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Posted on 03-28-16, 02:51 pm

Super Koopa
Careful with that axe, Eugene!


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Please go through this list, before you post something:
http://kuribo64.net/board/thread.php?id=300

Anyways, post any interesting thing you discovered here
_________________________
[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier
Posted on 04-10-16, 08:18 am

Super Koopa
Careful with that axe, Eugene!


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ShellfishBlueChip
ShellfishKinokoOneUp
BlueChip
Steam
IcicleRockLight
UFOBlueStarCupsule

ChoConveyorPlanetD
DarkHopperPlanetA
DarkHopperPlanetB
DarkHopperPlanetC
FlagDiscPlanetB
FlagDiscPlanetC
FlagDiscPlanetD
FlagDiscPlanetE
StarDustStartPlanet

All these objects have leftover data in SMG2. The objects from second set require edits to PlanetMapDataTable.
_________________________
[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier
Posted on 04-16-16, 03:27 pm (rev. 1 by Hiccup on 04-16-16, 03:28 pm)
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Updated info on Jiraha
Japanese objnametable.tbl name: ジライラ
Description:
A landmine with a Bowser face on it. Stepping on it or hitting it with a Star Bit makes it explode and hurt Mario. The object then stays burnt out for a few seconds before regenerating.
SMG1 2P Behaviour: None
Posted on 04-16-16, 03:33 pm (rev. 1 by Aurum on 04-16-16, 03:33 pm)

Super Koopa
Careful with that axe, Eugene!


Posts: 110/854
Since: 10-08-14

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Thanks for the description. The Japanese name isn't required at all and 2P behaviours aren't that interesting.
_________________________
[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier
Posted on 04-16-16, 03:40 pm
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Can we have them anyway? Otherwise I'll make a thread for that stuff
Posted on 04-16-16, 03:56 pm

Super Koopa
Careful with that axe, Eugene!


Posts: 111/854
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You can make a thread for the behaviours ^^

_________________________
[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier
Posted on 04-16-16, 04:06 pm (rev. 2 by Hiccup on 04-16-16, 04:07 pm)
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Thanks, and:

FlameGun
Description
Star Bits and Rainbow Mario go right through it.
Posted on 04-20-16, 01:29 pm (rev. 3 by Aurum on 04-20-16, 08:01 pm)

Super Koopa
Careful with that axe, Eugene!


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Remember when we said that WarpCube was an useless object? Well...that's partly true.
While it spawns a green sphere around the point it's placed on, it doesn't warp the player anywhere. Changing the parameters didn't do anything. It looks like this object was never finished.

Also, ClockworkHandle is a somewhat interesting object. First of all, it's the giant turnkey from Toy Time Galaxy. It appears in various different colors: green, blue, red and yellow. Yellow is the basic color, but it's not used in the final game.
Set obj_arg to anything else but 1 to 3 to make the turnkey yellow.
Also, in the final game, no turnkey is destroyed, except the two ones on Mecha-Bowser's head, but their obj_arg3 is set to 0, so they don't spawn a coin. Resetting it and assigning a SW_B will destroy it and leave a coin.
obj_arg3 defines what item it will drop if it's destroyed. In the final game the player can't destroy these turnkeys, but the ones on Mecha-Bowser's head are destroyed, actually. Their obj_arg3 is set to 0, so they won't spawn any object.
-1 = coin
0 = nothing
1 = 1-up mushroom
2 = crash
3 = starbits
_________________________
[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier
Posted on 04-29-16, 08:24 pm

Super Koopa
Careful with that axe, Eugene!


Posts: 142/854
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BallOpener and KoopaShipManholeCover work in SMG2. They didn't load when I tested them because of missing ActorInfo. I had to create custom files to make them work.
_________________________
[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier
Posted on 04-30-16, 07:58 pm (rev. 4 by Aurum on 04-30-16, 09:04 pm)

Super Koopa
Careful with that axe, Eugene!


Posts: 143/854
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Today I decided to look at SMG2's code and I found some interesting things:
- there are some leftover "actors" which aren't assigned to any object: UFOBlueStarCupsule, ShellfishKinokoOneUp, Steam and IcicleRockLight
- ShellfishBlueChip, ZoneHalo, SwingRope and BlueChip do have some code

I'm going to test if all of these actors still exist and work. I can make ASM patches for the European version only. A video on UFOBlueStarCupsule will be uploaded in a few minutes.


_________________________
[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier
Posted on 05-01-16, 09:14 am
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Are actors called "actors" by the game? Or what are they called?
Posted on 05-01-16, 09:31 am (rev. 3 by Aurum on 05-01-16, 10:59 am)

Super Koopa
Careful with that axe, Eugene!


Posts: 145/854
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I don't know, actually. When I found these I was thinking of unused NSMBW actors.

Anyways, I tested the following objects:
- AssemblyBlockPartsTimerA
- ChildIceMeramera
- ChildMeramera
- FallDownBridge (somewhat useless, because it collapse into the other direction)
- FlagDiscPlanetB
- FlagDiscPlanetC
- FlagDiscPlanetD
- FlagDiscPlanetE
- FloaterOtakingFloaterA
- IcicleRockLight
- KoopaVS2PartsClipAreaDisplayA
- KoopaVS2PartsJoinedMoveStep
- KoopaVS2PartsSquareMoveStepA
- KoopaVS2PartsSquareMoveStepB
- LavaHomeFloaterB
- MorphItemNeoFoo
- MorphItemNeoIce
- ShellfishBlueChip
- ShellfishKinokoOneUp (useless, because it doesn't spawn a one-up mushroom)
- Steam
- UFOBlueStarCupsule
- ZoneHalo

Code for the following objects exists as well:
- BlueChip
- IceMountainSeesawNoSlipA
- IceMountainSeesawSlipA
- IceMountainSeesawSlipB
- IceMountainSeesawSlipC
- IceMountainSeesawSlipD
- IceVolcanoBalanceStepA
- IceVolcanoBalanceStepB
- KoopaShipSeesawStep
- SeaBottomBigDoorA
- SeaBottomBigDoorB
- SeaBottomBigDoorC
- SwingRope

Leftover strings:
- FlexibleSphere
- FlexibleSandPlanetParts
- KoopaJrNormalShipA
- ScaleDownRelayPlanet

Also, here's a video on ShellfishBlueChip (SMG1):

_________________________
[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier
Posted on 05-01-16, 03:48 pm
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Okay, but why do you say "they have no object"?
Posted on 05-01-16, 03:51 pm

Super Koopa
Careful with that axe, Eugene!


Posts: 146/854
Since: 10-08-14

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They aren't assigned to any object.
_________________________
[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier
Posted on 05-04-16, 01:15 pm

Super Koopa
Careful with that axe, Eugene!


Posts: 147/854
Since: 10-08-14

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CapsuleCageNoKeyHole

I found this string for a removed object in the capsule cage class.
_________________________
[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier
Posted on 05-06-16, 07:11 am (rev. 1 by Aurum on 05-06-16, 10:44 am)

Super Koopa
Careful with that axe, Eugene!


Posts: 148/854
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The planet function table has some leftovers from SMG1 and early versions of SMG2:
http://neomariogalaxy.bplaced.net/supermariogalaxy/documentations/dolPlanetDataTable.html

Also, GoroRockLanePartsFlatA has a duplicate entry in the object table.

EDIT: YoshiBlock is a somewhat interesting object. The model is created by the game, but it loads the model from YoshiBlockTex.bti, like FlagTamakoro. It is somewhat useless, because it has no use. First person view is buggy.

WanwanSearchBig moves faster than WanwanSearch.
_________________________
[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier
Posted on 05-07-16, 01:21 pm
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They aren't assigned to any object.
Yeah, but what does that mean?
Posted on 05-08-16, 08:53 am (rev. 1 by Aurum on 05-08-16, 02:33 pm)

Super Koopa
Careful with that axe, Eugene!


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No entry in the object table.

Also, there are a lot of unused area-related strings:
Leftovers from SMG1. Only the string for AreaMoveSphere is used.

I think the golden shell from Bigmouth Galaxy can be added very easily. It looks like all the code still exists but the creation function.
_________________________
[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier
Posted on 07-17-16, 08:42 pm

Super Koopa
Careful with that axe, Eugene!


Posts: 220/854
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More information on two unused objects from SMG2:

DashChargeArea

When the player enters this area, Mario's glows yellow and he can run faster. The effect will be removed after a short period of time if the player has left the area.

EffectArea

This object already existed in SMG1, but with a different name: EffectCylinder. Using this area, the running dust effect can be changed to yellow flowers.
_________________________
[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier
Posted on 07-17-16, 10:37 pm
Otherwise known as rob55rod. Just call me Splitty, k?


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DashChargeArea

When the player enters this area, Mario's glows yellow and he can run faster. The effect will be removed after a short period of time if the player has left the area.
Soo...kinda like at the beginning of a Cosmic Mario race...?
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