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03-28-24 03:09 PM
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SunakazeKun
Posted on 11-22-14 01:25 PM (rev. 2 of 11-22-14 01:25 PM) Link | #51608
Already discovered...for two or more years.



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KoopaTroopaMan
Posted on 11-28-14 02:18 PM Link | #51889
Objects added to PlanetMapDataTable doesn't do anything if you add them as a MapParts object. I tested it.

NWPlayer123
Posted on 11-28-14 02:34 PM Link | #51890
Posted by Rainbow Mario
Objects added to PlanetMapDataTable doesn't do anything if you add them as a MapParts object. I tested it.

That's been known for a while back when I was looking into it in the first place. It's hardcoded or something so adding new objects with (most of) those definitions is useless.

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"I hate playing musical chats" ~ Quote of the month

KoopaTroopaMan
Posted on 11-28-14 02:57 PM Link | #51891
Wait, can you have definitions in PlanetMapDataTable? I thought it was just LowFlag, MiddleFlag etc. That you just could put numbers in.

NWPlayer123
Posted on 11-28-14 03:09 PM Link | #51893
Posted by Rainbow Mario
Wait, can you have definitions in PlanetMapDataTable? I thought it was just LowFlag, MiddleFlag etc. That you just could put numbers in.

Oh, I misread and thought you were talking about the Product file and testing all those definitions. Yeah, PlanetMapDataTable doesn't use MapParts in the first place so of course it wouldn't work.

____________________
"I hate playing musical chats" ~ Quote of the month

KoopaTroopaMan
Posted on 11-28-14 04:31 PM Link | #51899
I found a thing. If you want to make a moving planet with following gravity, you have to set the MapParts_ID in the gravity to the same as the planet's Object ID.

Glem3
Posted on 11-29-14 07:43 PM Link | #51977
That's very cool, can you make some videos + tests detailing that? That was a gameplay element that went largely unexplored in SMG1/2 and could actually make for some very interesting level design.

KoopaTroopaMan
Posted on 12-26-14 03:30 AM (rev. 2 of 12-26-14 12:11 PM) Link | #53154
Posted by Glem3
That's very cool, can you make some videos + tests detailing that? That was a gameplay element that went largely unexplored in SMG1/2 and could actually make for some very interesting level design.

Sorry I forgot to answer your question. Yes, I think so, but later.

----------------------------------

Recently I have looked into character's and such animations, joints and so, and I found some things. I don't know if this has been known before, but I found that Luigi is using Mario's animations and both has the same joints. Same with Ghost Luigi. The Luigi NPC doesn't though. Bee Mario/Luigi, Spring Mario/Luigi, Invisible Mario/Luigi, Cloud Mario/Luigi and probably Rock and Ice Mario/Luigi uses Mario's animations (I haven't looked into them). Cosmic Mario/Luigi does too (as I told in some of my posts here. Cosmic Clones also does. Skeleton Mario/Luigi does too, he has the same joints (30) as Mario and his animations, so he is using them, but not all, it's some that is meant for him. So all who is using Mario's animations from MarioAnime is:

-Mario
-Luigi
-Cosmic Mario
-Cosmic Luigi
-Cosmic Clones
-Ghost Luigi
-Skeleton Mario
-Skeleton Luigi
-Bee Mario
-Bee Luigi
-Invisible Mario
-Invisible Luigi
-Spring Mario
-Spring Luigi
-Cloud Mario
-Cloud Luigi
-Ice Mario
-Ice Luigi
-Rock Mario
-Rock Luigi

Many, isn't? It might be more.

NWPlayer123
Posted on 12-26-14 04:35 AM Link | #53160
Yeah, that's kinda obvious, they're not gonna remake animations 15 times for the game, they'll just reuse the same ones as many times as possible. Fire/Flying Mario is the ColorChange.btp file, and Ice Mario model files we have to add in manually from SMG1.

____________________
"I hate playing musical chats" ~ Quote of the month

KoopaTroopaMan
Posted on 12-26-14 12:13 PM Link | #53167
Yes, but maybe everyone didn't know that. I'm just listing them.

SunakazeKun
Posted on 01-05-15 11:57 AM (rev. 4 of 01-05-15 12:00 PM) Link | #53911
"Penguin" has a semi-unused color changing setting. While obj_arg7 is set to 0 in one of SMG1's galaxy, which just is the default color (blue), the feature is never seen ingame. Values 1 to 3 change the color to green, purple and red. The colors were used by PenguinRacer, a SMG1-only object, that used the same files.
The color changing feature also exists in SMG2, still unused though.



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SunakazeKun
Posted on 01-07-15 04:57 PM Link | #54028
StarPieceMother has an unused setting. If you integer obj_arg1, the speed of star bit spawning will be increased.



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shibboleet
Posted on 01-07-15 08:23 PM Link | #54037
ah, Nintendo laziness. <3

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a

Hiccup
Posted on 01-08-15 11:09 AM Link | #54052
How is adding extra settings to objects laziness?

KoopaTroopaMan
(post deleted) #54053

shibboleet
Posted on 01-08-15 02:13 PM Link | #54056
I was referring to the post before that, whoops.

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a

SunakazeKun
Posted on 01-08-15 03:04 PM Link | #54058

MK7tester
Posted on 01-09-15 12:30 AM (rev. 2 of 01-09-15 12:32 AM) Link | #54074
Posted by SunakazeKun
LayerK is unused in SMG2.


...which has been known for quite a while now.

Sorry.

Hiccup
Posted on 01-09-15 12:59 PM Link | #54081
Posted by Silver
Posted by SunakazeKun
LayerK is unused in SMG2.


...which has been known for quite a while now.

Sorry.

It might be known to you. But if you don't post it somewhere...

SunakazeKun
Posted on 01-10-15 11:41 AM Link | #54098
Some of you might know this already, but graphics for Bronze Comets and Bronze Grand Stars exist. I don't know if there are any graphics though.



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