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03-28-24 05:53 PM
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Main - General SM64DS hacking - Type 14 is Not a Mystery! (Star Cutscenes) Hide post layouts | New reply


mibts
Posted on 08-15-17 03:26 PM (rev. 5 of 08-28-17 12:34 PM) Link | #86459
I figured out what the Type 14 object does. It controls the star camera. Let's look at the 32-bit parameter of the type 14 object in Tiny-Huge Island for example.
03033334
Each hexadecimal digit corresponds to a star and says what camera the star gets when the player collects it. They're indexed from right to left, so in this case, the cameras are
Star 0: 4 (Reminder: Star 0 is the 100 coins)
Star 1: 3
Star 2: 3
Star 3: 3
Star 4: 3
Star 5: 0
Star 6: 3
Star 7: 0
The camera types are
0: Zoom in when the player thrusts the star in the air
1: Rotate to face the view with param1=0xXX07 and zoom out
2: Freeze
3: Spin around
4: Freeze (Looks identical to 2. Maybe it's used when text shows up?)
5: Go crazy and cut multiple times (Yes, it's a valid camera def, try it out)
12: Not a valid camera def, but it doesn't freeze. From my WDW star 2 test, it cuts to a platform and spawns a rainbow.


____________________
Current hack: Excerpt from Super Mario 256

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

Gota7
Posted on 08-15-17 03:34 PM Link | #86465
Seems great this was finally figured out! I'd like to see this in the editor soon!




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Hiccup
(post deleted) #86864

Gota7
Posted on 08-21-17 06:57 PM (rev. 4 of 08-21-17 07:01 PM) Link | #86874
I tested this on bombhei map, and here were my results for values 0-15 as yoshi:

0: Zoom in.
1: Zoom out.
2: Stand Still.
3: Spin around.
4: Stand Still. Used for castle and 100 coin stars.
5: Zooms in, then spins around crazily.
6: Freeze Game.
7: Freeze Game.
8: Freeze Game.
9: Player collects star, but wipe freezes game.
10: 0, but without zooming.
11: Freezes Game.
12: Cuts to FF07 camera???
13: Same as 10. (DUPLICATE?)
14: Same as 10. (DUPLICATE?)
15: Same as 10. (DUPLICATE?)

For the values that are not so clear defined, they may behave different for star 0. I just never tested them all with star 0.




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Arisotura
Posted on 08-21-17 06:59 PM Link | #86875
wow, interesting find

____________________
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Hiccup
Posted on 08-21-17 09:01 PM Link | #86889
nice documentation, but if you put it in other places you should copy mibts' notice that 12+ aren't real values

Gota7
Posted on 08-21-17 09:26 PM Link | #86894
I guess. But you have an absolute maximum of 15, since F is the highest single digit.




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Hiccup
Posted on 08-21-17 09:29 PM Link | #86895
Yep, but I think mibts is saying that values 12 and above aren't actually programmed, so any effects they may have are just bugs.

mibts
Posted on 08-21-17 11:42 PM Link | #86914
Actually, 6 and above are invalid. I only listed 12 because it corresponded to an actual pointer, so I wanted to see what it did.

____________________
Current hack: Excerpt from Super Mario 256

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

Gota7
Posted on 08-24-17 08:10 PM (rev. 5 of 08-24-17 08:16 PM) Link | #87102
For those who don't know how to get those numbers, this is the process. I'll be using the example he used to prove it works.

The parameters for TTH-H are:
52 51 3 3

Convert those numbers to hex individually, and you get:
34 33 03 03

Reverse the order of the numbers, and you get the correct order:
03 03 33 34

4 = Star 0, 3 = Star 1, etc.

To convert the other way around, reverse the process or use my parameter generator tool.




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Hiccup
Posted on 08-25-17 06:30 PM Link | #87188
I wonder if no.5 is used internally for the Big Star in the final boss ("internally" because the map doesn't have a type 14 object). The animation used for the big star uses some large camera movements, and it might just be messed up because it is being used in the wrong circumstances.

Gota7
Posted on 08-26-17 01:59 AM (rev. 2 of 08-26-17 01:59 AM) Link | #87229
That can be true. I was also thinking 5 or 12 could be embedded in the character keys, despite not being used in-game. In my notes, I hypothesized that 12 especially has something to do with the FF07 view. And I find it very suspicious that every boss has a view placed with FF07. Coincidence? I think not. And mibts said that the code exists, so that makes it even more likely that 12 controls character keys... Except the big boo fight has a FF02 view, but yet also has a suspicious 0006 view. Who knows.




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mibts
Posted on 08-26-17 02:31 AM Link | #87230
The 0006 view follows a linear path. Path 0, in this case, because the first two "digits" spell 00.

____________________
Current hack: Excerpt from Super Mario 256

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

Hiccup
Posted on 08-26-17 10:26 AM Link | #87234
But these behaviours aren't programmed right? They are just glitches?

mibts
Posted on 08-26-17 12:05 PM Link | #87238
5 is programmed.
12 is a coincidence because a pointer to a cutscene just happens to be close enough to the list of pointers to star cutscenes.

____________________
Current hack: Excerpt from Super Mario 256

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

Hiccup
Posted on 08-26-17 02:48 PM Link | #87243
Okay, thanks for confirming.


Main - General SM64DS hacking - Type 14 is Not a Mystery! (Star Cutscenes) Hide post layouts | New reply

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