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03-29-24 11:25 AM |
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0 users reading NSMB2 Sprite Database | 1 bot |
Main - NSMB2 hacking - NSMB2 Sprite Database | Hide post layouts | New reply |
Hiccup |
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Normal user Level: 58 Posts: 448/815 EXP: 1511799 Next: 65747 Since: 09-06-12 Last post: 1664 days ago Last view: 19 days ago |
I did say "please", so it was more of a request than a command.
At least, I meant it like that. Of course whoever has full control over the database has final say on what its content is. |
shibboleet |
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Fire Mario DROP TABLE users; Level: 123 Posts: 3990/4661 EXP: 20825128 Next: 406138 Since: 07-07-12 Last post: 1322 days ago Last view: 335 days ago |
that logic makes no sense ____________________ a |
Hiccup |
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Normal user Level: 58 Posts: 449/815 EXP: 1511799 Next: 65747 Since: 09-06-12 Last post: 1664 days ago Last view: 19 days ago |
You are right, it doesn't.
But anyway, I didn't mean to suggest that TheKoopaKingdom has to follow what I said. |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 163 Posts: 5019/9016 EXP: 56055936 Next: 431708 Since: 07-03-12 From: in a box Last post: 57 days ago Last view: 16 days ago |
same shit though, you're in no position to make that kind of requests, why should people ask you before editing the spriteDB? the authority here is me and my staff, and you aren't part of it
similarly, don't complain about someone else's edit (unless they're outright crap) and don't get into edit wars; this should be common sense but we never know ____________________ NSMBHD - Kafuka - Jul melonDS the most fruity DS emulator there is zafkflzdasd |
Hiccup |
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Normal user Level: 58 Posts: 450/815 EXP: 1511799 Next: 65747 Since: 09-06-12 Last post: 1664 days ago Last view: 19 days ago |
woah
But I suppose your right. It should be staff who set/enforce rules. I should have discussed it first. Anyway, I don't really think rules are needed. |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 163 Posts: 5731/9016 EXP: 56055936 Next: 431708 Since: 07-03-12 From: in a box Last post: 57 days ago Last view: 16 days ago |
explos |
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Paragoomba uʍop ǝpᴉsd∩ Level: 20 Posts: 3/79 EXP: 37200 Next: 5239 Since: 07-22-16 From: Somewhere Last post: 1907 days ago Last view: 894 days ago |
I did some testing With sprite 13(Poison water)
Nybble 7 is the amount of tiles to raise the water by. Nybble 8 has to be set to 1 for raise height to take effect, if it is 0 water raises infinitely. Nybble 9-10 appears to the amount of time the water remains at it's low point. Nybble 11-12 appears to be the amount of time the water remains at its high point. Note When a value greater than 0 is set at Nybble 11-12, Nybble 9-10 must have a value other than 0 to prevent water raising infinity. |
Hiccup |
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Normal user Level: 58 Posts: 580/815 EXP: 1511799 Next: 65747 Since: 09-06-12 Last post: 1664 days ago Last view: 19 days ago |
Posted by StapleButter I probably did that. But I've never left anything improperly named on purpose. Posted by explos Added to the sprdb. How does this work with events? |
explos |
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Paragoomba uʍop ǝpᴉsd∩ Level: 20 Posts: 4/79 EXP: 37200 Next: 5239 Since: 07-22-16 From: Somewhere Last post: 1907 days ago Last view: 894 days ago |
Posted by Hiccup I haven't tested with events yet, Will update after testing. Should point out, the duration to stay at low/high point is in milliseconds, I feel that should be added as a note. |
Hiccup |
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Normal user Level: 58 Posts: 581/815 EXP: 1511799 Next: 65747 Since: 09-06-12 Last post: 1664 days ago Last view: 19 days ago |
Okay and done. |
explos |
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Paragoomba uʍop ǝpᴉsd∩ Level: 20 Posts: 5/79 EXP: 37200 Next: 5239 Since: 07-22-16 From: Somewhere Last post: 1907 days ago Last view: 894 days ago |
From the testing I have done, It appears events don't work with sprite 13. So far I have been unable to get any event controllers or switches to cause the water to move up or move down or change the raise distance.
I will continue testing to see if I can find anything. Update: setting nybble 8 to 0 allows a ? Switch cause the water to raise. A ? Switch will cause the water to raise for the duration of the timer. Raise distance(nybble 7) seems to have no effect when using a ? switch. The distance the water raises seems to be set using nybble 11-12. (Unsure about this) I got the water to raise to a set distance one time but have been unable to recreate this so far. |
Hiccup |
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Normal user Level: 58 Posts: 583/815 EXP: 1511799 Next: 65747 Since: 09-06-12 Last post: 1664 days ago Last view: 19 days ago |
Hmm. I think that needs further investigation. |
explos |
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Paragoomba uʍop ǝpᴉsd∩ Level: 20 Posts: 10/79 EXP: 37200 Next: 5239 Since: 07-22-16 From: Somewhere Last post: 1907 days ago Last view: 894 days ago |
If anyone is interested, I am going to start posting weird/unusual sprite behaviors I find to YouTube.
I did some testing with the Spiked Balls and found some strange behaviors: |
Hiccup |
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Normal user Level: 58 Posts: 584/815 EXP: 1511799 Next: 65747 Since: 09-06-12 Last post: 1664 days ago Last view: 19 days ago |
I'm interested. Are any
of these settlngs used? |
explos |
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Paragoomba uʍop ǝpᴉsd∩ Level: 20 Posts: 13/79 EXP: 37200 Next: 5239 Since: 07-22-16 From: Somewhere Last post: 1907 days ago Last view: 894 days ago |
Posted by Hiccup The frozen setting and the remain at one height setting both are used, they seem to only be used when the spike ball is placed on snakeblocks. The frozen setting is used multiple times throughout 7-8 and 4-16 The setting to remain at one height is used once in 4-16 The setting to pass through walls remains unused. |
Hiccup |
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Normal user Level: 58 Posts: 585/815 EXP: 1511799 Next: 65747 Since: 09-06-12 Last post: 1664 days ago Last view: 19 days ago |
I guess it'd be used to make "Spiked Ball"-only passages like in NSMBU.
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explos |
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Paragoomba uʍop ǝpᴉsd∩ Level: 20 Posts: 16/79 EXP: 37200 Next: 5239 Since: 07-22-16 From: Somewhere Last post: 1907 days ago Last view: 894 days ago |
I want to recommend that everyone updates their spritedata.xml file within CoinKiller.
Me and Imnotstaple(And some other people too) have been testing sprite behaviors over the last week, multiple sprites now have more known about them and 31 sprites now have complete data(Only 19 sprites had complete data this time last week). We will continue to test sprites and add information to the database, so remember to occasionally update your spritedata.xml file. |
Hiccup |
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Normal user Level: 58 Posts: 587/815 EXP: 1511799 Next: 65747 Since: 09-06-12 Last post: 1664 days ago Last view: 19 days ago |
Could you do an "update log"? I'd be interested to see what stuff you've done. |
explos |
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Paragoomba uʍop ǝpᴉsd∩ Level: 20 Posts: 17/79 EXP: 37200 Next: 5239 Since: 07-22-16 From: Somewhere Last post: 1907 days ago Last view: 894 days ago |
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Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 163 Posts: 6232/9016 EXP: 56055936 Next: 431708 Since: 07-03-12 From: in a box Last post: 57 days ago Last view: 16 days ago |
Posted by explos there seems to be a repeating pattern in those behaviors 0: doesn't move at all 1: ignores vertical collision 2: ignores horizontal collision 3: normal it would be a bitfield of which collisions will be handled, but in that case the 0 one would keep going in one direction and never stop instead of not moving at all. odd ____________________ NSMBHD - Kafuka - Jul melonDS the most fruity DS emulator there is zafkflzdasd |
Main - NSMB2 hacking - NSMB2 Sprite Database | Hide post layouts | New reply |
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