Hacking Reggie! - NSMBWii Level Editor

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I wrote this tune in anticipation of the editor:

http://www.youtube.com/watch?v=Bkeu_ce-Lw8

It's a New Super Mario Bros. style version of the theme heard in the Mario Galaxy 2 trailer.

On a related note, Treeki or fellow coders, do you know how the music works in relation to the enemies dancing, etc? Obviously it must be coded differently for each music track associated with a level, but is this easily altered so that new pieces of music (for example, composed by me) can have animations synced up with new "bahp" placements? Just curious :-)
 
RainbowIE said:
I wrote this tune in anticipation of the editor:

http://www.youtube.com/watch?v=Bkeu_ce-Lw8

It's a New Super Mario Bros. style version of the theme heard in the Mario Galaxy 2 trailer.

On a related note, Treeki or fellow coders, do you know how the music works in relation to the enemies dancing, etc? Obviously it must be coded differently for each music track associated with a level, but is this easily altered so that new pieces of music (for example, composed by me) can have animations synced up with new "bahp" placements? Just curious :-)
If you mean fully automated scenes created by the music, then it's very hard to impossible to pull off.
NSMBWii uses audio streams, which is much harder to parse than tracked music (NES, SNES, N64, GBA, DS, etc...).
 
Xane said:
RainbowIE said:
I wrote this tune in anticipation of the editor:

http://www.youtube.com/watch?v=Bkeu_ce-Lw8

It's a New Super Mario Bros. style version of the theme heard in the Mario Galaxy 2 trailer.

On a related note, Treeki or fellow coders, do you know how the music works in relation to the enemies dancing, etc? Obviously it must be coded differently for each music track associated with a level, but is this easily altered so that new pieces of music (for example, composed by me) can have animations synced up with new "bahp" placements? Just curious :-)
If you mean fully automated scenes created by the music, then it's very hard to impossible to pull off.
NSMBWii uses audio streams, which is much harder to parse than tracked music (NES, SNES, N64, GBA, DS, etc...).
Audio streams hey? You mean, simultaneous tracks, such as the main tune, the Yoshi percussion, perhaps the "bahp!"s as well?

I guess my main question is, if one were to incorporate custom music in the game, the enemies/objects would still animate at certain points according to the music that is no longer there, right? And if you couldn't change the animations persé, could one not write original music that had "bahp!"s that fitted in exactly the same way the original music for that level did? Or for example even add "bahp!"s to another piece of music, synching it up at the same times? Get what I mean?
smile.gif
 
You may know me as "Neon" from the popular brawl hacking site "Stack Smash" as well as other sites.
Anyways, i'm all up for testing this bad boy. I know how to do wii scrubber and all that stuff, so yeah.
 
RainbowIE said:
I wrote this tune in anticipation of the editor:

http://www.youtube.com/watch?v=Bkeu_ce-Lw8

It's a New Super Mario Bros. style version of the theme heard in the Mario Galaxy 2 trailer.

On a related note, Treeki or fellow coders, do you know how the music works in relation to the enemies dancing, etc? Obviously it must be coded differently for each music track associated with a level, but is this easily altered so that new pieces of music (for example, composed by me) can have animations synced up with new "bahp" placements? Just curious :-)

Hmmm... I dunno' how the 'dancing' works, but I can certainly say you can get this playing in game via Androu's tool and a little looping know how. I plan to make a custom soundtrack myself. In fact, I'm going to test it right now on my SD card.
 
I don't know if this is of any use, but I've been able to get a .tex0 using an arc from the game. If anyone knows how to convert a tex0 to a tga and back into a tex0, texture hacking will be doable very soon. Tex0's are used by brawl, if that helps.
 
NeonTogepi said:
I don't know if this is of any use, but I've been able to get a .tex0 using an arc from the game. If anyone knows how to convert a tex0 to a tga and back into a tex0, texture hacking will be doable very soon. Tex0's are used by brawl, if that helps.


TEX0 is TPL. Same exact format, Already been editable for a long time.
 
span said:
Lots of options for playing Modded Levels now, looking pretty good.
Defiently need some brand new stage designs, still gonna have a go at a Mario World Remake aswell though.

Here some more covers/logo for SMW Remake:

http://rapidshare.com/files/310163103/NSMW_Art.rar

NORMAL_FRNT.png
NSMWXX.png
NSMW_DISC.png


NSMW_Logo.png


Kind Regards, SPAN...
could something like this...really be possible? like an exact replica (minus the world maps since idk if that's possible)? that would be SWEET
 
Here is my suggestion:
Add a "image" or whatever you need to, so that it shows a path of the distance mario/others can jump, then the path that yoshi can jump

I think this would be practical for those who are going to be making levels in the future, expecially the Harder challenging levels, so you can easily tell where abouts the character should land, instead of having to excessively test it again and again to get it just right.

Image uploaded to show how this can be done...
mariojumpcopy.png

Eg: Red line = Mario Regular jump
Green line = Yoshie jump and super jump or whatever its called

You can also go further with this to show multiple lines, maybe different shades to incorporate double jumps, spin jumps, etc etc all together.
 
Pop006 said:
Here is my suggestion:
Add a "image" or whatever you need to, so that it shows a path of the distance mario/others can jump, then the path that yoshi can jump
Woah yes please! The actual trajectory in both distance and height depends on speed though so I'm not sure how reliable that would be.
 
Pop006 said:
Green line = Yoshie jump and super jump or whatever its called
its called yoshi's hover
biggrin.gif


Heran Bago said:
QUOTE(Pop006 @ Nov 21 2009, 11:38 PM) Here is my suggestion:
Add a "image" or whatever you need to, so that it shows a path of the distance mario/others can jump, then the path that yoshi can jump
Woah yes please! The actual trajectory in both distance and height depends on speed though so I'm not sure how reliable that would be.
itd be pretty accurate if they use the max speeds, ive seen some crazy jumps and angles in some SNES mario customs, believe me:D
 
Pop006 said:
Here is my suggestion:
Add a "image" or whatever you need to, so that it shows a path of the distance mario/others can jump, then the path that yoshi can jump

I think this would be practical for those who are going to be making levels in the future, expecially the Harder challenging levels, so you can easily tell where abouts the character should land, instead of having to excessively test it again and again to get it just right.

Image uploaded to show how this can be done...

Eg: Red line = Mario Regular jump
Green line = Yoshie jump and super jump or whatever its called

You can also go further with this to show multiple lines, maybe different shades to incorporate double jumps, spin jumps, etc etc all together.
great idea if that was in it i might actually have a go at making levels myself. it's all the testing that's pretty much stopping me right now.
 
or you could use two different line sttings that you could alternate between in a little drop down thingie
mario running: holding down 1
mario walking: not holding down 1
 
you could also have pics of mario jumping from the start to his peak and landing. just place the images, put your platforms etc than remove the images afterward.
 
Nice idea with the trajectories. if you add it, don't forget others like the wall jump distance, the copter-hat height, etc.
smile.gif

They could be in a "helper" category, alongside the objects & sprites menu.


Edit :
One question, I don't remember if it was answer before :
Will you have your own level file format, or can it only open and save .arc files ?
Saving level data as .nml (new mario level ?) could be fine to distribute legal level files.
it could be an xml style, with coordinate of each objects.

Sorry if it was already asked/answered or implemented.



Edit 2 :
I made a quick (and bad) sample, it's just for the idea
CODE

ÂÂÂÂ
ÂÂÂÂÂÂÂÂReggie! Level editor data file
ÂÂÂÂÂÂÂÂ0.1
ÂÂÂÂÂÂÂÂNintendo Wii
ÂÂÂÂÂÂÂÂ
ÂÂÂÂÂÂÂÂÂÂÂÂMushroom Castle
ÂÂÂÂÂÂÂÂÂÂÂÂLevel author
ÂÂÂÂÂÂÂÂÂÂÂÂ123
 
That trajectory idea is probably one of the best things I have ever heard, it would make creating levels REALLY easy, but I think it's can be quite hard to do ...
 
I can't really speak for Treeki, but the amount of jumps necessary to analyze makes path analysis a daunting task, so we probably aren't adding it in. Off the top of my head, I can think of the following jump path 'graphics' we would need to somehow isolate data for and create:

Jump from a standing position
Jump from a standing position with Maximum Wiimote shakes per jump
Jump after bouncing off an enemy with both above variations
Jump from a standing position as mini Mario with the above variations
Jump from a standing position on ice with all above variations
Jump from a standing position on ice as penguin
Jump from max speed including distance to max speed on all variations as above
All variations as above for double jump including distance required to achieve speed for double jump
All variations as above for triple jump
All variations as above for fourth jump
All variations as above including a Wiimote shake as propellor Mario at the apex of the jump
All variations of a regular yoshi jump
All variations of a yoshi jump with flutter
All variations including a wall jump at the end
All variations of jumps off of grills
All variations of jumps off of bouncy blocks
All variations of jumps with two players boosting each other
All variations of jumps with three players
All variations of jumps with four players
All variations of jumps off of yoshis back
All variations of coming out of the pipe cannon
etc...


As you can see, if we do a complete job with that, we could be looking at 100 or so jump types or more. Even just doing the most common ones, how exactly do we display the graphics in a simple way inside the editor? We may decide to include a reference sheet of the max heights and lengths of the most common jump types in blocks so as to give people a clear idea of what they can easily get away with. Like anything else, developing the most on the edge levels will require practice and talent.

I'll mention it to Treeki, though.
 
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