Pirahnaplant
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I am new here and would like to share some of the extra bits that I have discovered
76=Scale Platform
-Bit 3=Right Side Height & Top part Length
-Byte 4=Left Side Height
136=Pokey
-Bit 3=Height
--Doesn't include head
142=Tight Rope
-Bit 6=Length & Height
--Set height to 8 or greater to make height negative
162=Tilting Mushroom
-Bit 3=Speed
-Bit 4=Length & How far to tilt
-Bit 5=Set to 2X to bounce & Stalk Height
--How high the mushroom bounces relys on the stalk height
235=Star Coin
-Bit 3=Set to 10 to shift right 1/2 block
-Bit 4=Star Coin Number
275=Jumping ? Block
-Bit 3=Height
-Bit 4=Item
--1=Coin
--2=Mushroom/Flower
--3=1-Up
287=Enemy-in-Pipe Generator
-Bit 3=Enemy & Direction
--0X=Goomba
--1X=Bob-omb
--X0=Upward
--X1=Downward
--X2=Left
--X3=Right |
Pirahnaplant
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I've found out some more:
27=Bullet Bill Launcher
-Bit 3=Height
--Height is X0
-Bit 4=??? & Set to X2 to reverse firing direction
33=Springboard
-Bit 3=Set to 01 to make it giant
34=Red Coin Ring
-Bit 1=Red coin ID
--Set this to the same as the ID on the red coins you want to appear
56=Fire Bar
-Bit 3=Set to 1X for double bar & Length
-Bit 4=Set to 1X to reverse direction & Speed
68=Vertical Moving Platform
-Bit 3=Length
-Bit 4=Height to travel
-Bit 5=Direction
--00=Upward
--01=Downward
-Bit 6=Speed
69=Horizontal Moving Platform
-Bit 3=Length
-Bit 4=Length to travel
-Bit 5=Direction
--00=Right
--01=Left
-Bit 6=Speed
77=Sinking Platform
-Bit 3=Length
106=Red Coin
-Bit 1=Red coin ring ID
--Set this to the same as the ID on the ring you want to activate it
107=Orange ? Switch
-Bit 1=Activated item ID
--Set this to the same as the ID of the item you want to activate
-Bit 3=Set to 01 to flip upside-down
-Bit 4=Set to 01 to allow switch to be hit multiple times
141=Swelling Ground
-Bit 1=Connected Orange ? Switch ID
--Set this to the ID of the Orange ? Switch you want to activate it
-Bit 6=Set to 1X to slow down & Set to X1 to make it swell downward
147=Bump from below Platform
-Bit 3=Length
189=Create pipe cannon
-Bit 3=Angle
--00=Far Right
--01=Far Left
--02=Medium Right
--03=Medium Left
--04=Straight up
--05=Fast Far Right
210=Vs. Battle Star
-Bit 3=Star Number
235=Star Coin
-Bit 3=Offset
--Set to 1X to offset ½ block left
--Set to 2X to offset ½ block right
--Set to X1 to offset ½ block down
--Set to X2 to offset ½ block up
-Bit 4=Star Coin Number
242=Expand/Contract Mushroom
-Bit 3=Stalk Height
-Bit 4=Expanded Length (01 or 02)
244=Bouncing Mushroom
-Bit 3=Offset
--Set to 1X to offset ½ block left
--Set to 2X to offset ½ block right
--Set to X1 to offset ½ block down
--Set to X2 to offset ½ block up
277=Arrow
-Bit 6=??? & Direction
--X0=North
--X1=North-East
--X2=East
--X3=South-East
--X4=South
--X5=South-West
--X6=West
--X7=North-West
I've also noticed that bit 1 always seems to be used to connect two sprites to each other, and bit 2 is something similar.
Also object 42 in tileset 0 is a ? block with a boo in it. |
Pirahnaplant
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I recently have been trying to discover more on what I call sprite events. Basically this is when Mario touches a sprite, then it activates another sprite. Some examples of this would be the red coin ring, or the orange ? switch. In these events, the first extra bit tells it what sprite to activate. While studying this I discovered what another sprite does.
286=Mass event activator
-Bit 1=Event number to activate through
-Bit 2=Activator ID
-Bit 6=Delay between activations |
Pirahnaplant
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Its good we now have one place to collect all the data, and also we now know which sprites have extra bits and which don't.
Anyway, here are some more I have found.
33=Springboard
-Bit 3=Set to 1X to offset right ½ block & Set to X1 to make it giant
42=Chain Chomp
-Bit 3=Set to 01 to make it have a chain chomp
48=Bubbles From Tube, 49, 50, and 51
-Bit 1=Activation ID
--Activation event=Turn bubbles off
64=Whomp
-Bit 3=Whomp Type & Set to X1 to make it giant
--0X=Come after you
--1X=Wait for you
66=P-Switch
-Bit 3=Set to 01 to flip upside-down
80=Vertical Platform Generator
-Bit 5=Direction
--00=Upward
--01=Downward
93=Arrow sign
-Bit 3=Direction & Set to 1 to flip over X axis
--0X=West
--1X=South-West
--2X=South
--3X=South-East
--4X=East
--5X=North-East
--6X=North
--7X=North-West
197=Red ? Switch Block
-Bit 1=Activation ID
-Bit 3=Length & Height
-Bit 4=Set to 01 to make blocks be created on event instead of being destroyed
-Bit 6=Set to 10 to make blocks stay on forever
211=Blooper
-Bit 1=Activation ID
--Activation event=Appear
231=Water
-Bit 1=Activation ID
--Set this to the ID of the Orange ? Switch you want to activate it
--Activation event=Raise water
-Bit 3=Set to 1X to allow water to rise
-Bit 4=Water rise height
-Bit 5=Set to 1X to make water visible
235=Star Coin
-Bit 2=Activation ID
--The Star Coin will activate this event when you grab it
272=Falling Snow From Tree
-Bit 3=Tree Branch Direction
--00=Right
--01=Left
274=Sinking Snow
-Bit 3=Length |
Pirahnaplant
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Could you look up these for me
55: bullet bill
90: wiggler
95: spinning jump board
132: midway point
228: roulette block
290: left flying ? block
Also I would assume the extra bits on the poison water and lava are similar to the regular water, I'm sure you could figure those out quickly.
And I fould a glitch in the editor. All you have to do is move something with the arrow keys to a negative position. |
Pirahnaplant
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Thanks for getting me those, it really helps, and I would like to see some more:
73: Hanging Platform
99: Manual Moving Wheel
108: Red ! Switch
144: Rotating Spiked ? Block
174: Moving Mushroom
183: Lakitu
185: Unknown Sprite
191: Hanging Bouncing ? Block
And here's what I found out about those other sprites:
22=Moving hammer brother spawn point
-Bit 3=Set to 1X to make hammer bro not appear & is set to X1 sometimes, but appears to do nothing
90=Wiggler
-Bit 6=is set to 10 on a level, but appears to do nothing
95=Spinning Jump board
-Bit 4=is set to 18 on a level, but appears to do nothing
132=Midpoint
-Bit 2=Set to 01 on two levels, but appears to do nothing
228=Roulette Block
-Bit 3=Set to 01 to make it have a mini-mushroom instead of a koopa shell
279=One Way Door
-Bit 3=Type
--00=Upward, enter from left
--01=Upward, enter from right
--02=Downward, enter from left
--03=Downward, enter from right
--04=Right, enter from below
--05=Right, enter from above
--06=Left, enter from below
--07=Left, enter from above
290=Flying ? Block
-Bit 1=Connected Item ID
-Bit 3=Item
--00=Coin
--01=Power-up
--02=Star
--03=1-up
--04=Orange ? Switch
--05=P Switch
--06=Red ! Switch
--07=Vine with Mario clone!!!
-Bit 4=Path & set to X1 to make it fly left
--0X=Wavy
--1X=Circle
--2X=Up and Down
-Bit 5=How far to go until it turns around & Unknown
-Bit 6=Set to 10 to make it invisible |
Pirahnaplant
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I'd like to request a couple features.
1. Delete key support.
2. Different palettes shown in the editor for tileset 0.
Like how the underground levels have blue blocks, you should make them look blue in the editor.
3. Copy and paste, even if you can only paste to the same level.
4. A little bigger Background preview window.
This may sound picky but the background is slightly cut off.
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Pirahnaplant
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Here are some more
73: Hanging platform 0000 TT00 0000 - TT=How far it will tilt (00=A lot, 01=Medium, 02=A little)
82: Spinning Square Platform ID00 00SS CC00 - ID=Matching Activator ID. SS=Set to 01 for Spin then stop, 02 for tilt when you stand on it, CC=Set to 01 for clockwise rotation
86: Spinning Triangle Platform = Same as 82
88: Brick with P-Switch ID00 00MM UU00 - ID=Event to activate when switch is hit. MM=Set to 01 to allow the switch to be hit multiple times. UU=Unknown, maybe how long to stay on.
91: Moving platform on line ID00 UU00 WDIS - UU=Unknown, appears to do nothing and is only used in beta levels. W=Wait for Mario to move. D=Set to 1 to reverse direction at start. I=Unknown, seems to make them invisible if it isn't 0. S=Speed
108: Red ! Switch ID?? FFMM UUUU - ID=Matching activation ID. FF=Set to 01 to flip upside down. MM=Set to 01 to allow it to be hit multiple times. UU=Unknown
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Pirahnaplant
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This seems like a good idea. I also think that for each sprite we should have instructions on how to place them in the editor. ie. the flag sprite goes at the bottom of the flagpole.
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Pirahnaplant
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You guys still need to fix the anchor attribute on the Hex Edit button
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Pirahnaplant
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I think that when you click on a view or path in the list box, it should become selected. Also the text on the music combo box is editable, change the DropDownStyle to DropDownList.
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Pirahnaplant
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I have just updated the sprite data file with the posts in that thread.
//SPRITE DATA FILE
//NSMBe4 originally written by Treeki
//This feature by Dirbaio
//
sprite 23 24
value checkbox Fire-spitting
3
end sprite
sprite 27
value number Height
3.1
value number Unknown
4.1
value list Shoot direction
Both
Left
Right
end list
4.2
end sprite
sprite 31
value list Type
Green (chases Mario)
Jumping
Doesn't move
end list
3.2
value checkbox Slow Down
4.1
end sprite
sprite 32
value checkbox Secret exit
6.1
end sprite
sprite 33
value checkbox Giant
3.1
value checkbox Offset right
3.2
end sprite
sprite 30 34
value number Activator ID
1
end sprite
sprite 37
value list Speed
Regular
Regular
Regular
Faster
end list
4.2
end sprite
sprite 38
value checkbox Faster
3.2
end sprite
sprite 39
value number Activator ID
1
value number Unknown
3
end sprite
sprite 42
value checkbox Have Chain Chomp
3.2
end sprite
sprite 48 49 50 51
value number Activator ID to disable
1
end sprite
sprite 52
value checkbox Stick to the roof
3.1
value checkbox Start as shell
3.2
end sprite
sprite 56
value checkbox Two opposed bars
3.1
value number Length in fireballs
3.2
value checkbox Go clockwise
4.1
value number Speed
4.2
end sprite
sprite 64
value checkbox Wait for you
3.1
value checkbox Giant
3.2
end sprite
sprite 66
value number Activation ID
1
value number Unknown
3.1
value checkbox Flip Upside down
3.2
value number Unknown
4.2
value number Unknown
6
end sprite
sprite 68
value number Activator ID
1
value number Length
3
value number Travelling height
4
value checkbox Go Down
5
value number Speed
6
end sprite
sprite 69
value number Activator ID
1
value number Length
3
value number Travelling height
4
value checkbox Go left
5
value number Speed
6
end sprite
sprite 73
value list Tilt
A lot
Medium
A little
end list
3.2
end sprite
sprite 76
value number Left side rope height
3.1
value number Distance between platforms
3.2
value number Right side rope height
4.2
end sprite
sprite 77
value number Length
3
end sprite
sprite 80
value checkbox Platforms go down
5
value checkbox Unknown flag
6.1
end sprite
sprite 82 86
value number Activator ID
1
value list Type
Always spinning
Spin then stop
Spin when stood on
end list
4.2
value checkbox Clockwise rotation
5.2
end sprite
sprite 88
value number Activation ID
1
value checkbox Allow multiple hit
4.2
value number Unknown
5
end sprite
sprite 90
value checkbox Bigger
3.2
end sprite
sprite 91
value number Activator ID
1
value number Unknown
3
value checkbox Wait for Mario
5.1
value checkbox Reversed dirction
5.2
value checkbox Invisible?
6.1
value number Speed
6.2
end sprite
sprite 93
value list Direction
West
Southwest
South
East
Northeast
North
Northwest
end list
3.1
value checkbox X flip
3.2
value checkbox Small
5.2
end sprite
sprite 94
value checkbox Bigger
3.2
end sprite
sprite 106
value number Activator ID
1
end sprite
sprite 107
value number Act. ID to activate
1
value number Act. ID to show
2
value checkbox Flip upside down
3
value checkbox Allow to hit multiple times
4
value checkbox Never time out
5.1
end sprite
sprite 108
value number Activator ID
1
value number Unknown
2
value checkbox Flip upside down
3.2
value checkbox Allow to hit multiple times
4.2
value number Unknown
5
value number Unknown
6
end sprite
sprite 128
value number Destination world
6.1
end sprite
sprite 130
value checkbox Cheep-Skipper type
3.1
end sprite
sprite 136
value number Height (not including head)
3
end sprite
sprite 141
value number Activator ID
1
value checkbox Must check
6.1
value checkbox Go down
6.2
end sprite
sprite 142
value number Length
6.1
value number Height
6.2 signed
end sprite
sprite 144
value list Contents
Coin
Mushroom/flower
end list
3
end sprite
sprite 147
value number Length
3
end sprite
sprite 149
value list Color
Green
Red
Blue
Blue stay on ledge
end list
3
end sprite
sprite 150
value list Direction
Straight line
Left-right
Up-down
Jumping
end list
3.1
value list Color
Green
Red
Blue
end list
3.2
value list Starting direction
Down/Left
Up/Right
end list
4.1
value checkbox Unknown flag
4.2
end sprite
sprite 152
value number Activation ID
1
end sprite
sprite 155
value number Height in blocks
3.1 plus 1
value number Width in blocks
4.2 plus 1
value number Destination area
5.1
value number Dest. entrance
3.2
value list Warp mode
0: Normal
1: Only when Mario climbs a vine
2: Unused
3: Unused
4: Unused
5: Unused
6: Unused
7: Unused
8: Do Fading Screen Transition
end list
5.2
value checkbox Can enter as Mega Mario
6.1
value checkbox Do no sound
6.2
end sprite
sprite 162
value number Speed
3
value number Length
4.1
value number Tilt angle
4.2
value number Set 2 to bounce
5.1
value number Stalk height
5.2
end sprite
sprite 167
value number Target ID
1
value number Source ID
2
value list On Event
Never
On Source Activated
On Source Changed
end list
3.1
value checkbox Invert
3.2
value checkbox Change Targ. timed
5.1
value number Time
6
end sprite
sprite 168
value number Activator ID
1
value number Unknown 1
3.1
value number Unknown 2
4.1
value number Unknown 3
5
value number Zone ID
6
end sprite
sprite 173
value number Unknown, 0 or 6
3.1
value number Length in blocks
3.2 plus 4
value checkbox Uncheck to auto-move
6
end sprite
sprite 183
value checkbox Unknown flag
3
value number Zone ID
4
end sprite
sprite 189
value list Angle
Far right
Far left
Medium right
Medium left
Straight up
Fast far left
end list
3
end sprite
sprite 197
value number Activator ID
1
value number Width
3.1 plus 1
value number Height
3.2 plus 1
value checkbox Create, not destroy
4
value checkbox Do not time out
6.1
end sprite
sprite 198 199
value number Y shift (pixels)
3
value number Unknown
4
value checkbox Top limit
6.1
end sprite
sprite 210
value number Star ID
3
end sprite
sprite 211
value number Activator ID
1
value checkbox Unknown flag
3
end sprite
sprite 219
value list Facing
Up
Left
Down
Right
end list
3.1
value checkbox Move left
3.2
end sprite
sprite 228
value checkbox Have mini-mushroom
3.1
end sprite
sprite 231
value number Activator ID
1
value checkbox Allow Rise
3.1
value number Unknown
3.2
value number Height to Rise
4
value checkbox Visible
5.1
value list Brightness
1: Very Bright
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16: Very Dark
end list
5.2
value checkbox Rising/Falling Waves
6
end sprite
sprite 242
value checkbox Start Expanded
3.1
value number Stalk Height
3.2
value checkbox Large
4.2
end sprite
sprite 244
value list Shift
None
1/2 block left
1/2 block right
end list
3.1
value number Stalk Height
3.2
value number Unknown
4
end sprite
sprite 249
value checkbox Thick
3.2
value number Height
4.2
value checkbox Wait for Mario
5.1
end sprite
sprite 254
value checkbox Unknown Flag
3.2
end sprite
sprite 272
value checkbox Branch Left
3.2
end sprite
sprite 274
value number Length
3.2
end sprite
sprite 275
value number Height
3.2
value list Item
Coin
Powerup
1-up
end list
4.2
end sprite
sprite 277
value list Direction
North
NorthEast
East
SouthEast
South
SouthWest
West
NorthWest
end list
6.2
end sprite
sprite 279
value list Type
Faces up, opens from left
Faces up, opens from right
Faces down, opens from left
Faces down, opens from right
Faces right, opens from bottom
Faces right, opens from top
Faces left, opens from bottom
Faces left, opens from top
end list
3.2
end sprite
sprite 281
value checkbox Come out upwards
3.2
end sprite
sprite 286
value number Start ID
1
value number End ID
2
value number Delay
6
end sprite
sprite 287
value list Enemy
Goomba
Bob-omb
end list
3.1
value list Direction
Up
Down
Left
Right
end list
3.2
end sprite
sprite 290
value number Activator ID
1
value list Item
Coin
Powerup
Star
1-up
Orange ? Switch
P-Switch
Red ! Switch
Vine with mario
end list
3.2
value list Path
Wave
Circular
Up-Down
end list
4.1
value checkbox Go left
4.2
end sprite
sprite 298
value number Width
3.2 plus 1
value number Height
3.1 plus 1
value number Distance to move
4.1 signed
value number Speed
4.2
value number Start delay
5.1
value number End delay
5.2
value checkbox Horizontal movement
6.1
value list Spikes
None
Top
Bottom
Top and Bottom
Right
Left
Right and left
end list
6.2
end sprite
sprite 299
value number Path ID
3.1
value number Length
4.1 plus 3
value checkbox Spawn if Midpoint
4.2
value number Starting node
5
value number Unknown
6
end sprite
sprite 304 307 308 309
value number length
3.1
value number Leaving Speed
4.1
value number Fall delay
5.2
value number Unknown
6.2
end sprite
sprite 323
value number Length
3
end sprite
end file
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Pirahnaplant
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I found a small glitch in the editor: if you try to use the data finder while a level is open, you get an error.
Edit: And another one: On the GFX editor, under Import/Export GFX, if you click import/export without a path in the textbox you get an error.
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Pirahnaplant
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Question: With some 3D models, the textures are stored in the same file as the models. Will those be editable?
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Pirahnaplant
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I think you should make it so you can open a new ROM without exiting the editor.
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Pirahnaplant
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Does anyone know how to get the auto scrolls to work? The only sprite data I've identified is byte 3: ID of the path it scrolls on.
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Pirahnaplant
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The zone ID is byte 4.
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Pirahnaplant
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You could make a door (sprite 192) appear using sprite 168:
Originally posted by Treeki 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)
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Pirahnaplant
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I definitely like that much better. We could also move some stuff off the toolbar and put it onto the menustrip. How does the minimap work though, it's much smaller than before.
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Pirahnaplant
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I just added build configurations for MDI and non-MDI. Now we can easily distribute 2 versions. I'll look into an option to disable the MDI, but I think this way is much easier.
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