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10-21-17 03:11:30 AM

Jul - NSMB Hacking (Archive) - Sprite Data Reference (Long) New poll - New thread - New reply
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dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 03-29-10 06:06:50 PM Link | Quote
No...
The transparency still doesnt work with the opengl renderer.
Ehm
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Posted on 04-04-10 03:42:22 PM Link | Quote
just to recap what NOKAUBURE and I encountered, sprite 155 (Warp to Level) freezes on flashcarts (R4 III, and TTDS w/ YSMenu confirmed) when using Warp Mode 8: Fading Screen Transition. Dunno if this could be fixed or not, all I know is that it freezes the game when Mario tries to use Sprite 155 with this setting.
gridatttack

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Posted on 04-04-10 03:57:22 PM Link | Quote
Originally posted by m64m
just to recap what NOKAUBURE and I encountered, sprite 155 (Warp to Level) freezes on flashcarts (R4 III, and TTDS w/ YSMenu confirmed) when using Warp Mode 8: Fading Screen Transition. Dunno if this could be fixed or not, all I know is that it freezes the game when Mario tries to use Sprite 155 with this setting.



Yeah, ive encountered with this aswell It also freezes on my TTDS if you put warping sound to none.
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Posted on 04-04-10 04:04:34 PM (last edited by m64m at 04-04-10 04:13 PM) Link | Quote
the warp we tested had no sound as well. Never checked to see if it made a difference.

EDIT: Doesn't make a difference; the fade transition was the issue.
NOKAUBURE
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Posted on 04-05-10 07:21:23 AM Link | Quote
The warp sprite can has no sound enabled. Disabling this option, a pipe sound plays when the warp does.
Normal transition doesnt crash on tested flashcards, same as the vine transition (used in 1-1). Only crash when:

- Destination area is the same as the current area (so, if you are on area 1, and the warp is to area 1, crashes. Both emulator and flashcards)
- Room transition fade in (8, crashes when touch, only flashcards)
ILikeNSMBHacking
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Posted on 05-25-10 02:04:02 PM Link | Quote
I was on irc and someone listed some sprite data for sprite55 bullet bill...

here is what he/she said:


Originally posted by some guy on irc
this goes directly into spritedata.txt:

sprite 55
value list Shooting Position
No shooting at all?
Straight at Mario
Position in Editor
end list
3
value number Zone ID
4
end sprite



I have tested and it works well
Ian
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Posted on 06-12-10 06:04:18 AM (last edited by Ian at 06-12-10 06:07 AM) Link | Quote

Sprite 114

The Small Flamethrower

Sprite Data:

00 00 00 00 00 00; Flame goes right
00 00 01 00 00 00; Flame goes left
00 00 02 00 00 00; Flame goes up
00 00 03 00 00 00; Flame goes down


Sprite 118

The Flamethrower

Sprite Data:

00 00 00 00 00 00; Flame goes right
00 00 01 00 00 00; Flame goes left
00 00 02 00 00 00; Flame goes up
00 00 03 00 00 00; Flame goes down
SKJmin the douchenugget
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Posted on 06-12-10 07:36:59 PM Link | Quote
Originally posted by Ian

Sprite 114

The Small Flamethrower

Sprite Data:

00 00 00 00 00 00; Flame goes right
00 00 01 00 00 00; Flame goes left
00 00 02 00 00 00; Flame goes up
00 00 03 00 00 00; Flame goes down


Sprite 118

The Flamethrower

Sprite Data:

00 00 00 00 00 00; Flame goes right
00 00 01 00 00 00; Flame goes left
00 00 02 00 00 00; Flame goes up
00 00 03 00 00 00; Flame goes down


To bad that the small flamethrower is "throwing" endless fire...
It doesn't stop like the big ones

Thanks for the sprite data!

gridatttack

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Posted on 06-25-10 06:12:53 PM (last edited by gridatttack at 06-25-10 06:14 PM) Link | Quote
I think this one unused...

Sprite 148 Goomba: 00 00 01 00 00

The goomba will start falling while spinning(if put in a high place from the ground), like when mega mario does a ground pound and goombas fall from the top of the screen. When the goomba stops in the ground, he will act like a normal one.

Ehm
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Posted on 06-25-10 11:13:59 PM (last edited by m64m at 06-25-10 11:15 PM) Link | Quote
cool. Like a rainstorm of Goombas. Does it fall straight down from where the sprite is placed, or does it go in another direction?
gridatttack

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Posted on 06-25-10 11:29:20 PM (last edited by gridatttack at 06-25-10 11:54 PM) Link | Quote
Originally posted by m64m
cool. Like a rainstorm of Goombas. Does it fall straight down from where the sprite is placed, or does it go in another direction?


It falls straight down where you put the sprite.

The goomba rainstorm sounds fun

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Posted on 07-17-10 06:42:52 PM Link | Quote
I just found a new way to put a blue shell powerup in a level. Use sprite 191: Hanging Bouncing ? Block and set byte 3 to 06. It might work with sprite 232: Hanging ? Block, but I haven't tested it.
SKJmin the douchenugget
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Posted on 07-18-10 08:19:56 AM Link | Quote
Originally posted by Pirahnaplant
I just found a new way to put a blue shell powerup in a level. Use sprite 191: Hanging Bouncing ? Block and set byte 3 to 06. It might work with sprite 232: Hanging ? Block, but I haven't tested it.

Yeah works
ray
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Posted on 12-29-10 11:42:28 AM (last edited by ray at 12-29-10 11:47 AM) Link | Quote
95- Spinning Jump Board
ID 00 00 00 00 00 = Set the ID to the same number as the activator ID (Star Coins, Switches etc.) BE CAREFULL, it dissappears after a while.
EXAMPLE:


PS: I hope i described it right xD My english is not so good...
neOdym
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Posted on 02-06-11 11:57:24 AM Link | Quote
Originally posted by gridatttack
I think this one unused...

Sprite 148 Goomba: 00 00 01 00 00

The goomba will start falling while spinning(if put in a high place from the ground), like when mega mario does a ground pound and goombas fall from the top of the screen. When the goomba stops in the ground, he will act like a normal one.




There is another kind of spawning Goombas:

The Goomba rises up one tile into the air, before landing at the same Position it started to rise.
(The behavior is similar to the spawning Goombas in "Enemy-In-Pipe Generator" (287))

Just try it and insert 00 00 02 00 00 00 into the Sprite Data.

I think the second part of the third byte carrys no more information.


I'm sorry if this information is already known...

neO
ray
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Posted on 06-11-11 08:19:47 AM Link | Quote
Sprite 185 (Random Cheep-Cheep Generator)

You need a Zone for this. It let generate random cheep-cheeps in the selected zone. They have different speed.

00 00 0U ID 00 00

Set ID to the zone ID.
U = Unknown.
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 06-12-11 11:20:07 AM Link | Quote
Please put new findings in the Sprite DB instead of here!
ray
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Posted on 06-12-11 11:29:15 AM Link | Quote
Originally posted by dirbaio
Please put new findings in the Sprite DB instead of here!



I put it HERE and in the Sprite DB
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 06-12-11 01:12:24 PM Link | Quote
Ookay, that's fine
I was just making sure.

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




Rusted Logic

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