Kuribo64
Views: 19,979,799 Home | Forums | Uploader | Wiki | Object databases | IRC
Rules/FAQ | Memberlist | Calendar | Stats | Online users | Last posts | Search
04-16-24 02:17 PM
Guest:

0 users reading Order of Miscellaneous Objects | 1 bot

Main - General SM64DS hacking - Order of Miscellaneous Objects Hide post layouts | New reply


mibts
Posted on 01-20-17 01:01 AM Link | #80986
The misc. objects in the level overlay must be in a specific order to prevent glitches such as 8-directional cameras starting with an angle of 164.68505859375 degrees.

The Order:
(2) Path Nodes
(3) Paths
(4) Views
(b) Minimap Tile File
(1) Level Entrances
(6) Teleport Source
(7) Teleport Dest
(8) Fog
(9) Doors
(c) Minimap Scale
(e) (Unknown)
(a) Level Exits

I thought cameras were very mysterious for the longest time before discovering this. Fortunately, reordering the 8-byte object table entries is enough, because no addresses need fixing.

In my example of the 8-directional camera starting with an angle of 164.68505859375 degrees, the Level Entrances table appeared before the Views table, causing the camera to spawn before it knows what view to use.

____________________
Current hack: Excerpt from Super Mario 256

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


Main - General SM64DS hacking - Order of Miscellaneous Objects Hide post layouts | New reply

Page rendered in 0.020 seconds. (2048KB of memory used)
MySQL - queries: 26, rows: 195/195, time: 0.013 seconds.
[powered by Acmlm] Acmlmboard 2.064 (2018-07-20)
© 2005-2008 Acmlm, Xkeeper, blackhole89 et al.