Kuribo64
Views: 19,981,939 Home | Forums | Uploader | Wiki | Object databases | IRC
Rules/FAQ | Memberlist | Calendar | Stats | Online users | Last posts | Search
04-16-24 11:24 PM
Guest:

0 users reading Discoveries | 1 bot

Main - Archived forums - General SMG hacking - Discoveries Hide post layouts | New reply

Pages: 1 2 3 4 5 ... 23 24 25 26 27 28
shibboleet
Posted on 02-24-15 09:15 PM Link | #56855
Posted by SunakazeKun



<head>

DemoMario.xnim
インデックスとリソースファイルのパス名との対応情報

</head>
<body>

demomario/demomario.bmd
demomario/wait.bck
demomario/walk.bck

</body>


Present in the unused DemoMario archive.

I smell editor parameters.

Posted by SunakazeKun
SMG2 has an unused object type: "ChangeObj".

It's not really an object type, just a category for storing certain objects with different entries.

____________________
a

SunakazeKun
Posted on 02-27-15 09:00 PM (rev. 2 of 02-27-15 09:49 PM) Link | #56995
SMG2 has interesting unused areas:

  • CometFireDanceArea: The player starts to run in a straight line if he enters this area. Returns normal if the player exists the area.

  • CometHopperArea: The player transforms to Spring Mario/Luigi if he enters this area. Returns normal if the player exists the area.

  • CometNoSpinArea: The player can't do a spin attack anymore if he enters this area. Returns normal if the player exists the area.

  • CometRainbowArea: The player transforms to Invincible Mario/Luigi if he enters this area. Returns normal if the player exists the area.

  • FallsArea: Unused version of FallsCube.

  • GlaringLightArea: An area that kills Boos and the Boo Mushroom effect.

  • HeavySteeringArea: Controlling the player gets harder.

  • RasterScrollArea: I like to call this "Laggy Area" as well, because it causes the game to lag and it changes the object rendering.

  • SmokeEffectColorArea: This area changes the color of the cloud effect that appears when you land.
  • obj_arg0 = Red
    obj_arg1 = Green
    obj_arg2 = Blue




Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding


Stygmax
Posted on 02-27-15 10:58 PM Link | #56999
Wow, it seems like a lot of those are unused comet effects. Has anyone tried to add entirely new comets to the game yet?
Status: It was really, really fun, guys - thanks for the ride!

SunakazeKun
Posted on 02-27-15 10:59 PM Link | #57000

Stygmax
Posted on 02-27-15 11:02 PM Link | #57001
I'm pretty sure the no-spin area was known about before and proposed as a possible custom comet effect, even if that wasn't what it was originally.

Regardless of what they were, it's an interesting way that they could be used in level creation.
Status: It was really, really fun, guys - thanks for the ride!

SunakazeKun
Posted on 02-27-15 11:03 PM (rev. 2 of 02-28-15 09:26 AM) Link | #57002
Yep, we can do a lot of nice stuff with them :)

EDIT: Another unused area - PostOutlineArea:
[image]



Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding


Splitwirez
Posted on 02-28-15 10:15 AM Link | #57011
Posted by Stygmax
I'm pretty sure the no-spin area was known about before and proposed as a possible custom comet effect, even if that wasn't what it was originally.

Regardless of what they were, it's an interesting way that they could be used in level creation.


I thought it was a SpinSwitchArea that triggers the SW_APPEAR of a DeathArea...

...meh, you're probably right...

Stygmax
Posted on 02-28-15 02:27 PM Link | #57017
No, you're actually right, that's what I was thinking of. But still, that could be used for the same purpose in an even easier way.
Status: It was really, really fun, guys - thanks for the ride!

Splitwirez
Posted on 02-28-15 02:30 PM Link | #57018
Posted by Stygmax
No, you're actually right, that's what I was thinking of. But still, that could be used for the same purpose in an even easier way.

True...

...actually, they'd be 2 slightly different comets, one kills you if you spin, the other flat out makes you unable to spin in the first place. See the difference? It probably matters.

Stygmax
Posted on 02-28-15 03:30 PM Link | #57020
The one that just prevents you from spinning would make a little more sense IMO.

Back on topic, I'll make a separate thread someday about new comets when and if it becomes possible.
Status: It was really, really fun, guys - thanks for the ride!

SunakazeKun
Posted on 03-07-15 03:59 PM Link | #57304
There is an unused AppearPowerStarObj value in SMG2 - 花さか監視[パワースター]. It translates to CountFlowerPowerStar. There once was an object with this name, but it doesn't work anymore, because it needs some ASM(?).



Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding


Splitwirez
Posted on 03-07-15 07:56 PM Link | #57317
Posted by SunakazeKun
There is an unused AppearPowerStarObj value in SMG2 - 花さか監視[パワースター]. It translates to CountFlowerPowerStar. There once was an object with this name, but it doesn't work anymore, because it needs some ASM(?).

Eh...does it need any files, perhaps? Do you know what it does (or did when it worked, anyways)?

Sounds like the hidden Star in Supermassive, but that's presumably a different AppearPowerStarObj, seeing as that it actually works...

SunakazeKun
Posted on 03-07-15 07:59 PM Link | #57318
The whole stuff was going to be used for Supermassive, yes.
The star in Supermassive is always there. When you collect the flowers a vine appears, not the star.



Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding


Splitwirez
Posted on 03-07-15 09:25 PM Link | #57322
Posted by SunakazeKun
The whole stuff was going to be used for Supermassive, yes.
The star in Supermassive is always there. When you collect the flowers a vine appears, not the star.

Oh right, I forgot about that xD

SunakazeKun
Posted on 03-08-15 12:05 AM Link | #57327
Found an interesting string in SMG1's dol: SuperSpinDriverRed.



Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding


Splitwirez
Posted on 03-08-15 12:11 AM Link | #57328
Posted by SunakazeKun
Found an interesting string in SMG1's dol: SuperSpinDriverRed.

*head explodes*

STAHP PREDICTING THE FUTURE OF THE PAST!!!! YOU'RE GOING TO ENSURE THAT THE WORLD EXPLODES 5 YEARS AGO!!!!


jk, of course, but still. How did you foresee this discovery?

Also, how did you find that?

SunakazeKun
Posted on 03-08-15 08:22 AM Link | #57333
SMG1 has an unused mini galaxy for Bowser's Galaxy Reactor. The name is MiniKoopaBattleVs3Galaxy.
obj_arg0: 0 normal galaxy, 1 bonus/locked galaxy, 2 boss galaxy



Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding


KoopaTroopaMan
Posted on 03-08-15 08:49 AM Link | #57336
The Launch Star has a red version in its BTP file. It could be that.

SunakazeKun
Posted on 03-08-15 09:28 AM (rev. 3 of 03-08-15 12:25 PM) Link | #57337
There is no red version in the BTP file. There is yellow, green and pink.
BMDView2's fast color changing is the reason why it appears in red.
--------
SMG2's LightData has almost every light from SMG1. I'll dump a list with all strings later.
--------
SMG1 has an unused AppearPowerStarObj: ひび割れ宝箱(パワースター). This translates to TreasureBoxCrackedPowerStar. This object works properly.



Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding


SunakazeKun
Posted on 03-12-15 08:28 AM Link | #57451
SMG1 has two unused effects: DrainPipeBubbleA and DrainPipeBubbleB. I wonder why Nintendo didn't use them. They look awesome.



Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding

Pages: 1 2 3 4 5 ... 23 24 25 26 27 28

Main - Archived forums - General SMG hacking - Discoveries Hide post layouts | New reply

Page rendered in 0.042 seconds. (2048KB of memory used)
MySQL - queries: 27, rows: 236/236, time: 0.010 seconds.
[powered by Acmlm] Acmlmboard 2.064 (2018-07-20)
© 2005-2008 Acmlm, Xkeeper, blackhole89 et al.