Hacking Reggie! - NSMBWii Level Editor

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jceggbert5

Check out my hack, New Retro Mario Bros.
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EdgarAllen said:
jceggbert5 said:
WiiFan2012 said:
LOL.. Steam is better than fossil fuels.
Solar beats all...

No sir, you are incorrect. BowIE in giant hamster wheel is the ultimate power source.

Well... Is that free and virtually unlimited?
 

Tanks

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This post is more on topic than the past few conversations since it actually mentions MARIO.
 

RGadelha

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RainbowIE said:
Comparing Reggie's 60 day development with Duke Nukem Forever's 12 year development is a bit rich.
Of course I didn't mean that.
My point was the "When it's done" phrase
tongue.gif
 

vashgs

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RainbowIE said:
Comparing Reggie's 60 day development with Duke Nukem Forever's 12 year development is a bit rich.

Let's be fair here. It's quite obvious probably 90% of the algorithms and file information is taken directly from Treeki's NSMB DS editor (with slight modifications), which he's had 3 years to work with. So, they're 1/4 of the way there.
 

Treeki

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vashgs said:
Let's be fair here. It's quite obvious probably 90% of the algorithms and file information is taken directly from Treeki's NSMB DS editor (with slight modifications), which he's had 3 years to work with. So, they're 1/4 of the way there.
Not exactly, we actually had to figure out a lot of new data. The only things that stayed the same were the tileset format and the terrain format, which I had working pretty quickly. I've been spending all this time working on the new stuff - even now we're still discovering new things.

Almost everything that stayed the same from NSMB DS, I had figured out and working in the first week or so. There are some things (like entry/exit points) which use a similar system but a different format. But there are also a lot of things (backgrounds, areas, sprite settings etc) that have changed drastically and where I can't reuse my existing knowledge.

Right now Reggie can edit everything in a level except for the sprite movement paths (which are used for things like autoscrolling and the flashlight raft from World 6) and some settings we still haven't documented. We even have support for features like the unused lighting modes and SMB3-style connected pipes (which sadly don't work properly).
 

AJAX_2500

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Wow!! That is awesome!! Thanks for the update treeki.. I have now moved to playing around with you nsmbe(ds) editor(I found that it's up to 5.1 now and I love the new stuff in it..), seeing as tanooki never made it to terrain editing and that's what I'm interested in most..
 

BlazeShaman

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STeam might SOUND good, but what CREATES the steam? Burning coal heating water? ]

also, progress is sounding great, and although I don't hate you for not making any public betas, it does increase my anticipation.
 

TempusC

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I just checked. The amount that comes from Treeki’s DS editor is about 300 lines-ish, and we’re well over 7000 lines now. No need to make accusations. Plus, over 2500 of those lines are mine, and I certainly didn’t work on the DS editor!
 

RGadelha

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TempusC said:
I just checked. The amount that comes from Treeki’s DS editor is about 300 lines-ish, and we’re well over 7000 lines now. No need to make accusations. Plus, over 2500 of those lines are mine, and I certainly didn’t work on the DS editor!
Hey man, cool down!
IMHO you, Treeki and the hole team don't have to explain anything for us about it. Just do it and we have to wait patiently. That's it
laugh.gif

But, please, hurry up
rolleyes.gif
 

Bumpman

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Can you put a boss in any level? Obviously in their own room.

Oh, and that brings up the question. Can you change the boss's rooms?
 

EdgarAllen

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fivex said:
Can you put a boss in any level? Obviously in their own room.

Oh, and that brings up the question. Can you change the boss's rooms?

Yes/no/somewhat...

The tower boss fights work fine. They can be placed just about any where.

The Castle boss fights are iffy. They somewhat work. It's just that some of the scripted event parts we can't edit. e.i. the moving floors that are magicked by the wizard gal(I think she's a she... Well that'd make her a witch and not a wizard then... *is confused*). The floors get placed in by the boss sprite. The rooms can be changed, you just wouldn't place a floor in that section. I also believe you need to place a sliding wall door sprite to get the castle fight sequence to start, but you may also be able to trigger the by other sprites as well, I can't remember.

Cheers,
 

Bumpman

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So that means we can have semi-smb style boss fights. What I mean by that is you don't have a separate room for the bosses.



Oh, and one more question. Does the bowser sprite generate the walls that he will destroy?
 

Ganjagrinda

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@fivex:
check out the .arc files that where posted earlier in this thread. There already is a custom level with a boss as seen in original SMB1. Works sometimes.
smile.gif


Does anyone know if it's possible to take screen shots with an Ocarina code?
 

EdgarAllen

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fivex said:
So that means we can have semi-smb style boss fights. What I mean by that is you don't have a separate room for the bosses.
Tobias Posted a level earlier with one. I think it was his 1-04 level. Maybe it was 1-03... Can't remember.
Basically you just need to add the boss sprite, a boss controller sprite, and then a sprite to trigger the start of the fight( otherwise the koopaling will just stand there until you hit him once). But yes you can place the bosses any where. Though, I think if you use the one boss controller, it will end the level at the end of the fight. Ask Tobias, he knows much more than I about the boss battle sprites.

QUOTE(fivex @ Jan 21 2010, 07:54 PM) Oh, and one more question. Does the bowser sprite generate the walls that he will destroy?
I haven't messed with that yet, so I am not sure.
...
Actually, I just looked at that level and it appears that all the walls in that area are overlapped with a strange pink tile. I assume that tile tells the game that the underlying tile is destroyable by Bowser. I'll toss together a test level later tonight and see what happens.
 

Bumpman

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Aparently, the hint videos are just commands that control the character.
If the character the game is controlling dies, it acts like the video is over.
 

aml435

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That explains a lot.
I unlocked some hint videos on nsmbw that for whatever reason just show Mario doing something stupid and plunging to his death. I'm assuming something got corrupted, probably from an ocarina code or something.

fivex said:
Aparently, the hint videos are just commands that control the character.
If the character the game is controlling dies, it acts like the video is over.
 
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