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03-28-24 06:07 PM
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TwoTails
Posted on 08-10-13 12:01 PM (rev. 2 of 08-10-13 12:01 PM) Link | #29911
Posted by WeeGee
It is strange indeed.

The layout of this is just like the launch star in Golden Leaf Galaxy.

Witch one?

shibboleet
Posted on 08-10-13 12:03 PM Link | #29912
Posted by TwoTails
Posted by WeeGee
It is strange indeed.

The layout of this is just like the launch star in Golden Leaf Galaxy.

Witch one?

(Please don't submit small posts like that. Just a suggestion.)

The first launch star in Golden Leaf is right at the start of the level, just like this unused one.

____________________
a

PaperplateismGuy
Posted on 09-04-13 06:32 AM Link | #31838
On Home Planet from SMG1 the grass texture is actually (somehow) combined with an egg rock texture to give it the starry grass look on the actual planet. And the Egg rock texture is also found in Cosmic Cove Galaxy. The egg rock texture has stars on it too


____________________
Remember, every user has to start out somewhere,- Every time I look back at my old posts, I cringe.



mibts
Posted on 09-06-13 11:18 AM (rev. 8 of 09-06-13 11:55 AM) Link | #31977
1. Koopas can spacewalk if you place them off ground. :o
2. You can make your own moving platform by typing RailMoveObj instead of SimpleMapObj in ProductMapObjDataTable for your model and giving it a path in your level (Put it in MapParts, though.)
3. Chomps and Porcupuffers need SW_APPEAR, or else, freeze.
4. The wall code for Bee Mario climbing is 7. :)
5. Electric fences disappear with SW_A, not SW_DEAD or SW_B.
6. Cosmic Clones have their own camera.
7. SW_APPEAR does not work on all objects. :(
8. wpointx, y, and z determine the point of certain cameras, such as CAM_TYPE_POINT_FIX.
9. The scale of an area or camera area us 800 SketchUp units per unit.
10. Editing textures to make them translucent after making the .obj file before making the .bdl file doesn't work for translucency. :(

____________________
Current hack: Excerpt from Super Mario 256

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

NWPlayer123
Posted on 09-06-13 01:11 PM Link | #31979
Posted by mibts
2. You can make your own moving platform by typing RailMoveObj instead of SimpleMapObj in ProductMapObjDataTable for your model and giving it a path in your level (Put it in MapParts, though.)

Known, but it's nice that it was finally tested.

Posted by mibts
4. The wall code for Bee Mario climbing is 7. :)

I KNEW there was a wall code for Bee Mario! It couldn't have been anything else. Nice find though!

Posted by mibts
6. Cosmic Clones have their own camera.

Interesting o,o I would assume it's a remnant of the Cosmic Mario races.

Posted by mibts
9. The scale of an area or camera area us 800 SketchUp units per unit.

I know what you're talking about, but it has nothing to do with the program.

Posted by mibts
10. Editing textures to make them translucent after making the .obj file before making the .bdl file doesn't work for translucency. :(

Known, you have to make the BDL, and use PyTex1 to patch the image in the BDL to be transparent

You've been doing a lot of work though o,o

____________________
"I hate playing musical chats" ~ Quote of the month

mibts
Posted on 09-06-13 07:39 PM Link | #31986
Posted by NWPlayer123
Posted by mibts
2. You can make your own moving platform by typing RailMoveObj instead of SimpleMapObj in ProductMapObjDataTable for your model and giving it a path in your level (Put it in MapParts, though.)

Known, but it's nice that it was finally tested.

Posted by mibts
4. The wall code for Bee Mario climbing is 7. :)

I KNEW there was a wall code for Bee Mario! It couldn't have been anything else. Nice find though!

Posted by mibts
6. Cosmic Clones have their own camera.

Interesting o,o I would assume it's a remnant of the Cosmic Mario races.

Posted by mibts
9. The scale of an area or camera area us 800 SketchUp units per unit.

I know what you're talking about, but it has nothing to do with the program.

Posted by mibts
10. Editing textures to make them translucent after making the .obj file before making the .bdl file doesn't work for translucency. :(

Known, you have to make the BDL, and use PyTex1 to patch the image in the BDL to be transparent

You've been doing a lot of work though o,o

How do you patch the image with pytex1.py? Custom .bdl's made with obj2bdl script don't work with pytex1 for me.
Also... 2 more discoveries.
11. Boomerang Bros throw curved-path boomerangs on sphere gravity.
12. Jumping off a climbable wall with Bee Mario and ground-pounding would send you straight back to the wall!

____________________
Current hack: Excerpt from Super Mario 256

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

PaperplateismGuy
Posted on 09-07-13 04:57 AM (rev. 2 of 09-08-13 01:55 AM by gridatttack) Link | #32016
Ice Mario can skate with a shell in his hand and so can Flying Mario.

[image]


____________________
Remember, every user has to start out somewhere,- Every time I look back at my old posts, I cringe.



Dodecagon
(post deleted) #32019

mibts
Posted on 09-08-13 01:54 AM Link | #32079
The evfrm variable in cameras is the amount of time a motion camera takes (In hexadecimal, 60 (decimal) units per second.)

____________________
Current hack: Excerpt from Super Mario 256

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

PaperplateismGuy
Posted on 09-08-13 04:03 AM Link | #32085
Yoshi can skate on ice too! But since he doesn't have any known animations for skating, It just looks like he's in mid-run, frozen

____________________
Remember, every user has to start out somewhere,- Every time I look back at my old posts, I cringe.



NWPlayer123
Posted on 09-08-13 04:28 AM Link | #32087
AudioRes is short for Audio Resident.

____________________
"I hate playing musical chats" ~ Quote of the month

PaperplateismGuy
Posted on 09-08-13 06:46 AM Link | #32092
MrRean, the SeaVolcanoZone thing is actually used in the final game. If you open up whitehole, (click TearDropGalaxy) In drip drop galaxy, you should see SeaVolcanoZone right underneath TearDropGalaxy(Zone). Also for the Launch Star at the beginning of honey hive. it does appear. You have to reach a certain part of the galaxy in order for it to appear (I think the end at the top of the big tree) then jump down off the big tree onto the beginning of the level. There should be a launch star there and it should propel you back to the Power star on the top of the big tree.

____________________
Remember, every user has to start out somewhere,- Every time I look back at my old posts, I cringe.



SuperMario64DS
Posted on 09-13-13 05:06 PM (rev. 2 of 09-13-13 05:06 PM) Link | #32430
Something interesting regarding level files:

The first two sub-folders in every Map files would be 'camera' and 'jmp'. Most people would probably assume the 'jmp' stands for 'Jump' (Which wouldn't make much sense anyhow). It probabley stands for 'JMap.

http://wiki.tockdom.com/wiki/Filesystem/Race/Course/koopa_course.szs/course.0 :

...The file appears to have been created 2007/08/30 11:50 by Yabuki Kosuke using a piece of software called JMap. It seems as though this was prior to the development of much of Mario Kart Wii as it seems to describe features from Mario Kart DS, suggesting that the JMap software was written for Mario Kart DS.


A quick summary on JMap:

JMap was first mentioned in Mario Kart Double Dash, the line 'JMap' can be seen within the file system in several places, including an un-finished text version of a course. JMap is then seen later Mario Kart Wii, an uncompiled version of Bowser's Castle, titled 'course.0', is found within the finished Bowser's Castle, stating the the file was created on 2007/08/30 11:50 by Yabuki Kosuke with JMap. It also suggests that JMap was used to create Mario Kart DS, as Course.0 oddly contains a list of every track found in Mario Kart DS, including Beta tracks.

It should be noted that the three Mario Kart Titles, Double Dash, DS and Wii's level layout files are all contained within one file (BOL, NKM and KMP), not spread out among various files (BCSV). This may be the result of the existence of the jmp folder, as the level layout is divided among various files.

The camera folder contains something interesting of it's own, the word 'SketchUp' is found atleast once within almost every .bcam file. This may suggest that Google SketchUp had some involvement in setting up the camera system.

NWPlayer123
Posted on 09-13-13 05:10 PM (rev. 2 of 09-13-13 05:10 PM) Link | #32431
Except that it would have nothing to do with the program Sketchup. Why would they use it when its camera system is shit, not to mention Nintendo is independent. If anything, they're using their own program they created from scratch.
Don't just assume stuff

____________________
"I hate playing musical chats" ~ Quote of the month

SuperMario64DS
Posted on 09-13-13 05:14 PM (rev. 2 of 09-13-13 05:17 PM) Link | #32432
Posted by NWPlayer123
Except that it would have nothing to do with the program Sketchup. Why would they use it when its camera system is shit, not to mention Nintendo is independent. If anything, they're using their own program they created from scratch.
Don't just assume stuff


To repeat myself:

Posted by SuperMario64DS
THIS MAY suggest that Google SketchUp had some involvement in setting up the camera system.


Google SketchUp natively features no 'Camera system', other than it's viewer. The fact that setting up a camera system would require a 3D editor, and 'SketchUp' is a rater odd term.

If Nintendo was 'independent', than they wouldn't have used ever Maya, as evidenced in the DS SDK.

mibts
Posted on 09-13-13 07:37 PM Link | #32438
On the topic of SketchUp, there is a camera in SMG2 that starts with g: and has "SketchUp Model" in its name. What is that for?

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 09-16-13 11:20 AM (rev. 5 of 09-16-13 11:39 AM) Link | #32571
15. If Mario gets hit by the bottom of an object with floor code of 4 while he us on the floor, he will perform an awesome red-tinted moving breakdance! :D
16. CAM_TYPE_2D_SLIDE is not acting nice; it is very restricted and it can only be turned 90 degrees with axis and up.
17. Question blocks are exactly 150 units in length and placing them exactly 75 meters away from it (therefore making it touch the wall without crossing it), Z-fighting between a shadow and the absence if one will occur in the section if the wall directly under the block.
18.
Quote:
It's actually really easy to make new stars. Here's a tutorial by NWPlayer123. (I guess this counts as a discovery )

I have successfully added a 243rd star, and it's all thanks to MN1's BCSV editor and blank's msbconv
Here's a download
https://dl.dropbox.com/u/56043942/FlipIntoANewUniverse.zip
The way you do it is
1) Edit the ScenarioName.msbt in SystemMessage to add a new star. Here is what I added in.


talk 1
0
8
0
0
255
255


Flip into a new Universe!



2) Extract the Scenario file of a galaxy and edit the ScenarioData.bcsv to add a new "Normal" star
3) Edit the map to link the new star. For example, I changed the 2 green stars to scenarios 4 and 5 so i edited the obj_arg that links to the scenario number. Then I duplicated the normal star and linked it to scenario 3.
Compile and pack it all up and test!

Read more: http://www.supermariogalaxy2-5.com/index.cgi?board=levelcreation&action=display&thread=1423#ixzz2GYqQYzuD
Sorry to complain, but that is how to make a hidden star without its own layer.

____________________
Current hack: Excerpt from Super Mario 256

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

NWPlayer123
Posted on 09-16-13 12:43 PM Link | #32572
Do you think it's THAT difficult to make a new layer? I've done it several times, and that is really old anyways xD

____________________
"I hate playing musical chats" ~ Quote of the month

mibts
Posted on 09-16-13 07:54 PM Link | #32584
You're getting closer to what I'm talking about. :)

A new layer with its own star.
I think it's hard because I don't know exactly which values link to which layers. 1=A, 32768=P?

Please tell me how or post an example (Flip Into a New Universe doesn't count; it's missing a unique layer.). :)

____________________
Current hack: Excerpt from Super Mario 256

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

shibboleet
Posted on 09-16-13 07:55 PM Link | #32585
Go check previous galaxies. You'll be able to see what star is for each value. (Seriously, we need a list here.)

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

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