Kuribo64
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04-26-24 04:22 AM
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Main - Archived forums - SMG documentations and tutorials - About the ObjectDB and Obj_args Hide post layouts | New reply


Arisotura
Posted on 07-09-12 05:17 PM (rev. 2 of 07-09-12 05:17 PM) Link | #142
As you may already have noticed, the ObjectDB now shows 'object in-game data' for each object, like the NSMB SpriteDB. I wrote code to parse all of SMG1 and SMG2's levels and save informations about each and every object, namely, where and how it is used, the Obj_args used, etc...


According to some statistics of mine, there are 105 objects that are marked as Complete, but have varying Obj_args that are undocumented. (an undocumented Obj_arg is an Obj_arg that can have values other than 0xFFFFFFFF but isn't documented)

Objects with undocumented Obj_args can't be marked Complete, so I'm tempted to set them back to Incomplete. I might also make it impossible to check the Complete checkbox if there are undocumented Obj_args or the object isn't properly named.


Aside from this, all the objects and their possible Obj_args being into the database, it'll be easier to find out Obj_args and what they do. Similarly, we'll also know which file each object must be placed in. Or files. There are 5 objects which are used in two different types of files. For example, BlackHoleCube is mostly used in ObjInfo (Obj) but it's also used in AreaObjInfo (AreaObj).


I appreciate the work that has been done on the ObjectDB so far, but it isn't a race, getting everything documented correctly no matter the time is better than getting everything done in one week imo. But of course, testing isn't really easy right now. That's why we should first work on making Whitehole usable...

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Main - Archived forums - SMG documentations and tutorials - About the ObjectDB and Obj_args Hide post layouts | New reply

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