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03-28-24 05:16 PM
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Hiccup
Posted on 03-14-16 04:37 PM (rev. 3 of 03-14-16 04:37 PM) Link | #68537
I did say "please", so it was more of a request than a command.
At least, I meant it like that. :P
Of course whoever has full control over the database has final say on what its content is.

shibboleet
Posted on 03-14-16 04:45 PM Link | #68538
that logic makes no sense

____________________
a

Hiccup
Posted on 03-14-16 06:20 PM Link | #68539
You are right, it doesn't.

But anyway, I didn't mean to suggest that TheKoopaKingdom has to follow what I said.

Arisotura
Posted on 03-14-16 08:05 PM Link | #68545
same shit though, you're in no position to make that kind of requests, why should people ask you before editing the spriteDB? the authority here is me and my staff, and you aren't part of it


similarly, don't complain about someone else's edit (unless they're outright crap) and don't get into edit wars; this should be common sense but we never know

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Hiccup
Posted on 03-15-16 12:34 AM (rev. 2 of 03-15-16 12:34 AM) Link | #68588
woah

But I suppose your right. It should be staff who set/enforce rules. I should have discussed it first.

Anyway, I don't really think rules are needed.

Arisotura
Posted on 06-18-16 08:47 PM Link | #72224
Cheep Chomp
New Field: value at nybble 1



to whoever did that: this kind of shit is unacceptable. Thank you.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

explos
Posted on 07-28-16 06:22 PM (rev. 4 of 07-28-16 06:54 PM) Link | #75039
Explos

I did some testing With sprite 13(Poison water)

Nybble 7 is the amount of tiles to raise the water by.
Nybble 8 has to be set to 1 for raise height to take effect, if it is 0 water raises infinitely.
Nybble 9-10 appears to the amount of time the water remains at it's low point.
Nybble 11-12 appears to be the amount of time the water remains at its high point.

Note When a value greater than 0 is set at Nybble 11-12, Nybble 9-10 must have a value other than 0 to prevent water raising infinity.

Hiccup
Posted on 07-28-16 07:22 PM Link | #75045
Posted by StapleButter
to whoever did that: this kind of shit is unacceptable. Thank you.

I probably did that. But I've never left anything improperly named on purpose.

Posted by explos
I did some testing With sprite 13(Poison water)

Nybble 7 is the amount of tiles to raise the water by.
Nybble 8 has to be set to 1 for raise height to take effect, if it is 0 water raises infinitely.
Nybble 9-10 appears to the amount of time the water remains at it's low point.
Nybble 11-12 appears to be the amount of time the water remains at its high point.

Note When a value greater than 0 is set at Nybble 11-12, Nybble 9-10 must have a value other than 0 to prevent water raising infinity.

Added to the sprdb. How does this work with events?

explos
Posted on 07-28-16 07:27 PM (rev. 2 of 07-28-16 07:30 PM) Link | #75046
Explos

Posted by Hiccup
How does this work with events?


I haven't tested with events yet, Will update after testing.

Should point out, the duration to stay at low/high point is in milliseconds, I feel that should be added as a note.

Hiccup
Posted on 07-28-16 07:35 PM Link | #75047
Okay and done.

explos
Posted on 07-28-16 08:14 PM (rev. 15 of 07-28-16 09:21 PM) Link | #75052
Explos

From the testing I have done, It appears events don't work with sprite 13. So far I have been unable to get any event controllers or switches to cause the water to move up or move down or change the raise distance.

I will continue testing to see if I can find anything.

Update: setting nybble 8 to 0 allows a ? Switch cause the water to raise.
A ? Switch will cause the water to raise for the duration of the timer.

Raise distance(nybble 7) seems to have no effect when using a ? switch.
The distance the water raises seems to be set using nybble 11-12. (Unsure about this)
I got the water to raise to a set distance one time but have been unable to recreate this so far.

Hiccup
Posted on 07-29-16 07:17 AM Link | #75113
Hmm. I think that needs further investigation.

explos
Posted on 08-02-16 07:59 PM Link | #75596
Explos

If anyone is interested, I am going to start posting weird/unusual sprite behaviors I find to YouTube.

I did some testing with the Spiked Balls and found some strange behaviors:




Hiccup
Posted on 08-03-16 05:56 PM Link | #75615
I'm interested. Are any
of these settlngs used?

explos
Posted on 08-04-16 02:26 AM (rev. 4 of 08-04-16 01:36 PM) Link | #75643
Explos

Posted by Hiccup
I'm interested. Are any
of these settings used?

The frozen setting and the remain at one height setting both are used, they seem to only be used when the spike ball is placed on snakeblocks.

The frozen setting is used multiple times throughout 7-8 and 4-16
The setting to remain at one height is used once in 4-16

The setting to pass through walls remains unused.

Hiccup
Posted on 08-05-16 01:15 PM Link | #75697
I guess it'd be used to make "Spiked Ball"-only passages like in NSMBU.

explos
Posted on 08-06-16 06:48 PM (rev. 2 of 08-06-16 06:49 PM) Link | #75749
Explos

I want to recommend that everyone updates their spritedata.xml file within CoinKiller.

Me and Imnotstaple(And some other people too) have been testing sprite behaviors over the last week, multiple sprites now have more known about them and 31 sprites now have complete data(Only 19 sprites had complete data this time last week).

We will continue to test sprites and add information to the database, so remember to occasionally update your spritedata.xml file.

Hiccup
Posted on 08-06-16 07:42 PM Link | #75753
Could you do an "update log"? I'd be interested to see what stuff you've done.

explos
Posted on 08-06-16 07:50 PM (rev. 4 of 08-06-16 08:51 PM) Link | #75759
Explos

Here is an Update Log

Update Log

Arisotura
Posted on 08-11-16 09:59 AM Link | #75997
Posted by explos
If anyone is interested, I am going to start posting weird/unusual sprite behaviors I find to YouTube.

I did some testing with the Spiked Balls and found some strange behaviors:

-snip-

there seems to be a repeating pattern in those behaviors

0: doesn't move at all
1: ignores vertical collision
2: ignores horizontal collision
3: normal

it would be a bitfield of which collisions will be handled, but in that case the 0 one would keep going in one direction and never stop instead of not moving at all. odd

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd
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