GBA has issues rendering transparency, so don't count on it being perfect. Tried Desmume, but I'm not sure whether it's 100% accurate either - I don't have my DS on hand right now to check.

I have an idea to see what they do, but I'll have to try it first..


edit: Okay, here's how it goes.

AA has something to do with block 2, but I'm not sure what. I'll edit this post if I figure out anything about the other bytes.
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Posted on 07-07-09 10:27:54 AM (last edited by Garmichael at 07-07-09 10:29 AM) Link | Quote
Cool! I wish you success when you do try.

I just figured out what AA is. It refers to the ID of an entry in Block 2.

In Block 2, each entry is 24 pairs long and the 17th entry is its ID.

Edit: I think we're both pretty sure that Block 2 is the Camera rules for a view. These values don't seem like numeric values, but seem more like settings...
Ninji

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Posted on 07-07-09 10:51:51 AM (last edited by Treeki at 07-07-09 10:59 AM) Link | Quote
Originally posted by Garmichael
Cool! I wish you success when you do try.

I just figured out what AA is. It refers to the ID of an entry in Block 2.

In Block 2, each entry is 24 pairs long and the 17th entry is its ID.

Edit: I think we're both pretty sure that Block 2 is the Camera rules for a view. These values don't seem like numeric values, but seem more like settings...

I know block 2 has something to do with the camera. I remember taking 6-6's block 2 and using it in 1-1 allowed the camera to move freely (instead of being restricted to the bottom 12 tiles).

However, the ID thing doesn't seem to make much sense.. Notice how 1-1's view refers to entry 1, but it only has view 0.

Looking through all the levels, these are the only ones which use a value other than 0 for AA: 1-1, 2-2 area 2, second view in 2-3 area 2, second view in 2-Tower, second view in 4-Ghost House area 2, second view in 5-6, second view in 6-2, 6-6 area 3, second view in 6-Castle, 6-A area 2, fourth view in 7-1, first and second views in 7-Tower, 7-6 area 3, several views in 8-Final Castle.. and well, I didn't think that list would be so long.

(Note that when I didn't mention a view number, it's the first view; when I didn't mention an area number, it's the first area)


edit: Block 4 is related to byte BB. It seems to be made up out of 20-byte entries; the first byte is the ID. 8-Final Castle and Unused Level 3 are the only levels which have more than one entry in it.

Byte CC is the exact same situation (note that it also has 20-byte entries where the first byte is the ID). It uses entries from block 5.

I think these are used in every level, not just a few - but the ones mentioned are the ones that have two entries instead of one, which is why we never noticed them.
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Posted on 07-07-09 10:54:57 AM Link | Quote
Originally posted by Garmichael
Cool! I wish you success when you do try.

I just figured out what AA is. It refers to the ID of an entry in Block 2.

In Block 2, each entry is 24 pairs long and the 17th entry is its ID.

Edit: I think we're both pretty sure that Block 2 is the Camera rules for a view. These values don't seem like numeric values, but seem more like settings...


Yea, the elusive block 2...

I remember messing with that a LONG time ago. It got to the point where I started using a corrupter... I believe when I was working with it, I was comparing 1-1's with 1-2's. I remember something about a difference in the locations of the FFs used for separation. It's been a while since I've even looked at it, but it seems like such a screwed up format.
Ninji

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Posted on 07-07-09 11:12:35 AM Link | Quote
I'm looking into byte DD now in a debugger.

When I set a breakpoint on it, for some reason the game tries to read data from the position 0x20C2544 in the DS's RAM. There's a set of 14-byte entries there; it uses the one indexed by DD.
These are the entries:

0000 00F0 00F0 FF7F FF7F C618 2A21
00FD 000A 00F0 FB7F FF7F C618 2A21
0000 0010 00F0 FF7F FF7F C618 2A21
00F0 00A2 00D0 FF7F FF7F C618 2A21
0010 0070 00C0 FF7F FF7F CF18 1302
00FA 00FD 00F0 FF7F FF7F C618 2A21


Any idea what they could possibly do?
This data is part of the ROM itself (located at offset 0x29E64 in a decompressed version of overlay_0000.bin) so I know it's not something the game has generated on the fly based on other data.
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Posted on 07-07-09 11:25:09 AM Link | Quote
Originally posted by Treeki
Originally posted by Garmichael
Cool! I wish you success when you do try.

I just figured out what AA is. It refers to the ID of an entry in Block 2.

In Block 2, each entry is 24 pairs long and the 17th entry is its ID.

Edit: I think we're both pretty sure that Block 2 is the Camera rules for a view. These values don't seem like numeric values, but seem more like settings...

I know block 2 has something to do with the camera. I remember taking 6-6's block 2 and using it in 1-1 allowed the camera to move freely (instead of being restricted to the bottom 12 tiles).

However, the ID thing doesn't seem to make much sense.. Notice how 1-1's view refers to entry 1, but it only has view 0.



I think you misunderstood me.
In Block 8, look at entry AA (the 10th Pair).
Now, look at Block 2. It is 24 pairs, where the 17th pair is its ID.

So the view calls a camera by its ID.

In World 1-1, Block 8's AA = 00. Most of Block 8's AA are = 0.

There are a couple example I want to show you:


Block 2:
A01_1.bin: F0FF FFFF E0FF FFFF 0000 0000 F0FF FFFF 0000 0000 0000 0000

Block 8:
A01_1.bin: 3000 B000 8010 4001 0000 1A00 0000 0001

This is Level 1. Block 8 looks for Camera ID 0 and finds it.



Block 2:
F02_1.bin: 0000 0000 0000 0000 0000 0000 0000 0000 0000 0F00 0000 0000
F02_1.bin: F0FF FFFF E0FF FFFF 1000 0000 0000 0000 0100 0000 0000 0000
F02_1.bin: F0FF FFFF E0FF FFFF 0000 0000 0000 0000 0200 0400 0000 0000

Block 8:
F02_1.bin: 5000 1000 B004 F000 0000 0E00 0000 0001
F02_1.bin: 0000 3002 8012 D001 0102 0E00 0000 0002
F02_1.bin: 7006 2000 9003 F000 0200 0E00 0000 0003

In this one, it seems to me that the developers created 2 cameras and one of them didnt work, so they added a third without deleting the second one.


Block 2:
H12_1.bin: 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000
H12_1.bin: 1000 0000 0C00 0000 0000 0000 0000 0000 0100 0F00 0000 0000
H12_1.bin: 1000 0000 0000 0000 0000 0000 0000 0000 0200 0F00 0000 0000
H12_1.bin: 1400 0000 F8FF FFFF 0000 0000 0000 0000 0300 0F00 0000 0000

Block 8:
H12_1.bin: 0000 0000 0004 0001 0000 1100 0000 0201
H12_1.bin: 0000 4002 0002 C000 0100 1100 0100 0001
H12_1.bin: 0005 0000 F005 0001 0201 1100 0000 0001
H12_1.bin: 1005 0002 F005 0001 0302 1100 0000 0001
H12_1.bin: 0007 A006 0002 C000 0400 1100 0100 0001
H12_1.bin: 0000 0006 0002 0002 0503 1100 0100 0001
H12_1.bin: 0005 4004 0002 C000 0600 1100 0000 0001
H12_1.bin: 0008 4004 0002 C000 0700 1100 0000 0001

Here, it looks like they created three cameras and reused the first one for several of the views.

Ninji

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Posted on 07-07-09 11:31:18 AM Link | Quote
... this is why I should stop basing my tests on a ROM which has so many hacks and edits.


Anyway, great job on the observation with the sharks. I tried it out and noticed it, but I still wasn't convinced.
I changed all the data mentioned to zeroes and re-entered the level.

Result: http://treeki.shacknet.nu/itsdarkinhere.png

So it looks like that byte controls shading on the 3D models. Who would have guessed that?
Garmichael
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Posted on 07-07-09 11:55:06 AM Link | Quote
Originally posted by Shantae
Originally posted by Garmichael
Cool! I wish you success when you do try.

I just figured out what AA is. It refers to the ID of an entry in Block 2.

In Block 2, each entry is 24 pairs long and the 17th entry is its ID.

Edit: I think we're both pretty sure that Block 2 is the Camera rules for a view. These values don't seem like numeric values, but seem more like settings...


Yea, the elusive block 2...

I remember messing with that a LONG time ago. It got to the point where I started using a corrupter... I believe when I was working with it, I was comparing 1-1's with 1-2's. I remember something about a difference in the locations of the FFs used for separation. It's been a while since I've even looked at it, but it seems like such a screwed up format.



I'm kind of figuring this Block 2 out... Check out what I got so far..


AAxx xxxx BBxx xxxx CCxx xxxx DDxx xxxx II00 EE00 0000 0000


I've found some curious things. First, I notice that there are a lot of repeating values. I BELIEVE these are all of the values found for AA,BB,CC, and DD.


00 08 0A 0C 10 14 16 18 20 23 24 28 2C 30 38 40 44 D0 E0 EC F0 F4 F6 F8 FC


Second, I notice that all but one of them (23) are even.

Third, if the value is higher than D0, the next 3 pairs (the xx xxxx) will be FF FFFF every time. If the value is not higher than D0, the next 3 pairs are 00 0000.


It makes me wonder that if there are only 4 variables and they are all similar, then are these maybe something to do with the border? Like, the camera will stop panning if it is AA away from the bottom border, BB away from the left border?

Anyway, II = the ID of the camera.

EE has something to do with the stickiness of the camera to the bottom of the view. Depending on what it is set to, it will not come off the bottom until you climb a vine or jump on a whirlie-pad. Then, depending on that value, it will either REMAIN free, or it will restick as soon as you hit the ground. I'm still playing around with this.



Originally posted by Treeki
... this is why I should stop basing my tests on a ROM which has so many hacks and edits.


Anyway, great job on the observation with the sharks. I tried it out and noticed it, but I still wasn't convinced.
I changed all the data mentioned to zeroes and re-entered the level.

Result: http://treeki.shacknet.nu/itsdarkinhere.png

So it looks like that byte controls shading on the 3D models. Who would have guessed that?


Awesome! Congrats! I would have never figured that out... I didn't even know No$GBA had a debug mode
You know what this means, right? SILHOUETTE LEVEL!!
Ninji

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Posted on 07-07-09 11:57:22 AM Link | Quote
There's a debug version of No$GBA, although it's not free.

Anyway, I'm looking into block 9 now. I have a suspicion as to what it could be - it's the last block we have to discover, I believe.

These are the blocks we know so far:

1: Settings
2: Camera stuff
3: Settings
4: Camera stuff
5: Camera stuff
6: Entrances
7: Sprites
8: Views
9: ???
10: Progress Paths
11: Movement Paths
12: Progress Path Nodes
13: Movement Path Nodes
14: Sprite sets


I'll post again if I figure it out totally!
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Posted on 07-07-09 11:58:32 AM Link | Quote
Originally posted by Garmichael
I didn't even know No$GBA had a debug mode


It does if you're willing to pay...
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Posted on 07-07-09 11:59:20 AM Link | Quote
Isn't Block 9 the one that is occasionally unused?
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Posted on 07-07-09 12:12:20 PM (last edited by Hiccup at 07-07-09 12:12 PM) Link | Quote
Block nine could be sound sets (i mentioned this before)

what levels is it occasionally used in?
Ninji

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Posted on 07-07-09 12:27:32 PM Link | Quote
Originally posted by Shantae
Isn't Block 9 the one that is occasionally unused?

Exactly. I think it defines where certain sprites can operate. It seems to be made up out of 12-byte structures:

XXXX YYYY WWWW HHHH II00 0000

X, Y, W, H are obvious. I is the ID. The 00's are never used.

I've noticed that everywhere it's used (except for 1-1 - haven't found one there yet) contains a matching area.

1-A contains two of these: the areas are where sharks occur. The shark generators also have the IDs for the two areas in their sprite data.

1-Castle's boss room contains one which covers the boss area. The same seems to be true for the other boss rooms.

2-2 contains one which covers Lakitu's area.

2-Castle area 1 contains two which are unknown.. they seem to be near the Unknown Sprites and have something to do with the spike balls??

2-Castle area 2 contains one for the two-block-high passage where bullet bills are shot at you randomly.

4-Ghost House contains three for the Balloon Boos, to define where they will follow you around (Also, I am immature and laughed at one of the X positions which was "B00B" in hex)

7-1 contains one for the Flame Chomps, and the area where they can appear.

8-4 contains three for the falling scuttlebugs.

8-Castle contains more activator stuff with the unknown sprites and "Brick with ? Switch" where there is none like in 3-castle - you know, this makes me wonder.. could this have something to do with activating an object when you walk into a specific region?

There were a few others (like some more Lakitus) but I only covered the unique ones. Hope this helps!
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Posted on 07-07-09 12:32:12 PM Link | Quote
All these seem seem to have to do with the spawning of specific sprites... I wonder what trying to add a block 9 to 1-1 would do...

Like say we take 2-2's block 9 and place it in 1-1. That should be interesting.
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Posted on 07-07-09 12:42:12 PM Link | Quote
Treeki, I was playing with Block 5 the other night.

I'm not sure about its exact format, but I'll share my findings with you.

My Background Top layer is 12 (Green/White Hills and Clouds)
My Background Bottom Layer is 33 (Clouds with Orange Hills at back)

My Block 5, by default is:
0000 0C00 0C00 FFFF FFFF 0800 0800 0000 0000 0000

The first 0C00 changes the color pallet, and the second 0C00 changes the tile pallet. I don't remember what value i set to the second 0C00 but one time it became the volcanos found in World 8, complete with raining lava rocks.

I changed the 0800 0800 to 1A00 1A00 and it moved my Top BG down a bit, so that the fast moving clouds were at ground level.

Then I changed that set to 0F00 0F00 and there was some pretty intense scrolling on that layer, both horizontally and vertically.


Originally posted by Hiccup
Block nine could be sound sets (i mentioned this before)

what levels is it occasionally used in?


In Block 1, there are 32 pairs. Count to the 27th one, and that is your Sound Set. In Level 1-1, the default value is 07.

Change it to 0D or to 10 to get your Dry Bones sound effect to work. Amazingly, the Goombas still sound like goombas being mashed up.
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Posted on 07-07-09 01:08:03 PM Link | Quote
Originally posted by Shantae
All these seem seem to have to do with the spawning of specific sprites... I wonder what trying to add a block 9 to 1-1 would do...

Like say we take 2-2's block 9 and place it in 1-1. That should be interesting.

Block 9 doesn't spawn the sprites. The sprites are in the level just like normal objects, but one of the sprite data bytes defines which entry from block 9 to use.

Originally posted by Garmichael
Treeki, I was playing with Block 5 the other night.

I'm not sure about its exact format, but I'll share my findings with you.

That's pretty interesting, I'm glad we're finding so much about the game now.

By the way, some of this data might interest you; this is the stuff the game already can edit:

Block 1
First byte: start entrance
Second byte: midway entrance
Third byte: misc settings (this is the Mini Mario physics byte mentioned a while ago - AND with 32 to enable level wrapping)
5th and 6th bytes: time limit
7th byte: background graphics
13th byte: tileset graphics
19th byte: foreground graphics

Block 3
Third byte: background tile layout
Fifth byte: background palette

Block 4
Fifth byte: tileset palette

Block 5
Third byte: foreground tile layout
Fifth byte: foreground palette

One of the interesting things is that apparently, block 4 and 5 settings can be changed per-view using BB and CC. I suspect that block 3 may also be changeable - from your format:

XXXX YYYY WWWW HHHH IIAA MMMM BBCC DDFF

The music only uses one byte; the second music byte might work in the same way as BB and CC (but for block 3). I haven't checked it but it seems possible - plus the unused level 3 does this.
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Posted on 07-07-09 01:11:41 PM (last edited by Hiccup at 07-07-09 02:11 PM) Link | Quote
Originally posted by Garmichael



In Block 1, there are 32 pairs. Count to the 27th one, and that is your Sound Set. In Level 1-1, the default value is 07.

Change it to 0D or to 10 to get your Dry Bones sound effect to work. Amazingly, the Goombas still sound like goombas being mashed up.


Thanks, I thought that the sound sets would only be in one pair,
but no sound pointers :|

and

treeki you havent added my pipe wiggler sprite data to the list
i think ive checked all the castle levels in the game none of them have the sound set data 0D or 10?


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Posted on 07-08-09 07:20:10 AM (last edited by Garmichael at 07-08-09 07:25 AM) Link | Quote
Im up late again playing with Block 2.. Found out some tiny bits of info..



AAxx xxxx BBxx xxxx CCxx xxxx DDxx xxxx II00 SS00 0000 0000



I've figured out AA, BB, and SS. (We already know II is Camera ID, referenced from block 8).

SS: Values of 00 through D0 are a measurement of how far from the bottom of the view before the camera will no longer pan up (except for when Mario climbs a vine or jumps on a spin-pad). Place a value of F0 here and the camera will freely pan up until the top of the view.


With AA and BB, first, there are a few curious effects. I've mentioned this one before, but ill re-mention that any value A0 and higher must be followed by 6 F's, and any value lower than that must be followed by 6 0's.


AA is the measurement from the top of the screen to Mario's location before it will pan up.
Here's the weird thing:
Instead of 00 = 0, and FF = the max, the numbers are resorted sort of.
They should go in this order:
A0, B0, C0, D0, E0, F0, 00, 10, 20, 30, 40, 50, 60, 70, 80, 90

A0 is the minimum distance away
90 is the maximum distance away

In my testing, A0 was ABOVE the top of the screen, and when I put a value of 60 or higher in, the camera repositions so Mario is near the bottom of the screen.


BB is the measurement from the top of the screen to Mario's location before it will pan down.
The same ordering structure is present here as in AA.


When the two distances overlap, the screen tends to do this jumpy-effect that isn't very nice.

I feel that more testing is required... I'm not convinced I have this figured out 100%.

I havent tested CC and DD, but I'll be it has to do with how close to the left and right edges of the screen mario must be before it scrolls with him.
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Rusted Logic

Acmlmboard - commit 25b5dc1 [2018-02-01]
©2000-2018 Acmlm, Xkeeper, Inuyasha, et al.

29 database queries, 16 query cache hits.
Query execution time: 0.207207 seconds
Script execution time: 0.043229 seconds
Total render time: 0.250436 seconds