| Ninji Birdo Why did my user title say I'm a toaster anyway Level: 88 Posts: 930/2014 EXP: 6631460 For next: 19204 Since: 07-26-07 Pronouns: he/him or they/them From: Glasgow, Scotland Since last post: 101 days Last activity: 15 days |
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| Jul - NSMB Hacking (Archive) - Sprite Data Reference (Long) | - - ![]() |
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| Ninji Birdo Why did my user title say I'm a toaster anyway Level: 88 Posts: 930/2014 EXP: 6631460 For next: 19204 Since: 07-26-07 Pronouns: he/him or they/them From: Glasgow, Scotland Since last post: 101 days Last activity: 15 days |
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| dirbaio For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 175/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 10.8 years Last activity: 9.9 years |
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| 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... |
| jceggbert5 Member again Level: 33 Posts: 2/218 EXP: 216506 For next: 12673 Since: 12-01-09 Since last post: 12.1 years Last activity: 349 days |
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| 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 For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 202/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 10.8 years Last activity: 9.9 years |
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Originally posted by jceggbert5 thats the mistery of the two Blue Koopas! I've always wondered what was the matter! Cool. Thanks
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| jceggbert5 Member again Level: 33 Posts: 3/218 EXP: 216506 For next: 12673 Since: 12-01-09 Since last post: 12.1 years Last activity: 349 days |
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| 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 User Level: 9 Posts: 7/12 EXP: 2793 For next: 369 Since: 12-08-09 Since last post: 12.3 years Last activity: 12.0 years |
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| sprite 234 lava I FOUND 1 THING ITS AWESOME 00 00 AA BB CC 00 AA spead lava rises BB and CC uknown |
| dirbaio For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 232/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 10.8 years Last activity: 9.9 years |
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Originally posted by Logon it works like water. look at my previous post! |
| gridatttack Buzzy Beetle Rarity FTW Level: 42 Posts: 57/375 EXP: 493634 For next: 27728 Since: 08-26-09 Since last post: 5.3 years Last activity: 2.0 years |
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Originally posted by dirbaio 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 For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 233/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 10.8 years Last activity: 9.9 years |
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| yeah, but i meant that the sprite data for lava works like water's mostly. |
| Garmichael Member Level: 26 ![]() Posts: 65/121 EXP: 91098 For next: 11177 Since: 06-24-09 From: Seattle, Wa Since last post: 10.8 years Last activity: 10.6 years |
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Does anyone know why using Sprite 282, the swinging Vine, crashes the rom? ____________________ |
| gridatttack Buzzy Beetle Rarity FTW Level: 42 Posts: 213/375 EXP: 493634 For next: 27728 Since: 08-26-09 Since last post: 5.3 years Last activity: 2.0 years |
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Originally posted by Garmichael 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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| Garmichael Member Level: 26 ![]() Posts: 67/121 EXP: 91098 For next: 11177 Since: 06-24-09 From: Seattle, Wa Since last post: 10.8 years Last activity: 10.6 years |
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I've discovered some settings for some sprites:
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| Ninji Birdo Why did my user title say I'm a toaster anyway Level: 88 Posts: 1518/2014 EXP: 6631460 For next: 19204 Since: 07-26-07 Pronouns: he/him or they/them From: Glasgow, Scotland Since last post: 101 days Last activity: 15 days |
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| Hiccup Member Level: 57 Posts: 199/772 EXP: 1473673 For next: 12255 Since: 05-19-09 Since last post: 99 days Last activity: 7 hours |
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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 For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 485/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 10.8 years Last activity: 9.9 years |
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| <object width="480" height="385"><embed src="http://www.youtube.com/v/oghKsAxWhTw&hl=es_ES&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object> 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. |
| Hiccup Member Level: 57 Posts: 220/772 EXP: 1473673 For next: 12255 Since: 05-19-09 Since last post: 99 days Last activity: 7 hours |
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| 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? ____________________ New Super Mario Bros Beta Replica |
| dirbaio For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 489/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 10.8 years Last activity: 9.9 years |
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| 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 Random nobody Level: 6 Posts: 4/4 EXP: 531 For next: 376 Since: 03-24-10 Since last post: 12.1 years Last activity: 12.0 years |
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| 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 For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 537/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 10.8 years Last activity: 9.9 years |
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| 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 Member again Level: 33 Posts: 218/218 EXP: 216506 For next: 12673 Since: 12-01-09 Since last post: 12.1 years Last activity: 349 days |
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Originally posted by dirbaio Or, use the OpenGL renderer in No$GBA instead of the No$ 3D renderer... (DeSmuMe-quality graphics almost )____________________ I can't edit or delete posts, so please forgive me when I double-post ![]() ... and it's all XKeeper's fault T_T ...... and if I try to edit my post, I automatically get a [noob] sticker :s |
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| Jul - NSMB Hacking (Archive) - Sprite Data Reference (Long) | - - ![]() |
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