Hello everyone, I present to you the new English "spritedata.xml", translated from joietyfull64's much improved version.
It includes:
● All original Sprites
● New functions, Nybbles, additional info. Found through research. Various contributors: Reggie/Newer Team, joietyfull64, JasonP27, many others)
● New notes and comments
● Yoshi-specific comments
● Newer-specific comments
● Added "Crash Warnings" in red for Sprites that can cause the game to crash
● Most <value> objects with an attribute "Value + X" converted to <list> objects
● Includes all Newer Sprites: %Sprite Name% [n].
● Newer Code Edits: Nybbles that were added to existing Sprites by the Newer team. %Sprite Name% [nc].
● Syntax corrections
● Formatting
Please report errors and post suggestions. Thank you!!
Template:
-------------
Sprite ID:
[code]Original Sprite
Corrected Sprite
------------- Newer Sprites:
ID 10: Koopa Throw
ID 11: Roll Your Own Model Sprite
ID 12: Star Collectable
ID 13: Rideable Clown Car With Cannon
ID 14: Koopa Flame
ID 15: Sing Along
ID 16: Bowser Bomb Dropper
ID 17: Song Block
ID 18: Bone Platform
ID 19: Samurshai Boss
ID 22: Pumpkin Goomba
ID 49: Fake Star Coin
ID 79: Event Looper
ID 88: Actor Spawner
ID 89: Timed Actor Spawner
ID 107: Message Box Manager
ID 152: Message Box
ID 167: Shy Guy Giants
ID 168: Thundercloud
ID 169: Magic Platform
ID 183: Meteor
ID 210: Topman
ID 213: Captain Bowser
ID 239: Event Block
ID 244: Line God
ID 245: Newer Cutscene: Ending
ID 246: Special Event
ID 250: Electric Lines
ID 251: Super Topman
ID 273: Palace Activator
ID 279: Balboa Wrench
ID 282: Mr. Sun
ID 283: Fuzzy Bear
ID 290: Ramboo
ID 302: Throwing Wrench
ID 319: Flipblock (Turn Block)
ID 320: Falling Chestnut
ID 322: Mega Thwomp
ID 324: Podouble
ID 332: Effect / Sound Spawner
ID 350: Fire Laser
ID 351: Shy Guy
ID 410: Giga Goomba
Sprites with Newer Code:
ID 20: Goomba
ID 21: Paragoomba
ID 24: Buzzy Beetle
ID 25: Spiny
ID 40: Event Controller: ?-Switch (Orange)
ID 42: Event Controller: !-Switch (Red)
ID 43: Event Controller: Brick Block ?-Switch (Orange)
ID 45: Event Controller: Brick Block !-Switch (Red)
ID 46: Podoboo
ID 47: Thwomp
ID 48: Big Thwomp
ID 57: Koopa Troopa
ID 58: Koopa Paratroopa
ID 60: Spike Top
ID 63: Spike Ball
ID 78: Cloud Trampoline
ID 95: Hammer Brothers
ID 99: Pipe Enemy Generator
ID 101: Bob-omb
ID 105: Pokey
ID 145: Floating Barrel
ID 153: Event Controller: ?-Switch (Orange) - Unused
ID 175: Flying Question Block
ID 188: Midway Point Flag
ID 191: Tile God
ID 195: Huckit Crab
ID 198: Giant Goomba
ID 204: Rolling Spike Ball/Barrel Generator
ID 207: Question Block
ID 208: Question Block - Unused
ID 209: Brick Block
ID 212: Rolling Hill
ID 219: Stretching Line Block
ID 221: Invisible Block
ID 223: Checkered Spring Block
ID 224: Jumbo Ray
ID 228: Stretching Mushroom Platform
ID 230: Bramball
ID 231: Wiggling Mushroom Platform
ID 235: Jumbo Ray Spawn Area
ID 255: Rotation Controlled Question Block
ID 256: Rotation Controlled Brick Block
ID 269: Para-bomb
ID 270: Para-bomb Spawn Area
ID 280: Giant Ice Block
ID 286: Airship Wooden Gear
ID 288: Rolling Barrel
ID 291: Parabeetle
ID 292: Heavy Parabeetle
ID 296: Giant Buzzy Beetle
ID 297: Line Controlled Dragon Coaster
ID 299: Cannon - Multi-Use
ID 303: Monty Mole
ID 308: Platform Hammer Brother
ID 341: Giant Turtle Shell Cave
ID 362: Rotation Controlled Colored Box
ID 374: Effect: Falling Objects and Wind
ID 387: Bush
ID 391: Lighting - Glow Block
ID 402: Line Controlled Question Block
ID 403: Line Controlled Brick Block
ID 414: Spike / Gabon
ID 433: Floating Question Block
ID 441: Mushroom Platform
ID 446: Light Cloud Area
ID 478: Event Controller - Bowser Switch (Small !)
ID 479: Event Controller - Bowser Switch (Large !)
spritedata.xml (Newer)
Current Version: 1.250
Version Date: 2014-06-12
Size: 2.49MB Download: Mediafire | Google Drive
spritedata.xml (Original / Made by Grop)
Current Version: 1.250
Version Date: 2014-06-12 Download: Google Drive
spritedata.xml (Newer & PICS / deprecated)
Current Version: 1.077
Version Date: 2013-11-10
Size: 2.6MB Download
spritecategories.xml (Original and Newer)
Current Version: 1.015
Version Date: 2014-02-05
Size: 47.6KB Download
levelnames.txt (Original Levels / Enhanced Version)
Current Version: 1.001 Download
levelnames.txt (Newer Levels / Accumulated by joietyfull64)
Current Version: 1.001 Download
levelnames.txt (Combined Levels / deprecated)
Current Version: 1.001 Download
Tileset List (Newer Levels / Made by MalStar1000)
Current Version: 1.000 Download
Can be used with every Reggie! version or modification.
Backup your old file first, then copy/move and rename the newly downloaded one.
Last edited by Ganjagrinda on Sat Feb 29, 2043 11:58 am, edited 31415926 times in total.
To use Newer's sprites? From what I understand no, you can use a regular level.
Posted by Tempṳs
There’s no need to edit Newer’s files. Just remove them, and use a regular 01-01.arc, it’ll work fine. The LH is totally optional. Go make some original levels, damn your eyes.
Well, I still use the pre-release Version of your spritedata.xml and I see that you did a great job . I'll talk with you about one or two changings I've done already resp. I'll do but before I have to finish the Newer versions for each German Version. I did a lot of testing today and so I didn't come far with the translation but therefore I got some new info.
BTW, I've added a small sound effect list and a special effect list for sprite 332. I collect some Information from Newer's levels and when Cody gives me the decompressed levels I can look through all levels. _________________________
If you live for money, you never will be really happy.
If you live for success, you never will find an end.
If you live for your hobby, your life will be colorless.
If you live for your own/amusement, you won't find a sense in your life or you'll get problems.
Though, if you live for others, life will be precious and can also be positive.
Yeah, I've downloaded them already but the ISO patch doesn't work. I've used the european version with ID 0x01. It spits out an .iso image with the same ID as before: SMNP01 although the README.txt said, it would spit out an .iso Image with the game ID SMNP02. This .iso doesn't work with Dolphin.
BTW: I finished the translation with all new comments this morning at half past 2^^. Though, there are some few things still unclear. _________________________
If you live for money, you never will be really happy.
If you live for success, you never will find an end.
If you live for your hobby, your life will be colorless.
If you live for your own/amusement, you won't find a sense in your life or you'll get problems.
Though, if you live for others, life will be precious and can also be positive.
The decompressed files and the ISO patcher are unrelated, I just uploaded them to the same folder...
Well, I used the riivolution version to play the game at home, but I also tested and used the image version to play at my friends house. For me the patcher does create the ISO with the ID "SMNP02":
I haven't tested it yet, but the release from Tempus (Newer Super Mario Bros. Wii [bca Fix]) is known to be working on Dolphin.
Posted by Unknown
Well, works perfect on Dolphin-x64-3.5-1400 for me
Maybe someone can shed some light on how to get it to work w/ Dolphin correctly.
Posted by joietyfull64
BTW: I finished the translation with all new comments this morning at half past 2^^. Though, there are some few things still unclear.
Oh, very nice. More work to do, yeah!!
I think it's clear what most "enemy" sprites do, but everything event- or sound-related needs lots of testing. I think I can speak for both of us by saying that we'd be happy about every additional info concerning Newer sprites.
Ich hab's jetzt nochmal probiert, was ich auch tue, es funktioniert mit dem ISO Patcher einfach nicht. Die Spiel-ID ist immer noch SMNP01.
Mögliche Fehleransätze:
- habe den Ordner mit dekomprimierten Dateien verwendet
- falsche Nummer eingegeben
Wie hast du das denn eigentlich gemacht?
PS: ich habe jetzt sogar versucht, die Batch so zu bearbeiten, damit es SMNP02 ausspuckt, aber es hat es nicht gemacht _________________________
If you live for money, you never will be really happy.
If you live for success, you never will find an end.
If you live for your hobby, your life will be colorless.
If you live for your own/amusement, you won't find a sense in your life or you'll get problems.
Though, if you live for others, life will be precious and can also be positive.
Boo Minecraft Troll, NSMBW Hacker (for tilesets), Mari0 designer and French dude with a weird english
Posts: 763/913
Since: 01-13-12
Last post: 3 hours
Last view: 3 hours
In Newer, Pipe Enemy Generators can also generate Monty Moles, but this option isn't displayed in your spritedata.xml. Will you add it ? _________________________
Blaps. You can also call me max31 .
Also, a pretty awesome thing, the chemical formula of Cocaine : C17H21NO4, if you could craft some for me .
There was some value on the water sprites in Ironworks Forge (which I recently beat) that might be related to how it damages Mario.
The Jumping Cheep-Cheep Generator had a value that involved Fishbones replacing them.
Koopa Troopas seem to be missing the snowcoat value for the extra types.
None of the size values seem to be changable except for the falling chestnut's.
A crapton more.
How would it be possible to change the music?
Will it be possible to change hard mode time limit?
Speaking of values we can't change, were there any interesting area/zone values we have yet to change?
Also, can somebody take a look at which effect and sound ID's?
And somebody make some external notes on which sprites can actually be used at all in the actor spawner and what happens, and some extra values for sprites you don't normally place (like the Raining Debris and Venus Fireballs and whatnot) _________________________
In Newer, Pipe Enemy Generators can also generate Monty Moles, but this option isn't displayed in your spritedata.xml. Will you add it ?
Ok I looked again and there is no such value in Tempus' spritedata.xml. If you research the proper nybble and value, I will be happy to add it to the database. Or maybe you can tell me, in which level they used Pipes with Monty Moles, then I can look for myself. Maybe they simply used an Actor Spawner and placed it behind Layer 0...
Posted by smithuser
There was some value on the water sprites in Ironworks Forge (which I recently beat) that might be related to how it damages Mario.
The Jumping Cheep-Cheep Generator had a value that involved Fishbones replacing them.
Koopa Troopas seem to be missing the snowcoat value for the extra types.
None of the size values seem to be changable except for the falling chestnut's.
Yeah, these things exist in Newer. Just not in the spritedata.xml that we got from Tempus. So we have to add these things. If you have the time, please look up the values in a Newer level, test them in a separate level and post results here. I will add everything that works.
Posted by smithuser
And somebody make some external notes on which sprites can actually be used at all in the actor spawner and what happens, and some extra values for sprites you don't normally place (like the Raining Debris and Venus Fireballs and whatnot)
*** recommended
--- limited use
xxx buggy
Let's wait for what joietyfull has found out about the Newer sprites. But any insight coming from a Newer Team member would be highly appreciated, too.
Edit: Ok, it seems he found out a lot. I've already started the translation, but so far I haven't seen any newly discovered nybbles...
Well, I can't even run Newer as an ISO, I have Mac 10.6.6 (I use Wine to run Reggie and all the other necessary tools), I don't know if there's like a WiiScrubber for WBFS's (to edit the files inside) and it takes too long. I also have to compress and decompress the files. It's living hell. _________________________
In Newer, Pipe Enemy Generators can also generate Monty Moles, but this option isn't displayed in your spritedata.xml. Will you add it ?
That information wasn't given on the spritedata of Newer. Either they forgot it or this option doesn't exist. Actually you can spawn everything with the actor spawner [88 and 89]. I suppose, Newer used the Timed Actor Spawner for additional pipe enemies. I could take a look on the option, if you give me the name from the level where you saw this function.
That's not the only thing that's missing.
There was some value on the water sprites in Ironworks Forge (which I recently beat) that might be related to how it damages Mario.
The Jumping Cheep-Cheep Generator had a value that involved Fishbones replacing them.
Koopa Troopas seem to be missing the snowcoat value for the extra types.
None of the size values seem to be changable except for the falling chestnut's.
A crapton more.
How would it be possible to change the music?
Speaking of values we can't change, were there any interesting area/zone values we have yet to change?
Also, can somebody take a look at which effect and sound ID's?
And somebody make some external notes on which sprites can actually be used at all in the actor spawner and what happens, and some extra values for sprites you don't normally place (like the Raining Debris and Venus Fireballs and whatnot)
Take a look on the levels to see how the functions work. All functions which appeared in Tempus spritedata for Newer are included in Zementblock's one.
- The damaging water effect is caused by invisible damaging tiles (as I assumed).
- Koopa's coat is value 4 for colour
Getting out the IDs for sound effects and special effects is hard. In my case, I have no running iso from Newer to test any ID. Testing on Wii would take too long but therefor I completed Newer on Wii.
The notes for the actor spawners already exist. There is even a list available where you can check which IDs can be used and which not. If you want to know where to place the blue square, you have to look at Newer's levels. All values available for the actor spawner can be used, I think. If you want to use other values or special actors not appearing in the list, you have to ask the Newer team, if they would implement them for you.
All the other issues like music hack support, sprite images and level options can't be solved by us, but rather by the Newer Team or JasonP27. _________________________
If you live for money, you never will be really happy.
If you live for success, you never will find an end.
If you live for your hobby, your life will be colorless.
If you live for your own/amusement, you won't find a sense in your life or you'll get problems.
Though, if you live for others, life will be precious and can also be positive.
Boo Minecraft Troll, NSMBW Hacker (for tilesets), Mari0 designer and French dude with a weird english
Posts: 764/913
Since: 01-13-12
Last post: 3 hours
Last view: 3 hours
Posted by Ganjagrinda
Posted by max31
In Newer, Pipe Enemy Generators can also generate Monty Moles, but this option isn't displayed in your spritedata.xml. Will you add it ?
Ok I looked again and there is no such value in Tempus' spritedata.xml. If you research the proper nybble and value, I will be happy to add it to the database. Or maybe you can tell me, in which level they used Pipes with Monty Moles, then I can look for myself. Maybe they simply used an Actor Spawner and placed it behind Layer 0...
Posted by joietyfull64
Posted by max31
In Newer, Pipe Enemy Generators can also generate Monty Moles, but this option isn't displayed in your spritedata.xml. Will you add it ?
That information wasn't given on the spritedata of Newer. Either they forgot it or this option doesn't exist. Actually you can spawn everything with the actor spawner [88 and 89]. I suppose, Newer used the Timed Actor Spawner for additional pipe enemies. I could take a look on the option, if you give me the name from the level where you saw this function.
I suppose you are both right, but in case if they forgot that option, I will check out the level where this monty mole pipe generator is (I think this is 3-3 (Grimymole Mine)). _________________________
Blaps. You can also call me max31 .
Also, a pretty awesome thing, the chemical formula of Cocaine : C17H21NO4, if you could craft some for me .
What I'm talking about is if it works crappily or not.
Newer's spritedata used numbers or signs for each Option in the actor spawner list. The list items with "xxx" shouldn't be used at all because they will crash the Wii very likely. List items with "---" are those which need other actors as well in order to function properly or which work "crappily" that means "buggy". List items with 3 *** work well and can be used as you want. Items with numbers do the same function as the sprite. It will be spawned there where the sprite with the same number would appear when you put the sprite's origin (blue square) to the same place where the origin of the actor spawner is. _________________________
If you live for money, you never will be really happy.
If you live for success, you never will find an end.
If you live for your hobby, your life will be colorless.
If you live for your own/amusement, you won't find a sense in your life or you'll get problems.
Though, if you live for others, life will be precious and can also be positive.