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Main - General SM64DS hacking - Object Database Contributions Thread closed

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Hiccup
Posted on 11-15-13 03:53 AM (rev. 25 of 01-02-14 08:09 AM) Link | #34930
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'>
1
Red ? Block
HATENA_BLOCK
20
Needs the ? Switch to be pressed to become visible and usable.
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

none
</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
Posted on 11-15-13 12:54 PM Link | #34942
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
Posted on 11-20-13 01:46 PM (rev. 5 of 11-20-13 02:25 PM) Link | #35173
This isn't a copy of the first thread, this is for sharing discoveries.

Fiachra
Posted on 11-20-13 02:34 PM Link | #35174

Friendly NameObjectActorInternal NameRequirementsFilesParametersDescription

Coin37288COINNone-Set Parameter 1 to 75 to make them appear permanently until collected otherwise they only last a few seconds.Standard, yellow coin. Every 50 coins collected earn the player one life upon successfully finishing the stage.
Red Coin38289RED_COINNoneFor Red Coins Stars, set Parameter 1 to the Star ID followed by 1.Worth two yellow coins. When 8 red coins are collected, a star appears.

Important note: Do not place more than 8 red coins in a level. Collecting more than 8 red coins freezes the game.
Blue Coin39290BLUE_COINNoneSet Parameter 1 to 1 if they are to be used with a Blue Coin Switch.Worth 5 yellow coins. Appears when ground-pounding an associated [object=0131], or when killing certain enemies.
Red ! Switch4311HANSWITCHNoneSet Parameter 1 to FF02 and Parameter 1 of the (ID 25) SW_BLOCK_L bricks to FF00.When pressed, makes Red ? Blocks become solid and usable.
Star Switch4412STAR_SWITCHNoneThe fist two digits of Parameter 1 give the time limit (seconds / 2 possibly) and the second two give the ID of the Star.Makes a star inside a cage appear.
Power Star61178STARNoneSetting Paramater 1 to a number from 1 - 7 will set it as that star for the current level.Adds 1 star to the player's star counter when collected. Not all secret Stars end the level.
Star Marker63180STARBASENoneOptionally, this object can show a horizontal star shadow at its position, usually when the star is spawned by collecting red coins.Switch Star: Set Parameter 1 to 6 followed by the number of the Star (act) it is for.
Red Coins: Set Parameter 1 to the ID of the Star it is for.
When an object will make it appear: Set Parameter 1 to 2 followed by the Star ID.
Sliding Pole10589WL_POLELIFT7=19Parameter 1 gives the ID (zero-based index) of the path the pole is to follow.Sliding poles that appear in Dire Dire Docks.
RC_TIKUWA111126RC_TIKUWA7=29Platform that begins to fall after the player walks on it, from Rainbow Ride.
RC_BURANKO112127RC_BURANKO7=29Swinging pendulum-like platform from Rainbow Ride.
RC_SEESAW113128RC_SEESAW7=29Seesaw platform from Rainbow Ride.
RC_KAITEN114129RC_KAITEN7=29Parameter 1 should be FFFF.
Parameter 3 should be 0 for Counter-Clockwise, FEC9 for Clockwise.
Spinning platform (Y axis) from Rainbow Ride.
RC_GURUGURU115132RC_GURUGURU7=29Clockwise spinning platform with 'arms' from Rainbow Ride.
TT_FUTA118104TT_FUTA7=26Breakable rock at entrance to Wiggler's Cave in Tiny Huge Island - Tiny.
TT_WATER119105TT_WATER7=26Water above entrance to Wiggler's Cave. Lowers and disappears when entrance broken.
TD_FUTA120106TD_FUTA7=25Tiny Huge Island - Huge breakable entrance to Wiggler's Cave. Disappears when entrance broken in Tiny island.
TD_WATER121107TD_WATER7=25Tiny Huge Island - Huge water above entrance to Wiggler's Cave. Lowers and disappears when entrance broken in Tiny island.
Invisible Pole243287BARNoneThe last two digits in Parameter are the height * 100 (in hex).A pole. However, it is invisible.
Unagi the Eel261242MORAY7=9Set Parameter 1 to 2 followed by the path ID then 00 if it is to behave as in 'CAN THE EEL COME OUT TO PLAY'.
Set Parameter 1 to F followed by the path ID then 00 if it is to swim about following a path.
A giant eel in Jolly Roger Bay. It swims around, but takes 3 life points if touched.
RC_CARPET276130RC_CARPET7=29Parameter 1: First two digits should be 06, second to specify the path ID (zero-based index) the carpet is to follow.Flying Carpet from Rainbow Ride.
Last Star278283LAST_STAR4=1Setting Parameter 1 to FFFF causes it to work the same as when Bowser is defeated and trigger the ending sequence.Spawns a large star similar to the one awarded when Bowser is defeated for the final time. Touching it gives the player wings, and upon landing, the player teleports to 0.000, 0.000, 0.000 and executes the "super triple jump" animation, then flies around for a few seconds, finally triggering the ending. Some parameters might yield a key from the first two fights.

Some here are new, others are adding parameters to existing objects.

shibboleet
Posted on 11-20-13 03:23 PM Link | #35176
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
Posted on 11-20-13 03:32 PM (rev. 2 of 11-20-13 03:32 PM) Link | #35179
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
Posted on 11-23-13 12:37 PM (rev. 17 of 12-24-13 05:25 AM) Link | #35283
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
Posted on 12-14-13 07:07 AM (rev. 2 of 12-14-13 07:59 AM) Link | #36057
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
Posted on 12-15-13 09:11 AM (rev. 3 of 12-16-13 12:12 PM) Link | #36105




Nice NameOBJACTRInt. NameReqs.FilesParam.Descr.

Piranha Plant59250PAKUN3=1/data/enemy/pakkunNoneClassic enemy from SMB.

Sleeps most of the time, but if a player comes too close, wakes up and starts chomping.
Piranha Plant (Hidden)314253PAKUN23=1/data/enemy/pakkunNoneA hidden Piranha Plant that grows into visibility when approached.
Venus Fire Trap (Small)313252FIREPAKUN_S3=1/data/enemy/pakkun And the fireballs?NoneA small fire-breathing Piranha Plant that grows into visibility when approached.
Venus Fire Trap (Big)312251FIREPAKUN3=1/data/enemy/pakkun And the fireballs?NoneA large fire-breathing Piranha Plant that grows into visibility when approached.

Hiccup
Posted on 12-22-13 02:14 PM (rev. 18 of 12-24-13 10:06 AM) Link | #36516


Nice NameOBJACTRInt. NameReqs.FilesParam.Descr.

King Bob-omb56189BOMBKING2=2/data/enemy/bombking/? King of the bob-ombs, can be found on top summit of Bob-omb Battlefield.
Bowser40279KOOPACan only be used in Bowser fight levels/data/enemy/koopa/Parameter1:
0= Dark World Behaviour Patterns
1= Fire Sea Behaviour Patterns
2= Sky Behaviour Patterns (Can only be used in Sky - Fight)
-
Boo67209TERESA0=2/data/enemy/teresa/Parameter1:0= Normal
1= Stays still, doesn't turn transparent, cannot be defeated or stomped but can be eaten which triggers the usual line "You can't eat ghosts" and can be pushed around by walking into it.
2= Slightly erratic chasing movement, triggers "ghosts don't die" text, otherwise normal
3= Spawns two of the Para1:1 ghosts in the same place
4/FF04= Transparent, slightly bigger, flies away forever after being approached. Used in castle corridor.
5,FF05= Big Boo's Haunt cage, like it was just spawned.
6= Appears normal, needs investigation?
7= Spawns three Boos, one of them may be Para1:2 behaviour, needs investigation?
8= Doesn't chase or turn transparent, but moves in a circle, otherwise normal.
9,10=Appears normal, needs investigation?
A,FF0A= Contains yellow coin instead of blue coin
B= Doesn't spawn
100= Wears Luigi Cap
Chases the player. Stops and turns transparent when looked at, revealing a blue coin inside.
Big Boo / King Boo67209BOSS_TERESA0=2/data/enemy/teresa/ (&)
/data/enemy/boss_teresa/
Parameter1:
0= Normal
1= Does not appear to spawn. Needs investigation.
2= Spawns when all Para1:2 Boos are defeated.
3= King Boo (may require object LUIGI to function)
4= Stays still, doesn't turn transparent, cannot be defeated or stomped but can be pushed around by walking into it.
5= same as 4
500= Appears when approached, needs Star Marker to spawn star.
The Boo's larger brethren. Takes 3 hits to destroy. This actor also covers King Boo.




shibboleet
Posted on 12-24-13 09:21 AM Link | #36608
Posted by Fiachra
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.

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
Posted on 12-24-13 09:33 AM (rev. 4 of 12-24-13 10:51 AM) Link | #36609
Posted by Luigi
Posted by Fiachra
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.

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?

He meant the XML on his harddrive.

If you want to contribute, post here!

Nice NameOBJACTRInt. NameReqs.FilesParam.Descr.

1-up Mushroom49276ONEUPKINOKONone/ARCHIVE/ar1.narc/data/normal_obj/1up_kinoko/Parameter1:
0=
Gives you an extra life.


shibboleet
Posted on 12-24-13 10:52 AM Link | #36618
hm. I'll probably contribute sometime, but not right now. I'll pitch in sometime. ;)

____________________
a

Hiccup
(post deleted) #36789

Hiccup
Posted on 01-02-14 07:49 AM (rev. 8 of 01-05-14 05:58 AM) Link | #37114



Nice NameOBJACTRInt. NameReqs.FilesParam.Descr.

Brick Block2415BLOCK_LNone/data/normal_obj/obj_block/
* broken_block_l.bmd
* broken_block_l.kcl
None Those big, orange brick block cubes. Anyone but Yoshi can break them. Cannot contain anything other than coins a "BLK_SOMETHING_TAG" object is inside it and has the correct parameters.
Super Mushroom Create Tag267319KINOKO_CREATE_TAGNone/data/normal_obj/scale_up_kinoko/
* scale_up_kinoko.bmd
None Tells KINOKO_TAG (268) to spawn a Super Mushroom, if half inside the bottom of a post and it is pounded (not run around). Only one Mushroom spawning pole per area will work.
Block Super Mushroom Tag270322BLK_SKINOKO_TAGNone/data/normal_obj/scale_up_kinoko/
* scale_up_kinoko.bmd
None Spawns S. Shroom if it's half out of the bottom of a Brick Block, Big Brick Block and the block gets destroyed.

skawo
Posted on 01-05-14 06:14 PM Link | #37242
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
Posted on 01-14-14 12:06 PM (rev. 4 of 01-15-14 05:17 AM) Link | #37614
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
Posted on 01-30-14 02:47 PM Link | #38142
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
Posted on 02-18-14 03:26 AM (rev. 2 of 02-18-14 03:26 AM) Link | #38637
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
Posted on 02-19-14 03:57 PM Link | #38723
I'm considering reopening the old K64 archive, atleast so that all this info can be entered somewhere, before something better gets done.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd
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Main - General SM64DS hacking - Object Database Contributions Thread closed

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