Hacking Reggie! - NSMBWii Level Editor

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nikeymikey said:
Its ok designing this to work with the real disc only, but unfortunately you are excluding, i think, the majority of Mario players. From what i can gather most people on this site seem to have a pirated copy from the net. Hell most people had finished the game within a few days of the BCA fix being released, and as far as i can remember, the retail copy wasn't even out yet.

It don't matter anyway because someone will patch this to work with USB, sooner or later.

Just my 2 cents.

You can probably just burn the game to a blank DVD. The Wii obviously can't tell the difference. Otherwise we wouldn't be able to play it since Nintendo would patch it.
 
laurenz said:
nikeymikey said:
Its ok designing this to work with the real disc only, but unfortunately you are excluding, i think, the majority of Mario players. From what i can gather most people on this site seem to have a pirated copy from the net. Hell most people had finished the game within a few days of the BCA fix being released, and as far as i can remember, the retail copy wasn't even out yet.

It don't matter anyway because someone will patch this to work with USB, sooner or later.

Just my 2 cents.

You can probably just burn the game to a blank DVD. The Wii obviously can't tell the difference. Otherwise we wouldn't be able to play it since Nintendo would patch it.
You can't, my friend. And it's not even an limitation of Reggie, it's the game what's restricting it.
 
skawo96 said:
You can't, my friend. And it's not even an limitation of Reggie, it's the game what's restricting it.
Does that mean for example, with Reggie it will be possible to exceed the number of usable music tracks on the disc?
I'm still not clear about that issue. From what I gathered it should be possible to assign tracks to any stage you want, but the game makes it impossible to include more tracks than are on the disc so you'll have to resort to replace existing tracks. This is not what I have in mind though.
 
Splashman said:
skawo96 said:
You can't, my friend. And it's not even an limitation of Reggie, it's the game what's restricting it.
Does that mean for example, with Reggie it will be possible to exceed the number of usable music tracks on the disc?
I'm still not clear about that issue. From what I gathered it should be possible to assign tracks to any stage you want, but the game makes it impossible to include more tracks than are on the disc so you'll have to resort to replace existing tracks. This is not what I have in mind though.

I mean that you won't be able to burn the game to a disc with the custom stages and play it, because the game will crash if the new stage is bigger than the original one.
 
skawo96 said:
I mean that you won't be able to burn the game to a disc with the custom stages and play it, because the game will crash if the new stage is bigger than the original one.
I got that. In other words, Reggie makes it possible to make the game load bigger files than on the disc.
But does it also allow to exceed the number of files on the disc, or is it all based on strict replacing?
 
Splashman said:
skawo96 said:
I mean that you won't be able to burn the game to a disc with the custom stages and play it, because the game will crash if the new stage is bigger than the original one.
I got that. In other words, Reggie makes it possible to make the game load bigger files than on the disc.
But does it also allow to exceed the number of files on the disc, or is it all based on strict replacing?
NO.
Reggie is the level editor, it will edit the level for you, but if your custom level is bigger than the original, it will not work. You must use the original game disc and Riivolution to make it work
 
will the easy programming mode have sprites pre programmed so you dont have to worry about the event handling of a goomba walking or a door opening or going into a pipe?
 
Riivolution will load any file, regardless of size... Yes even if the level is bigger then the origional.

Sprites usually have a "default" settings.... so in a way they are all pretty much "pre-programed"... Let's take the Koopa Troopa for example. If you place that sprite in the level, he will be green and walking towards the left. There are a list of options you can choose to make him red, or make him start walking towards the right, or to start in his shell. Things like that. It's easier then you can imagine.

The only real "complicated" sprites are the event controller sprites, and with a bit of practice even they become pretty simple.
 
tylerzentz said:
nitrostemp said:
reggie creates map files, you cant really alter your disk
i see. and what is this Riivolution people are talking about?
A loader that patches stuff on the fly
So when you load an original game (doesn't work with backups) it can load some elements from SD instead of the disc, making it look like the game is made like that while its not.
Its just so you don't have to patch the game itself
 
TobiasAmaranth said:
Here's some news on our work of decoding the usage of sprites.

360 Completed sprites. This is defined by a few things. 1. All of the obvious values are figured out. You can use it any way the game uses it. 2. Most of the more subtle values are figured out, but sometimes, it's just not obvious why a value is set. Instead of ripping our hair out over something that doesn't seem to affect anything, it's marked with No visible change, and skipped. 3. Any unused sprite that clearly does not function in a manner that would let it be used in anyone's level. There are some almost-working but textureless platforms out there, but really, it's not recommended. These are marked as "Incomplete Sprite / Platform" and can essentially be ignored.

100 Incomplete sprites. This is defined as a sprite that is used by Nintendo in their levels, and has values that we don't know what they do. We still have sprites like Cheep Cheeps and Bullet Bill Launchers, and a few more vague things like the Auto-Scrolling Controller, that need a lot of work to make them usable. These are the sprites that we are trying our best to figure out for you guys.

23 Beta / Unused sprites. This is defined by any sprite that is not used in Nintendo's levels that may actually serve a useful purpose.

Possible values have been data-mined and written into both the Incomplete sprites and the Beta sprites. Once Reggie is launched, there should be a spot on a website for folks to help contribute information about the values that are still listed as Unknown.

Reposting this, as it was ignored due to pointless arguing about piracy and folks' inability to differ between Reggie, used only for editing level files, and Riivolution/Wii Scrubber, means of loading files. Drop it. It'll be discussed when things are done.

http://wiki.rustedlogic.net/New_Super_Mario_Bros._Wii Written up by Treeki.
 
Will it crash if you patch a level into the ISO and then play it with dolphin? As if it does, that will make testing a pain.
 
tj_cool said:
...
So when you load an original game (doesn't work with backups) it can load some elements from SD instead of the disc, making it look like the game is made like that while its not.
...
In the sentence in bold above I think we have to add "or a modchip, I presume".

Read it here:
SFenton / GBATemp.net

So I can presume it does work with backups since we have a modchip.
We have to wait for Reggie and Riivolution, time will tell.
 
RGadelha said:
tj_cool said:
...
So when you load an original game (doesn't work with backups) it can load some elements from SD instead of the disc, making it look like the game is made like that while its not.
...
In the sentence in bold above I think we have to add "or a modchip, I presume".

Read it here:
SFenton / GBATemp.net

So I can presume it does work with backups since we have a modchip.
We have to wait for Reggie and Riivolution, time will tell.

Well, I presume incorrectly sometimes. I think it supports modchips indirectly, pretty much because modchips cause the Wii to think it's real, unlike backups which require IOS modifications (which Riivolution doesn't have in its code.)
 
With the Zero4 early version, it turns out that we had many reports of burned copies not working on their modchips from people who couldn’t read the RETAIL DISCS ONLY disclaimer. The final version of Riivolution will probably be protected from modchips explicitly, rather than simply accidentally. The reason for this is simply the main author’s personal preferences, and if you want to you can always use ISO file replacement via Wiiscrubber, so it’s no use complaining.
 
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