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04-23-24 08:59 PM |
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Main - General SM64DS hacking - Object Database Contributions | Hide post layouts | Thread closed |
Hiccup |
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Normal user Level: 58 Posts: 35/815 EXP: 1516340 Next: 61206 Since: 09-06-12 Last post: 1689 days ago Last view: 45 days ago |
Contribute here before the new sm64ds database is made. I have got more, I will post them gradually.
Object/Actor 184 - KI_IWA - Rock Chunk (Jolly Rodger Bay) A piece of rock used as decoration in Jolly Rodger Bay. Lit. Name = Something_Rock. 189 - PROPELLER_HEYHO - Fly Guy Flying Shy Guy that swoops down to attack the player. 230 - PROPELLER_HEYHO_FIRE - Fire Guy A fly guy that shoots fire. 182 - KI_HASIRA_DAI - Rock Triangle (Jolly Rodger Bay) [Unused?] A rock triangle only solid ontop. 188/300 - SCALEUP_KINOKO - Super Mushroom A mushroom that makes the player huge, stomping everything in their way. If the player is huge and falls into water, the player acts as if they were Metal Wario. Parameter1: 0/F0= Like spawned from block 1/F1= Not there 2/F2= Flies away when approached [Unused] 3/F3= Still, doesn't disappear 188/300 - YAJIRUSI_R - Arrow Sign (right) <object id='30'> Contents: 0 = Nothing 101 = Star 300 = 3 coins 500 = 5 coins FF00 = Single coin FF02 = 1-up Mushroom FF03 = Green Shell FF04 = Super Mushroom FF05 = Wingcap for Mario / Power Flower for rest FF06 = Power Flower FF07 = Lit Bob-omb for Mario / Power Flower for rest The rest crashes or repeats itself </object> 210 - Fragile Bridge (Big Boo's Haunt) 245 - Pushable Block A large metal block that the player can push. Can't be pushed off edge of platform, no ground detection. |
Fiachra |
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Local moderator Level: 65 Posts: 199/1065 EXP: 2238167 Next: 97461 Since: 12-15-12 From: Ireland Last post: 2158 days ago Last view: 108 days ago |
I think you should wait for an answer from Mega-Mario first, there was no need for two threads. I would also like to be editable though, I've been making notes of useful object parameters I've found. |
Hiccup |
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Normal user Level: 58 Posts: 36/815 EXP: 1516340 Next: 61206 Since: 09-06-12 Last post: 1689 days ago Last view: 45 days ago |
This isn't a copy of the first thread, this is for sharing discoveries. |
Fiachra |
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Local moderator Level: 65 Posts: 200/1065 EXP: 2238167 Next: 97461 Since: 12-15-12 From: Ireland Last post: 2158 days ago Last view: 108 days ago |
Some here are new, others are adding parameters to existing objects. |
shibboleet |
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Fire Mario DROP TABLE users; Level: 123 Posts: 2120/4661 EXP: 20886787 Next: 344479 Since: 07-07-12 Last post: 1347 days ago Last view: 360 days ago |
Doesn't SM64DSe use the objectdb.xml? Just edit it that way (But this is just the editor, not the actual parameters. Although these could be added too.) ____________________ a |
Fiachra |
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Local moderator Level: 65 Posts: 201/1065 EXP: 2238167 Next: 97461 Since: 12-15-12 From: Ireland Last post: 2158 days ago Last view: 108 days ago |
It does, yes. I've it updated with mine anyway but it's not publicly editable. The next commit will have the changes in it.
We need to decide how it'll be managed. If there's no online database, I'll probably get people to edit objectdb.xml and upload the changes then merge them all for the next revision. I was just copying my notes here until then. |
Hiccup |
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Normal user Level: 58 Posts: 39/815 EXP: 1516340 Next: 61206 Since: 09-06-12 Last post: 1689 days ago Last view: 45 days ago |
In hex
Object/Actor 66 - DOSUN - Thwomp An angry stone that smashes the ground, then returns to it's initial position. 198 - BK_BOTAOSI - Stood-up plank (WF) If kicked, it will fall flat, ignoring all collision. Requirments: 7=8 158 - PENGUIN_MOTHER - Mother Penguin Requirements: 7=11 199 - Fragile Bridge (WF) 203 - BK_TOWER - Tower (WF) 200 - BK_FUTA - Tower Breakable Square (WF) 277 - OBJ_KEY - Big Key Parameter1: 0= Bowser Key 1= Bowser Key 2= Mario Key 3= Luigi Key 4= Wario Key 5= Big Star Key Bob-omb That bomb enemy from SMB2. Can be picked up and thrown. If grabbed underwater, the player can carry it like a green Koopa Shell. Even though shell swimming has a timer, the Bob-omb will explode before the time is up. It can also be thrown underwater. Parameter1: 1= Doesn't walk (it still moves it's legs and can be kicked). 31 - ITEM_BLOCK - Yellow Item Block Parameter1: Contains: 0= Nothing 1= Star 2= 1-up (fades away quickly) 3= Green Shell (fades away quickly) 4= Super Mushroom (fades away quickly) 5= Feather for Mario / Nothing for everyone else 6= Power Flower 7= Angry Bob-omb 8= Crash 101= Power Star Otherwise it crashes or repeats 302 - SCALEUP_KINOKO - Super Mushroom A mushroom that makes the player huge, stomping everything in their way. If the player is huge and falls into water, the player acts as if they were Metal Wario. Parameter1: 0 = Like spawned from block F1 = Not there F2 = Flies away when approached F3 = Still, doesn't disappear 281 - RACE_NOKO - Koopa the Quick He will follow the path specified in Parameter2, he does detect collision and will jump across edges automatically. Parameter2: Which path he follows 297 - MC_HAZAD - Rope Barrier [UNUSED] |
Hiccup |
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Normal user Level: 58 Posts: 49/815 EXP: 1516340 Next: 61206 Since: 09-06-12 Last post: 1689 days ago Last view: 45 days ago |
ACTR=200 - OBJ=21 - KURIBO - Goomba
That well-known enemy from SMB. BankReq: 3=1 Parameter1: 0= Normal 3= Mario Cap (If player is the same as cap - cap disappears when Goomba is stomped). 4= Luigi Cap 5= Wario Cap 19= Silver Star and coin 21 - NOKONOKO - Koopa Well-known enemy from SMB. Can be kicked out of its shell, and awards a blue coin if killed while shellless. Eat the red variation for one-off fire breath. And kick the red shell to knock out enemies, like when you eat a green shell. Parameter1: 0= Green 1= Red 42 - PICTURE_GATE - Painting Jump-through paintings in the castle. Needs an exit to work properly. Parameter1: Units: width from 0 to F 16s: height from 0-F 4096s,256s: painting from 00-12 PAINTINGS: 0= Bob-omb Battlefield 1= Whomp's Fortress 2= Jolly Roger Bay (Bubbles) 3= Cool Cool Mountain (Snowmen) 4= Hazy Maze Cave (Silver Pool) 5= Lethal Lava Land (Evil Face) 6= Shifting Sand Land (Stone Wall) 7= Dire, Dire Docks (Blue Shimmer) 8= Snowman's Land (Pale Wallpaper) 9= Wet-Dry World (Skeeter Enemy) A= Tall, Tall Mountain B= Mountain Slide (Rocky Wall) C= Tiny-Huge Island (Goombas) D= Tick Tock Clock (Clock Face) E= Goomboss Battle (Mario) F= Big Boo Battle (Luigi) 10= Cheif Chilly Challenge (Wario) 11= Battle Fort [Unused] (Early Top-down View of the Battle Fort) 12= Sunshine Isles other paintings are an individual object (such as OBJ 275) or part of the level model. e.g. 0134 painting 01, height 3, width 4 0168 painting 01, height 6, width 8 ie bigger |
Hiccup |
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Normal user Level: 58 Posts: 50/815 EXP: 1516340 Next: 61206 Since: 09-06-12 Last post: 1689 days ago Last view: 45 days ago |
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Hiccup |
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Normal user Level: 58 Posts: 53/815 EXP: 1516340 Next: 61206 Since: 09-06-12 Last post: 1689 days ago Last view: 45 days ago |
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shibboleet |
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Fire Mario DROP TABLE users; Level: 123 Posts: 2286/4661 EXP: 20886787 Next: 344479 Since: 07-07-12 Last post: 1347 days ago Last view: 360 days ago |
Posted by Fiachra Publicly editable? uhh..what? It can be edited, just change the objectdb.xml But I'm wondering, what isn't public to require the changes to the xml? ____________________ a |
Hiccup |
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Normal user Level: 58 Posts: 55/815 EXP: 1516340 Next: 61206 Since: 09-06-12 Last post: 1689 days ago Last view: 45 days ago |
Posted by Luigi He meant the XML on his harddrive. If you want to contribute, post here!
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shibboleet |
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Fire Mario DROP TABLE users; Level: 123 Posts: 2291/4661 EXP: 20886787 Next: 344479 Since: 07-07-12 Last post: 1347 days ago Last view: 360 days ago |
hm. I'll probably contribute sometime, but not right now. I'll pitch in sometime. ____________________ a |
Hiccup |
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Hiccup |
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Normal user Level: 58 Posts: 60/815 EXP: 1516340 Next: 61206 Since: 09-06-12 Last post: 1689 days ago Last view: 45 days ago |
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skawo |
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Normal user Level: 32 Posts: 2/216 EXP: 194710 Next: 11732 Since: 01-04-14 Last post: 2479 days ago Last view: 1168 days ago |
Here's a bunch that I did today:
14 - Giant Rolling Rock Param 1: X - Star ID Note that if a Star Marker with Star ID specified isn't in the level, the star won't spawn. -------------------------------------------------------------------- X00 - Spawn many, rolling, without a star, while player isn't close. X01 - Spawn many, rolling, with a star, while player isn't close X02 - Spawn one, rolling, without a star, without looking at player distance X03 - Spawn one, rolling, with a star, without looking at player distance X04 - Spawn one, not rolling, with a star. Later same as X02 ============================================================================================= 55 - Butterflies Param 1: 21 - Spawn 3, 2 turn into cannonballs when touched, one turns into 1UP 75 - Spawn 5 1F - Spawn 3, one turns into 1UP 2F - Spawns ?, turns into cannonball Probably a lot more combinations for this ============================================================================================= 187 - YARIRUSI_L - Arrow Sign Left ============================================================================================= 188 - YARIRUSI_R - Arrow Sign Right ============================================================================================= 216 - KM2_SUSUMU X - Path ID? Note that if the path ID for the level doesn't exist, the platforms will still spawn and, uh behave weirdly. Param 1: 0XX - Arrow platform, follows paths, starts moving on touch 1XX - Metal Grate Platform, follows paths, starts moving on touch 2XX - Crashes ============================================================================================= 218 - KM2_RIFUT02 Rectangle platform that moves along it's longer side. ============================================================================================= 219 - KM_RIFUT01 Square platform that moves ============================================================================================= 1 - EBW_ICE_A - an icy hexagonal platform from Chief Chilly fight. ============================================================================================= 2 - EBW_ICE_B - a layer of ice platforms that Chief Chilly destroys after 2nd hit ============================================================================================= 3 - EBW_ICE_C - a layer of ice platforms that Chief Chilly destroys after 1st hit ============================================================================================= 60 - STAR_CAMERA This sprite determines where the camera should be placed while a star is spawning. Param 1: Star ID ============================================================================================= 63 - Star Marker (I don't even) Param 1: X - Star ID Just X - Used for Red Coins, appears as blue rotating horizontal star 1X (also: 3X, 5X, 7X, 9X, BX...) - If set to this, it appears invisible, and nothing seems to spawn a star. Star Switches set to this ID will appear already pressed. 2X, AX - Invisible. Star can be spawned with Red Coins, events like Koopa the Quick, numbered "secrets" or from a baddie being beaten. 4X - Appears as the Star Switch glass sphere, but won't spawn stars from Switch Stars, baddies nor silver stars? 6X - For Star Switches, appears as glass sphere. ============================================================================================= 151 - Big Mr. I Param 1: Star ID ============================================================================================= 171 - CASKET This is the coffin from Big Boo's Haunt Param 1: 0 - raise up when jumped on 1 - do not move ============================================================================================= 33-35 Hat Blocks A bit to add: they won't spawn anything unless character is already unlocked in-game, or a hat already exists in the level via sprite 254. ============================================================================================= 15 Goomba Param 1: XYZA X = ? Y = Determines when the cap should be spawned: 0 - Never, 1 - If the character already unlocked, 2 - Even if character not unlocked Z = 0 - Spawn coin when defeated, 1 - Spawn coin when defeated + Silver Star A = Cap to spawn. 0 - Mario, 1 - Luigi, 2 - Wario, F - None ============================================================================================= 269 - BLK_OKINOKO_TAG - Creates a 1UP if there's a block placed in the same place as it and it's broken ============================================================================================ 271 - BLK_GNSHELL_TAG - Creates a green shell if there's a block placed in the same place as it and it's broken ============================================================================================= 272 - BLK_SLVSTAR_TAG - Creates a silver star if there's a block placed in the same place as it and it's broken ============================================================================================= 296 - MC_DODAI - Little stairs ============================================================================================= 297 - MC_HAZAD - Little rope barrier ============================================================================================= 37 - COIN Param 1: 0 - Disappear after few seconds 1 - Permanent. ============================================================================================= 37 - RED COIN Param 1: XY X: - Star ID for which they count towards Y: 0 - Disappear after few seconds 1 - Permanent. ============================================================================================= 37 - BLUE COIN Param 1: 0 - Disappear after few seconds 1 - Activated by switch ============================================================================================= 305 - BLUE COIN SWITCH Param 1: XYZA X : When the time remaining is low, start ticking faster? 0,F - Yes Other - No Y : Time limit, but doesn't work correctly if too low Z : ? (Set this to 0) A : Spawn Coin? 0 - Yes Other - No ============================================================================================= 43 - Red ! Switch XXXZ X - ? Z - Mode: 0 - Switch permanently 1 - Unable to switch on? 2 - Switch on SW_BLOCK_L with a timer 8 - Open Sprite 43 without timer ============================================================================================= 325 - SOUND_OBJ You can play sound effects with this on level enter, but not sure how this is usable, really ============================================================================================= 324 - MUGEN_BGM Changes background music. Need proper combination of current level music and a correct param to switch properly. For instance: Jolly Roger Bay's music + Param 1: 71 = Jolly Roger Overworld music ============================================================================================= 61 - POWER STAR Param 1: XY Y - Star ID X - Mode 0: Normal 1: Jumping around (Like if you defeat an enemy with a Silver Star) 2: ? 3: ? 4: ? 5: Always yellow, but not collectable if already collected? 6: Appears as glass sphere, can spawn by silver stars 7: ? ============================================================================================= FL_LONDON: The little bridge that goes up and down from Lethal Lava Land ============================================================================================= FL_RING: The ring around the volcano in Lethal Lava Land ============================================================================================= |
skawo |
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Normal user Level: 32 Posts: 14/216 EXP: 194710 Next: 11732 Since: 01-04-14 Last post: 2479 days ago Last view: 1168 days ago |
Some more:
MOTHER PENGUIN - 158 Param 1: Star ID Special note: Its position in the level affects where she looks down at player; level needs to be high enough or low enough so it looks right. PENGUIN_BABY 157 Param 1: 0 - Real 1 - Fake FLOATING LAVA GRATE 246 Param 1: XYZ X -? Y - Start Moving 0 - From level start 1 - When touched Z - Path ID LAVA - 143 Adds a 'popping lava bubbles' effect to each plane with either LETHAL LAVA or LETHAL ICE collision applied. Also, while there; LETHAL ICE and LETHAL LAVA are switched in the CLPS editor list. Plus, some more entries: WOOD - 197 47 3 1 255 0 0 0 CREAKY WOOD FLOOR - 197 63 4 0 255 0 0 0 ICE - 199 207 0 0 255 0 0 0 WARP TO CASTLE LOBBY - 197 14 3 0 255 0 0 0 EDIT: Also, Entrance/Exit settings: ENTRANCES: Param 1: This lets you spawn as other actors and messes up the map. Param 3: Starting Rotation Param 5: Extra settings: XYZ X - Entrance mode 0: Normal 1: Wingcap 2, 3: Fall in 4: Like coming out of level painting, lets you save, sums up last level entered 5: Spin in 6: Like 4, but shorter distance travelled Y: View ID? Z: ??? EXITS: XXYZ XX - Exit size. Y - Mode (lets you set sounds and effects done when exit is activated) Z - What to do if player dies in destination level: 1 - Return to source level with 1 health at origin coords. F - Return to castle via level painting. |
skawo |
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Normal user Level: 32 Posts: 28/216 EXP: 194710 Next: 11732 Since: 01-04-14 Last post: 2479 days ago Last view: 1168 days ago |
ENEMY_SWITCH
Makes ENEMY_CREATE function when player steps in the area it defines. PARAM 1: 0 - Spawn once 20 - Spawn inifite as long as the person is standing in the area of the sprite PARAM 2: Size of area PARAM 3: Spawn delay, in frames, 0 is some default. ENEMY_CREATE Spawns Bob-ombs when player steps into an ENEMY_SWITCH. Bob-ombs do NOT have to be in the loaded level overlays. PARAM 3: ??? Makes things stop spawning? http://www.youtube.com/watch?v=iWIzMRv5YT4 |
skawo |
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Normal user Level: 32 Posts: 42/216 EXP: 194710 Next: 11732 Since: 01-04-14 Last post: 2479 days ago Last view: 1168 days ago |
EYEROK
PARAM 1: XYYY X - Star ID This thing will only activate if you stand on it or the area around it in specific coordinates in Shifting Sand Land's Pyramid, and nowhere else. Thank you for trolling, Nintendo. |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 163 Posts: 1911/9019 EXP: 56249791 Next: 237853 Since: 07-03-12 From: in a box Last post: 12 days ago Last view: 1 day ago |
Main - General SM64DS hacking - Object Database Contributions | Hide post layouts | Thread closed |
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