text stringlengths 0 1.99k |
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repeat-expr: 10 |
doc: Track block nodes |
track_block_node: |
seq: |
- id: unk1 |
type: u1 |
- id: direction |
type: u1 |
doc: Track block node direction |
- id: unk2 |
type: u2 |
ground: |
seq: |
- id: x |
type: u1 |
doc: Ground tile X position |
- id: y |
type: u1 |
doc: Ground tile Y position |
- id: id |
type: u1 |
doc: Ground tile id |
- id: background_id |
type: u1 |
doc: Ground tile background tile |
track: |
seq: |
- id: unk1 |
type: u2 |
- id: flags |
type: u1 |
doc: Track flags |
- id: x |
type: u1 |
doc: Track X position |
- id: y |
type: u1 |
doc: Track Y position |
- id: type |
type: u1 |
doc: Track type |
- id: lid |
type: u2 |
doc: Track LID |
- id: unk2 |
type: u2 |
- id: unk3 |
type: u2 |
icicle: |
seq: |
- id: x |
type: u1 |
doc: Icicle X position |
- id: y |
type: u1 |
doc: Icicle Y position |
- id: type |
type: u1 |
doc: Icicle type |
- id: unk1 |
type: u1 |
The previous Kaitai Struct file representing the course format can be found |
on HuggingFace [43]. |
Returning to one of the most important missing features in SMM2; the |
inability to view courses, the ability to render courses from course files |
would be even more powerful than the feature we lost from SMM1. Rendering |
courses externally would let a player view courses without disrupting their |
progress in-game. Luckily, as a 2D platformer, SMM2 is easy to render into |
an image given the correct assets and understanding of the file format. |
By the time the API had been made public a course viewer project based upon |
the course format was being developed in C# [27], shortly followed by a |
browser implementation [28]. This course viewer was developed by dumping the |
savefile of the game, so it only benefitted players capable of running |
custom firmware. The API endpoint `/level_data` returns the same format, |
complete with the same encryption scheme, so it can serve as an alternate |
data source for a course viewer. Once API integration was built into the |
course viewer it became possible for the average player to view courses. |
So, besides saving time, what does being able to view courses do for |
players? In-game you can only see in a small rectangle around Mario. A |
player is unable to pan their screen independent of Mario's position, so a |
sufficiently sneaky creator could design a route visible in their editor but |
invisible or difficult to find in-game. For example hidden blocks, which are |
only revealed in-game when the player hits them from below, are as clear as |
any other block in a course viewer. |
Oftentimes creators do this in order to upload courses, which must be beaten |
at least once, beyond their own skill level. Sometimes creators actually do |
wish to upload "impossible" courses for the shock factor. In both cases |
players will try to complete the legitimate route and find it more difficult |
than expected or even impossible. As the competitive scene of SMM2 is |
largely about beating extremely hard courses the fine line between extremely |
hard and impossible is extremely important. |
As a result, developer exits, as they are known, were exposed across many |
existing hard courses. No longer a viable strategy to artificially inflate |
a course's difficulty, creators had to build routes with the expectation |
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