Hacking Reggie! - NSMBWii Level Editor

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Arisotura

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Treeki said:
We're working on it, but we don't yet have a release date. I really want to get it out soon though - so we may just finish the most important sprites and then release it, and let the community work on the rest.

We're close to figuring out all the game's main systems (I never expected a 2D platformer could be this complicated) but it's taking a while - there are many different ways to link sprites to each other and do other things.

There's a full event system which allows you to set off events (using switches, coin rings, stepping into specific positions, areas having no enemies, and more) and then use them to affect other objects (creating/destroying stuff, activating platforms, rotations, etc). It even allows conditional event chaining, timers and some other things, so it's a pretty complicated system but very powerful. Can you believe all this is done just using sprites alone?

That stuff could make some really cool puzzles even, with a bit of imagination. You could make rooms where you must kill all the enemies in order for an exit to open. You could make a level where the exit is blocked until you touch several specific positions around the level. (that'd be really hard to figure out for players though..
tongue.gif
)

Anyway, I haven't been posting updates here as much because of the new IRC channel. It was linked a few pages back, but I'll repost it here:

If you don't have an IRC client: http://webchat.freenode.net/ [join the channel NSMBW]
If you have an IRC client: connect to irc.freenode.net; /join #NSMBW
That sounds awesome.

If Reggie! can handle those in an user-friendly way, we should get really awesome hacks in the future!


Also, I hope the system used for displaying sprites is less complicated or hardcoded than in NSMB DS. If it is the editor could maybe render all the graphical sprites.
Atleast, since everything is 3D on the Wii, it should be somewhat easier... correct me if I'm wrong.
 

LieutenantPie

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gbasp.gif
This looks AWESOME! Since I'm good at level design (from what I've heard), I would be pleased to test Reggie! out. I can't wait to start porting music and perfecting the jumps of enemies to go with music (because it makes it that tiny little bit awesomer.
 

WiiFan2012

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I already asked about testing Reggie! and TempusC/Treekie (don't remember which) said that there are no more spots available for testing. If you want to CHANGE music, then you can use WiiScrubber to extract .BRSTMs from other Wii games/NSMBWii.


PS: I also can't wait.....


@Treekie: Hope everything is well and good!
 

TempusC

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Mega-Mario said:
Also, I hope the system used for displaying sprites is less complicated or hardcoded than in NSMB DS. If it is the editor could maybe render all the graphical sprites.
Atleast, since everything is 3D on the Wii, it should be somewhat easier... correct me if I'm wrong.


You are wrong. All of your assumptions are wrong. All of them.
 

WiiFan2012

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TempusC said:
Mega-Mario said:
Also, I hope the system used for displaying sprites is less complicated or hardcoded than in NSMB DS. If it is the editor could maybe render all the graphical sprites.
Atleast, since everything is 3D on the Wii, it should be somewhat easier... correct me if I'm wrong.


You are wrong. All of your assumptions are wrong. All of them.


Yep, that he is....

Did he even see the screen shots? (To see how EASY this app is?)

Does he know that it is in fact, harder to do 3D, than 2D images?

Wow, hes a newbie. (no offense intended)
 

Arisotura

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What I mean is that, as all the sprites are 3D, they could all use the same table/format/whatever for display, collision handling and such...
Ofcourse, as they're all 3D, showing them in the editor will be harder. Not to mention that they use more sprite-specific data than in NSMB DS.

But I don't know. I'd better shut up and see.
 

Blue-K

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mousex said:
Blue-K said:
And, you can for shure replace the files from a retail disc. I'm guessing they will be using TranslatIOS for that, at least the hints fit perfect to this.
TranslatIOS doesn't seem to be finished yet. At least this is what I read in the git.
QUOTE(TempusC @ Dec 28 2009, 11:50 PM)
That git is old as sin, and was never used or updated since Squidman never actually did anything but put our source on the git.
Exactly...if you look in the Fatal Frame 4 Translation-Forum, you should find some posts that tell about the process in the last time. They added quite a few things and performance boosts, though, you only have words, and not a real proof (which doesn't mean I don't belive them, btw.). I think this IOS would be a clean solution, but yeah...Nintendo will try to overwrite it with an Update probably (as they did with the USB2.0-IOS, which didn't contained any DIP/whatever). So it's nice to have something like the Leilji-Loader (or whatever it was called) too. We'll see what they're going to do...

@Team: Keep it going, still waiting
smile.gif
.
 

Cyan

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@ Reggie! Team : Do you have and will you release along with Reggie! a compiled data on NSMB structure ?

A wiibrew wiki-like format, with all the details informations on :
- arc structure
- textures structure
sprites structure, like

Sprite table
start | length| description
-----------------------------
001 | 0x01 | header : 0 = ennemy, 1= object
002 | 0xFF | ennemy number (see ennemy table)
257 | 0x01 | agressive : 0=no, 1=yes
etc.

Ennemy table
# | ennemy name
-----------------------------
0x01 | Shomp
0x02 | toad
etc.

I think it will be helpfull for people willing to help developing reggie! after it's released, identify missing sprites or function, for people who whish to edit hex data manually inside reggie! to create levels not possible yet with reggie graphical interface, and even for curious people (like me) to see how the game is managing all the data.

currently, how do you keep track to all this informations ?

I'm more currious on how the game is working than using Reggie to create levels
tongue.gif
 

WiiFan2012

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Well, I have a idea for a level; a Pipe Maze! It will have all different kinds of pipes, and will be a maze. I'm also thinking about having a real short level, where it has all sorts of enemies pack in together. You'll start at a platform, with a star box, and when you the star; go below to get a huge amount of 1-ups. Like that one planet on Super Mario Galaxy!
 

TempusC

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We have no intention of releasing any documentation on the levels right now, but, since it's open source you can head to the part of our code that contains the function LoadLevel() and see for yourself how we unpack it.

The sprite information will be available for editing in the editor, as a raw hex string.

Arc, tpl (tex), brlan, brlyt, breff, mdl, chr, brstm, brsar, csv, str, bnr, brres, brfnt, and lz files are all common nintendo formats and either have full decoding or partial decoding somewhere. The rel, bin, and brfog files are the only ones with no available info other than what we find. Levels and replays are bin files (it's just a generic data container).
 

Yoshi Party

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can you say in % in how far your project has been finished(at least to be released)

would be great if you could release the beta....so that we can get familiar with it and have some first tests-.-
 

TempusC

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I'll represent our progress with some interpretive ASCII art.


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