Kuribo64
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08-21-17 05:40 PM
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Main - General SM64DS hacking - Warps, etc - Documentation New reply


Hiccup
Posted on 05-06-15 07:13 AM (rev. 28 of 05-20-16 10:22 AM) Link | #59497
Pastebin

Fiachra
Posted on 05-06-15 11:34 AM Link | #59502
It's known how teleports work:
Source:
Parameter 1:
Byte 1 (right-most): 0
Byte 2: Zero-based index of the teleport destination

Destination:
Just zeroes

Skawo made some notes on entrances and exits a while ago.

Hiccup
(post deleted) #59513

Hiccup
(post deleted) #59514

Hiccup
(post deleted) #70794

Hiccup
Posted on 05-19-16 02:26 PM (rev. 3 of 05-19-16 02:40 PM) Link | #70842
Compiled it all now. Will do some testing to add extra info.

shibboleet
Posted on 05-19-16 03:52 PM Link | #70845
can you not edit your post a million fucking times, it spams the IRC.

____________________
][[[[[[[[[[[[[pp[p[

Hiccup
Posted on 05-19-16 03:58 PM Link | #70846
I guess I can link to a pastebin.

Hiccup
Posted on 04-15-17 07:45 AM (rev. 2 of 04-15-17 07:45 AM) Link | #82502
A bit of a bump, but has anybody made any View object documentation or document ion on CAMERA_TAG?

mibts
Posted on 04-15-17 07:57 AM (rev. 2 of 04-15-17 08:23 AM) Link | #82505
I don't even know which level uses it.
And by the way, the format for an entrance in bits is
MMMM MMMM MVVV VAAA
, not
MMMM MMMM VVVV AAAA
.

____________________
Current hack: Excerpt from Super Mario 256


Any map on a flat torus can be colored with at most 7 colors.

Hiccup
Posted on 04-16-17 04:41 AM Link | #82534
Okay, its in bits now with that correction.

mibts
Posted on 04-16-17 10:04 AM Link | #82540
You didn't put in enough M bits in the mode description, and the V bits in the view description are misaligned. It should be:
0000: View 0
0010: View 2
0100: View 4
And in general, XXXX: View X.
Area is just the area the player enters in, so it doesn't need a question mark.

____________________
Current hack: Excerpt from Super Mario 256


Any map on a flat torus can be colored with at most 7 colors.

Hiccup
Posted on 04-16-17 10:22 AM Link | #82541
I'm pretty sure I have fixed it all now.

mibts
Posted on 06-19-17 02:06 PM (rev. 3 of 06-19-17 06:05 PM) Link | #83859
Documentation for exits:

Parameter 1: X rotation (applied before Y rotation)
Parameter 2: YXEE where
X = scale X ((X + 1) * 0.1 is the side length)
Y = scale Y ((Y + 1) * 0.1 is the side length)
E = entrance ID when the player exits the level by dying or getting a Star

Note: before rotation, the origin is at the BOTTOM CENTER.
This means that flat exits (pipes) must be placed at the edge and not the center.

Scale does not work in The Secret under the Moat or Over the Rainbows.

____________________
Current hack: Excerpt from Super Mario 256


Any map on a flat torus can be colored with at most 7 colors.

Gota7
Posted on 07-29-17 11:07 PM (rev. 3 of 07-29-17 11:11 PM) Link | #85355
I figured out entrance modes 0-15:

0 - Spawns on ground standing.
1 - Wingcap Mario for ? Switch level only, else Mario and other characters fall and take damage.
2 - Mario has Wingcap, other characters Spin in with Star wipe.
3 - Spin in with Circle wipe.
4 - Fall in, Star Wipe.
5 - Fall in, Star Wipe. (Duplicate?)
6 - Fall in, No Wipe.
7 - Fall in, No Wipe. (Duplicate?)
8 - Like jumping out of a pit/pipe, but lets you save.
9 - Like jumping out of a pit/pipe, but lets you save. (Duplicate?)
10 - Spin in, No Wipe.
11 - Acts like painting, makes sound, lets you save.
12 - Acts like painting, makes sound, lets you save. (Duplicate?)
13 - Jumps with fist in air, like coming out of a pipe.
14 - Spawns on ground standing (Castle Door Entrance).
15 - Fall in with Mario Wipe.

Seems to repeat after 15 (Based on testing modes 16 and 17).

All of these were tested for every character. I made the different entrances in the general test map.

I used numbers instead of the binary representations.




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Main - General SM64DS hacking - Warps, etc - Documentation New reply

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