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10-21-17 03:13:30 AM

Jul - NSMB Hacking (Archive) - Sprite Data Reference (Long) New poll - New thread - New reply
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Ninji

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Posted on 10-31-09 06:07:43 PM Link | Quote
I've just had to delete several posts from here because the thread was totally derailed. Please do make a new thread about the video - while the conversation about beta sprites was on-topic, talking about the video and file sharing sites is going too far. Thanks guys.
dirbaio
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Posted on 11-23-09 09:52:42 AM Link | Quote
i've found out about water (231)

it is like this:

II 00 SS HH UL 00

II - Activator ID
SS - Speed it will move up/down
HH - Height it will move up. Not sure if it is signed (could also move down)
U - Unknown. it has sth to do with L
L - Light of the water. Higher values make the water brighter

Okay, now how do the activators work?

The water will go up HH blocks for every activator it finds active after II in a row. This means:
Say II is 48 and the water is set to go up 1 block.
If you activate 48, the water will go up a block. Then if you activate 49, it will go up another block as long as 48 is still active. Same if you activate 50.

If you activate 49 without 48 being active, the water will not move, but if then you activate 48, the water will go up 2 blocks, one for 48 and other for 49.

Weird, eh?

Well, now i'm looking into the automatically moving water of world 6...
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Posted on 12-02-09 12:26:22 PM Link | Quote
Treeki, You forgot that there are two variations of the blue Koopa.

00 00 0X 00 00 00

X:
0=Green
1=Red
2=Blue (falls off edges like green does)
3=Blue (turns around on edges like red does)
dirbaio
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Posted on 12-02-09 12:38:00 PM Link | Quote
Originally posted by jceggbert5
Treeki, You forgot that there are two variations of the blue Koopa.

00 00 0X 00 00 00

X:
0=Green
1=Red
2=Blue (falls off edges like green does)
3=Blue (turns around on edges like red does)



thats the mistery of the two Blue Koopas! I've always wondered what was the matter!
Cool. Thanks
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Posted on 12-05-09 03:49:05 AM (last edited by jceggbert5 at 12-05-09 04:02 AM) Link | Quote
I think I figured out all (?) sprite data for Sprite 91:

Sprite 91: Moving Platform on Line

ID 00 0U 00 WD VF

ID: Activation ID (in conjunction with V)
U (Unknown): In Unused-1, there are two platforms going opposite directions at the same speed, one has this at 2, the other at 6...
W (Waits): 1=Waits for Mario to start moving 0=Doesn't wait
D (Direction): 0=Starts Up/Right 1=Starts Down/Left
V (Visible/Usable): 0=Always Visible 1=Appears/Disappears when activated/deactivated F=(Same as 1?)
F (Falls): 1=Falls off at end of line (if no dot to stop it)


I am still looking into U
Logon
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Posted on 12-16-09 10:30:27 PM Link | Quote
sprite 234 lava

I FOUND 1 THING ITS AWESOME

00 00 AA BB CC 00

AA spead lava rises

BB and CC uknown
dirbaio
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Posted on 12-17-09 07:17:02 AM Link | Quote
Originally posted by Logon
sprite 234 lava

I FOUND 1 THING ITS AWESOME

00 00 AA BB CC 00

AA spead lava rises

BB and CC uknown


it works like water.
look at my previous post!
gridatttack

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Posted on 12-17-09 01:50:27 PM (last edited by gridatttack at 12-17-09 02:28 PM) Link | Quote
Originally posted by dirbaio
Originally posted by Logon
sprite 234 lava

I FOUND 1 THING ITS AWESOME

00 00 AA BB CC 00

AA spead lava rises

BB and CC uknown


it works like water.
look at my previous post!


It also works like water when you put a warp to level to take you to the same level. Also, object 87 is a coin that has the water graphics, but dont act like it.
dirbaio
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Posted on 12-17-09 02:49:26 PM Link | Quote
yeah, but i meant that the sprite data for lava works like water's mostly.
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Posted on 02-28-10 08:33:23 PM Link | Quote
Does anyone know why using Sprite 282, the swinging Vine, crashes the rom?
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Posted on 02-28-10 09:05:16 PM Link | Quote
Originally posted by Garmichael
Does anyone know why using Sprite 282, the swinging Vine, crashes the rom?



Yeah. Its strange I tried to put it in 4-1 and crashed my rom. Maybe it needs certain data, or its incompatible with other sprite sets?
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Posted on 03-01-10 01:20:03 AM Link | Quote
I've discovered some settings for some sprites:



126, Draw Bridge Platform:

ID ID 0A B0 CD EF

ID: There are two IDs.
A: 0 = stop at up position, 1 = stop at down position (only if B = 1)
B: 0 = dont move, 1 = move
C: Amount of time the bridge stays open
D: Degree of openness. 8 = straight up.
E: Length of each side.
F: Time stays closed, 0 = doesn't open





119, Pendulum Platform:

00 00 00 00 AC BA

A: Speed. Second A first, then first A (ex: Fx x2 = Speed of 2F).
B: Size Scale
C: Starting position. 0 = Bottom, heading right. 4 = Far Right. 8 = Bottom, heading left. F = Far left.







78, Moving Platform On Touch:

ID ID 0A 0D CB SS

ID: Two id slots.
A: Length in tiles
B: Direction. 0 = up, 1 = down, 2 = right, 3 = left
C: Stops at top of screen. 0 = no, 1 = yes.
D: 0 = show, 1 = hide until activated
SS: Speed







187, Manual Control Platform:

00 00 DA C0 B0 00

A: Displayed Arrows.
- 0 = Left, Up, Right
- 1 = Left, Down, Right
- 2 = Left, Up, Right
- 3 = Left, Right
B: 0 = Show, 1 = hide (no ID, apparently)
C: 0 = normal, 1 = flash and disappear after a while
D: 0 = normal, 1 = Auto Start







249, Wall Jump Platform:

00 00 0C B0 A0 0D

A: Wait to be touched before moving
B: Length = 4 + B
C: Width = 2 + C
D: Speed







174, Moving Mushroom:

00 00 XY AB CD EF

F: Horizontal Speed
E: 0 = Normal. 1 = Falls when landed on
D: Verticle Offset. Moves E tiles down from
C: ?? Something to do with Up-and-Down effect
B: Degree of tilting angle
A: Width in Tiles
Y: Speed of verticle bounce effect
X: ?? Something to do with Up-and-Down effect





238, Purple Tilt Mushroom:

00 00 AB 00 00 00

A: Width
B: ??





239, Raising / Lowering Mushroom:

00 00 AB CD 00 00

A: Distance Mushroom will go down when Mario stands on it. Also, stalk height = A + 2.
B: Width (0 is same width as 1, but Mushroom is colored red)
c: After Maio gets off, 0 = Stay where it ends up, 1 = return to initial level
D: Distance Mushroom will go up when Mario stands on it. Net direction and distance = D - A





242, Expand / Contract Mushroom:

00 00 AB 0C 00 00

A: 0 = starts extended then retracts, 1 = Starts Small then extends
B: Length of Stalk
C: 0 = Wider when extended, 1 = shorter when extended





244, Bouncing Mushroom:

00 00 0A 00 00 00

A: Length of Stalk





99, Manual Moving Wheel:

ID ID 00 00 A0 B0

ID: Two ID Slots
A: Stick to Line
B: 1 = Hide until activated





283, Swinging Pole:

00 00 CB 0A 00 00

A: 1 = Stick to line, 0 = no line needed
B: Length = B + 3
C: 0 = Don't Move, 1 = Move Along Line





289, Expandable Block:

00 00 0A 00 00 00

A: After the fourth block comes out, all four turn to hard blocks if A is not 0





279, 1-Way Door:

00 00 0A 00 00 00

A: Direction
0 = Up, Right Arrow
1 = Up, Left Arrow
2 = Down, Right Arrow
3 = Down, Left Arrow
4 = Right, Up Arrow
5 = Right, Down Arrow
6 = Left, Up Arrow
7 = Left, Down Arrow





256, Rotating-Carry-Through-Wall Platform (Ghost House):

00 00 00 00 A0 00

A: 0 = start on left side, 1 = start on right side.





278, Ground Pound Ghost House Goo:

00 00 AB 00 00 00

A: Height = A + 1
B: Width = B + 1





260, 261, 262, 263, Long Castle Spikes:

00 00 AA BB CC D0

AA: Time stays in 'out' position
BB: Time stays in 'in' position, after first extension
CC: Speed of extension and retraction
D: 0 = slow start, 1 = no slow start

Ninji

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Posted on 03-01-10 03:53:55 AM Link | Quote
Wow, that is pretty awesome


I've noticed that a lot of the sprites seem to match up to NSMBW, except that the bytes are reversed (because the Wii is big endian, whereas the DS is little endian).

The game reads them as one short (2 bytes - always used for events/activators) and one int (4 bytes - always used for settings). Therefore, these two will be reversed.

Some fun stuff that you guys may want to try out, taken from NSMBW.. - I've bolded the new stuff. It may or may not work.

27: Bullet Bill Launcher
Data: 0000 HYUA 0000 - Set H to height, set A to make it always shoot in one direction (0 = normal, 1 = left, 2 = right), U is unknown (set to 2 on three cannons in the game)
New: Set Y to 1 to create Homing Bills.

107: Orange ? Switch [[May also work with ! and P switches]]
IDIE 0UAM X0FD
IE = Triggering Activator/Event ID (Switch will only be shown if this one is on)
ID = Target Activator/Event ID (Switch will activate/deactivate this one)
F = Flags, add any combination of these together: 1 = Has Gravity, 4 = Only Shows from Midway Point, 8 = Doesn't Change Music
A = Action: activates/deactivates the specified activator
X = Non-Timed: 0 means the event expires, 1 means it never expires
M = Multi Use: 0 means it can only be used once, 1 means it can be used as many times as you want
U = Upside Down
D = Delay for switch to return after hitting it, if Multi Use is set to 1: 0 = no delay, 1 = very long, 2 = short, 3 = long

149: Koopa Troopa
0000 0C00 00S0
C = Colour
S = Type (0 = normal, 1 = in shell)

155: Warp to Level
Data: 0000 YE0X ARUQ - Y = warp height (minus 1), X = warp width (minus 1), E = destination entrance, A = destination area, U = unknown
New: Q = some sort of flag (setting it to 4 may make you exit the level), R = another flag (setting it to 1 may require you to be climbing a vine in order to use the warp)

197: ? Switch Block
Data: ID00 WHCM 0PT0 - 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.
New: C = type of block created, P = pattern (0 = solid, 1 = checkerboard, 2 = inverse checkerboard)

80: Platform Generator
0000 LU00 0DA0
L = Length of platforms
A = Generator is active even when not on screen
D = Direction (0=up, 1=down, 2=right, 3=left)
U = unknown, 0/1

168: Location-Based Event Activator
Well, this one is fun.
ID00 UA0M EZMZ
ID = Event ID to activate
U = Mode: 0 if only usable once, 1 if usable multiple times, 2 if it's only activated ONCE both conditions are satisfied (and deactivated when they are no longer satisfied)
A = Action: 0 = activates, 1 = deactivates
M = Mario status: 0 = has to be in MZ, 1 = has to be touching the ground in MZ, 2 = has to be in the air in MZ
EZ = Enemy zone, must have no enemies in it (255 or FF to disable)
MZ = Mario zone, must have Mario in it according to Mario status (255 or FF to disable)

I'll get more later, I suspect I may also have 3 unuseds figured out just based off NSMBW's info
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Posted on 03-01-10 04:28:43 AM (last edited by Hiccup at 03-02-10 07:03 AM) Link | Quote
This is brilliant - great work

I don't understand the sprite data for most of those, can somebody make a level with the unused stuff in and test it?

EDIT: I am testing them now

EDIT: The Koopa with the sprite data 00 00 FF 00 00 10 is a beta blue shell
dirbaio
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Posted on 03-16-10 04:44:18 PM (last edited by dirbaio at 03-17-10 06:02 AM) Link | Quote


I found a way to spawn powerups without ! blocks. It is by modifying a table in Overlay 0.
Here's how to (In the U rom version)

To uncompress the overlay file: Edit jyoytu, change nothing and save it.
Now go to overlay table, and extract the file named "ID 0 loaded into blahblahblah"
Hex edit it with XVI32 or your preferred hex editor.
Go to offset 0x29BDA. EDIT: THIS OFFSET HAS BEEN CORRECTED
Write 1F 00
Save
Reinsert the overlay file.

Edit a level, and put Sprite 1 (yeah, in the original game it crashed, but now it doesnt thanks to the overlay 0 mod)
Here you are.
What I have identified is that byte 3 of its sprite data selects the powerup to spawn (however i still havent found how to spawn a mini mushroom?) but the other bytes also do stuff, like the direction, make it jump out like in ghost houses, or make it look like it came out of the bottom screen... If someone could find it out...

There are other "hidden" sprites, but they are not as interesting:

1F 00: Powerup
20 00: Glitched thing, does nothing
47 00: Donut lift being stepped on (red)
48 00: Log platform that falls automatically
79 00: Volcano rocks like in W8-8, but they only spawn once.
B0 00: Platform
F1 00: Block or brick being smashed
0B 01: A pipe??? Solid, not enterable. Probably the sprite data will affect its size/color, and putting an entrance will make it enterable.
2B 01: Weird FG effect. Light beams going around??

There are many more, that either crash the game or do nothing...
http://dirbaio.pastebin.com/nKxM2L77
The first number is the value you have to put in Overlay 0, the rest is either a known sprite (if it has a number) or a hidden sprite.
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Posted on 03-17-10 04:55:30 AM Link | Quote
Is there a way to have all the working hidden unused sprites available to use? and is there any more unused stuff you have found out about?
dirbaio
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Posted on 03-17-10 06:02:07 AM Link | Quote
yeah, it is possible.

btw: Whoops! I put the offset wrong. It was an offset in RAM, not in the Overlay 0! Fixed...

That value in overlay 0 i told you to modify is a value in a table that maps sprites to what i call "class id's"
That table starts at 0x29BD8, and for each sprite there are two bytes. 0x29BDA is the location for Sprite 1.
So for example you can start overwriting the table at 0x29BDA, and put all those class id's i told you in the last post, one after another. That way sprite 1 will be the powerup, sprite 2 will be the glitched thing, sprite 3 will be the donut lift, etc...

Note: Don't use Sprite 0, the game doesnt like it even if you change the class id.
isma64
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Posted on 03-28-10 08:26:19 PM Link | Quote
How can I make the water (sprite 231) transparent like in 6-2? I put it sprite data exactly same to 6-2, but in my level isn't transparent.
dirbaio
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Posted on 03-29-10 05:35:19 AM Link | Quote
Are you testing using no$gba?

No$gba has problems with transparency. Water and other objects that should be transparent don't display transparently. Test it on DeSmuME or on a flashcart and you'll see it works fine.
jceggbert5
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Posted on 03-29-10 04:32:18 PM Link | Quote
Originally posted by dirbaio
Are you testing using no$gba?

No$gba has problems with transparency. Water and other objects that should be transparent don't display transparently. Test it on DeSmuME or on a flashcart and you'll see it works fine.

Or, use the OpenGL renderer in No$GBA instead of the No$ 3D renderer... (DeSmuMe-quality graphics almost )
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Jul - NSMB Hacking (Archive) - Sprite Data Reference (Long) New poll - New thread - New reply




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