Hacking Super Mario Maker - Winter SMB1 Mod

StandardForumGuy

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Hello. This is a new project I'm starting called the Winter SMB1 Mod. In this mod, all themes will be changed to have a winter-y effect in the SMB1 game style. Here are some planned changes:
Ground Theme
Change ground, pipe, etc to use the snow palette from the original SMB1.
Add snow to mushrooms.
Make ice blocks cracked.
Underground Theme
Change ground, pipe, etc palette to look like an ice cave.
Make the mushrooms look frozen in ice.

Underwater Theme
Make EVERYTHING look frozen.
Lighten the background so it looks like it's frozen.

Ghost House Theme
Make ground look frozen.
Airship Theme
Add snow to absolutely everything.
Castle Theme
The biggest of them all.
Change ground to look like the ground theme.
Change the lava to very very cold water.
Change axe to look like a mini-flagpole that will drop, so that it's consistent with looking like another ground theme.
(Basically, the castle theme will turn into Ground + Frozen Water theme)

Please note that no enemies will be changed.

I have been working on the Snow Ground theme recently, however there is something wrong with it. the grid background is used in the game, however when the file gets replaced, this is what it looks like:
Wii_U_screenshot_Game_Pad_018_DC.jpg

Yeah, it looks like the grid is still there, which is actually used as a transparent background.
Any SMM modders should AND need to know the answer.


Feedback section and Help section (for me specifically) is below. This is the most important post.
 
Last edited by StandardForumGuy,

StandardForumGuy

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It seems like you are facing some trouble, might wanna tell me how did you make this?
I'll tell you if you did something wrong.
Basically, I just recolored stuff, and I sometimes end up actually editing the stuff, I edited the pipe too, but the change isn't really noticeable. However, one important thing is I ended up having to remove the transparency behind the pipe, then adding it back in after putting the new pipes. I did this with layering. After editing it, I injected the textures to the .BFRES, however, I did this 2 times (i thought i messed up something in the 1st time so i tried it again) Anyway, that's basically it. Here's an image of the edited file.
d38529a160a14b10afad915d3e3c3b40.png
 

AboodXD

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What I meant was what did you use to inject to BFRES?
Current tools won't work. You have to use a Hex Editor and inject manually... After converting the image to GTX of course. (You have to swizzle manually, or use my tool. TexConv2 seems to mess up the image)

BTW, where's the alpha channel?

--------------------- MERGED ---------------------------

BTW, here's a picture of my first try:
img_20161030_082132-jpg.67346
 

AboodXD

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How did you get TexHaxU to work with SMM? The game crashes when I use it... :(

Alpha Channel is Transparency.
RGB -> Red + Green + Blue (An image without transparency)
RGBA -> Red + Green + Blue + Alpha (An image with transparency)

Your image lakes transparency, that's the problem.
 

StandardForumGuy

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Okay, I re-saved the texture to have 4 channels (RGBA). I haven't inserted the texture again. I'll edit this post once I inserted it back in.
How did you get TexHaxU to work with SMM? The game crashes when I use it... :(
To be honest, I really just did the same steps as injecting textures to .BFRES files in MK8.
 

AboodXD

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You can't just save as RGBA, you have to remove the blue squares and replace them with transparency.

--------------------- MERGED ---------------------------

To be honest, I really just did the same steps as injecting textures to .BFRES files in MK8.
Do you mean that video tutorial? Can you send me a link to it?
 

StandardForumGuy

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Do you mean that video tutorial? Can you send me a link to it?
There's a tutorial on how to mod textures/text/music in MK8 here in GBATemp. The same rules pretty much applies to SMM as well. Anyway, I was too lazy to edit the post so I'm just edit the post at the top.

EDIT: Nevermind anything, it just crashes anyway (trying this again)
 
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