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Posted on 07-01-13, 05:37 pm (rev. 73 by Zementblock on 06-12-14, 07:27 pm)
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SPRITEDATA.XML ● SPRITECATEGORIES.XML ● LEVELNAMES.TXT
UPDATED 2014-04-27


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.
as.png — 20.45 KiB, viewed 5517 times

levelborder.png — 16.05 KiB, viewed 5501 times

marioclone.png — 25.41 KiB, viewed 5500 times

newercode.png — 35.66 KiB, viewed 5494 times

newersprites.png — 28.17 KiB, viewed 5504 times

peg.png — 9.42 KiB, viewed 5487 times

pukucoin.png — 16.54 KiB, viewed 5492 times

rotationcontroller.png — 15.58 KiB, viewed 5492 times

ryoms.png — 16.60 KiB, viewed 5488 times

specialevent.png — 19.05 KiB, viewed 5495 times

stb.png — 17.32 KiB, viewed 5492 times

tg.png — 26.14 KiB, viewed 5495 times


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Posted on 07-01-13, 09:05 pm

Ludwig Von Koopa
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So you need to replace one of Newer's levels? Just clarifying.
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Posted on 07-01-13, 09:24 pm
Master of Events



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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.


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Posted on 07-01-13, 09:30 pm (rev. 1 by Chris on 07-01-13, 09:30 pm)
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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.
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Posted on 07-01-13, 09:44 pm
Master of Events



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Thanks joietyfull.

Btw, I already uploaded the decompressed Newer files here.

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● Kaizo Newer Super Mario Bros. Wii

Posted on 07-02-13, 09:42 am
Jesus loves you

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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.
Posted on 07-02-13, 12:38 pm
Master of Events



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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":
wit\wit copy nsmb.d ../NewerSMBW_EURv1.iso -vv --disc-id=SMNP02 --ticket-id=K --tmd-id=K --name "Newer SMBW"
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.

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● The New SPECIAL Road
● Kaizo Newer Super Mario Bros. Wii

Posted on 07-02-13, 02:38 pm
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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.
Posted on 07-02-13, 04:45 pm

Boo
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In Newer, Pipe Enemy Generators can also generate Monty Moles, but this option isn't displayed in your spritedata.xml. Will you add it ?
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Posted on 07-02-13, 05:24 pm
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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?

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)
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Posted on 07-02-13, 06:24 pm
Master of Events



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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 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...

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● Credits Editor, Staffroll Editor
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● The Pit of 100 Trials
● Mario, Step to the Beat!
● Mario at the Olympics - Long jump
● Mario at the Olympics - High jump
● Mario Multiverse
● FTL King Bill Chase: Faster than Light
● The New SPECIAL Road
● Kaizo Newer Super Mario Bros. Wii

Posted on 07-02-13, 08:02 pm
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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.
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Posted on 07-02-13, 08:48 pm (rev. 1 by Chris on 07-02-13, 08:48 pm)
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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.


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.
Posted on 07-02-13, 09:12 pm
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What I'm talking about is if it works crappily or not.
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Posted on 07-03-13, 06:36 am (rev. 1 by XooTler737 on 07-03-13, 06:36 am)

Boo
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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 .

Posted on 07-03-13, 07:13 am
Master of Events



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I found the level!
It's W3-3 A2. And yes, they did use a "Timed Actor Spawner".
(see attachments)
tas.png — 16.61 KiB, viewed 5386 times


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● Brawlbox, qWIT, SZS Modifier, etc...

Go to Tools Collection

Newer Related Tools
● Newer Files Decompressed (Updated to v1.1.0)
● Credits Editor, Staffroll Editor
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Projects (Profile |Depot )
● The Pit of 100 Trials
● Mario, Step to the Beat!
● Mario at the Olympics - Long jump
● Mario at the Olympics - High jump
● Mario Multiverse
● FTL King Bill Chase: Faster than Light
● The New SPECIAL Road
● Kaizo Newer Super Mario Bros. Wii

Posted on 07-03-13, 07:17 am

Boo
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Okay okay sorry for those useless posts I made.
I am really sorry, I thought moles were generated by a pipe enemy generator.
_________________________
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 .

Posted on 07-03-13, 09:55 am
Master of Events



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They were not useless, we learned something from them.

Edit: I already updated Sprites 0-100 (Newer), including the Actor Spawners. Will upload a new version in a few days.

Tools Collection for NSMBW
● NSMBW Modding Tools, Stage Folder Untouched
● Reggie!, Reggie! Mods, Reggie!Next
● Kamek, Koopatlas, Koopuzzle, Patches
● BREFF, BRFTN, BRRES, BRSAR, BRSTM Editing
● Brawlbox, qWIT, SZS Modifier, etc...

Go to Tools Collection

Newer Related Tools
● Newer Files Decompressed (Updated to v1.1.0)
● Credits Editor, Staffroll Editor
● Newer Mod ISO Builder, Newer Tools (Source)
● Scripts, Templates, Alternate Controller Scheme, etc...Newer Related Tools

Projects (Profile |Depot )
● The Pit of 100 Trials
● Mario, Step to the Beat!
● Mario at the Olympics - Long jump
● Mario at the Olympics - High jump
● Mario Multiverse
● FTL King Bill Chase: Faster than Light
● The New SPECIAL Road
● Kaizo Newer Super Mario Bros. Wii

Posted on 07-03-13, 10:47 am
Jesus loves you

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Posted by smithuser
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.
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Posted on 07-03-13, 08:06 pm

Nuclear Serpent


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Do you plan adding Images to the Newer Sprites?
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