This sounds fcking awesome. There's nothing better I can say, except that I'm impatient to see Reggie! out and give it a try (once I have my NSMB Wii disc dumped).Treeki said:So anyway, hopefully I can get the thread back on topic. Here's an update!
We've taken a temporary break for a few days; both for New Years and because we just need it. I've been working non-stop on NSMB since mid-November.
We've all been working on creating levels with the editor in order to stress test it. I was originally aiming to release on the first, but obviously that didn't happen.However, we've found quite a few bugs in it, which we're fixing (and finishing up the features we were working on).
So how's it coming? We're not as finished as we thought we were. No release date (there won't be one until we're very close to it) but I'm just letting you know how progress is going.
Some troll came into the IRC channel earlier to complain about how Reggie was supposedly "vapourware".For those of you who think that: keep in mind that it's not easy to reverse engineer a Wii game's level format and develop a full, usable level editor for it. Making something that works well takes time - it's been less than 2 months since we started the project.
To give you an idea about the scale of it: right now there are 6130 lines of code in my copy of Reggie. Tempus's working copy has about 800 more due to one of the features which he's been working on. (We haven't merged that feature into my copy yet.) And the C extension module which speeds up level loads is about 250 lines of code.
Sure, a barebones editor would have been easy to make and have been done far quicker. But our goal isn't to make something crappy and get it out quickly - I learned that the hard way back in 2007 when I made a basic editor for NSMB DS. Reggie! has a lot of features and shortcuts geared just towards making editing easier and more intuitive. It even has documentation describing the structure of the editor and how to use it.
I'm working on it again now, and I really want to release it as soon as possible - but I don't want to release it until it's complete. You can know that it will be pretty awesome though.
You'll probably have to remove the link's to the files as I think they are not allowed as they'll contain Nintendo codeTobiasAmaranth said:Alright guys, I think tossing a few treats your way would be nice. You'll need to use WiiScrubber to give these a playthrough. (Replace 1-01 - 1-03 in the retail game.) Treeki mentioned that we've been working on a few levels to stress test Reggie. These are the ones I have been making.
1-01 - Originally Nintendo's 2-Coin, but with an unused underground area added in. The entrance is a little further down than in NES 1-1 so that you don't skip most of the level. Adjustments were made to make the level more enjoyable for a single-player experience instead of just Coin Battle.
1-02 - Underground was created fully from scratch, and then Treeki added in the above-ground using the original 1-02 as a base. The level is based on NES 1-2. See if you can find all of the secrets.
1-03 - Using 1-05 as a base, I recreated NES 1-3 using a mix of mushrooms and cliffs. In addition to the three star coins, there's a secret exit here.
Treeki also did a level that showcases some clever ways to make stages reminiscent of Yoshi's Island. I'll let him post that one, though.
Here's some technical talk about my levels.
--Event Controllers Used--
1-01 - 38 - Location Based (May require enemies to be beaten), 43 - Orange ? Switch in a Brick Block.
1-02 - 38 - Location Based (May require enemies to be beaten), 32 - Star Coin (Collection of), 37 - Chainer (If X, then do Y), 156 - Red Coin Ring
1-03 - 33 - Location Based (May require standing on something to activate), Zone Enter (When you enter the zone, this goes off), 37 - Chainer ("If X, then do Y"), 34 - Conditional (If X AND Y, do Z), 39 - Multi-Chainer (If X, then do Y THROUGH Z)
--Events Used--
1-01 - 191 - Tile God (Create), 149 - Rotation Controller - Spinning
1-02 - 191 - Tile God (Create, Destroy), 149 - Rotation Controller - Spinning, 144 - Red Coin
1-03 - 191 - Tile God (Create, Destroy), 149 - Rotation Controller - Spinning
longtom1 said:You'll probably have to remove the link's to the files as I think they are not allowed as they'll contain Nintendo code
Judging from a discussion earlier in this topic, there's nothing specifically wrong with posting these files, legally.
QUOTE(GolfDude @ Jan 2 2010, 04:29 PM) the game wont load in a usb loader, but works in dolphin with the hacked level.. odd
It's for PSP isn't it?WiiFan2012 said:But, I've got LittleBigPlanet to hold me off until release...
They don't. They just contain the level header and bgdat files, aka level definiton. No code within that.longtom1 said:You'll probably have to remove the link's to the files as I think they are not allowed as they'll contain Nintendo codeTobiasAmaranth said:Alright guys, I think tossing a few treats your way would be nice. You'll need to use WiiScrubber to give these a playthrough. (Replace 1-01 - 1-03 in the retail game.) Treeki mentioned that we've been working on a few levels to stress test Reggie. These are the ones I have been making.
1-01 - Originally Nintendo's 2-Coin, but with an unused underground area added in. The entrance is a little further down than in NES 1-1 so that you don't skip most of the level. Adjustments were made to make the level more enjoyable for a single-player experience instead of just Coin Battle.
1-02 - Underground was created fully from scratch, and then Treeki added in the above-ground using the original 1-02 as a base. The level is based on NES 1-2. See if you can find all of the secrets.
1-03 - Using 1-05 as a base, I recreated NES 1-3 using a mix of mushrooms and cliffs. In addition to the three star coins, there's a secret exit here.
Treeki also did a level that showcases some clever ways to make stages reminiscent of Yoshi's Island. I'll let him post that one, though.
Here's some technical talk about my levels.
--Event Controllers Used--
1-01 - 38 - Location Based (May require enemies to be beaten), 43 - Orange ? Switch in a Brick Block.
1-02 - 38 - Location Based (May require enemies to be beaten), 32 - Star Coin (Collection of), 37 - Chainer (If X, then do Y), 156 - Red Coin Ring
1-03 - 33 - Location Based (May require standing on something to activate), Zone Enter (When you enter the zone, this goes off), 37 - Chainer ("If X, then do Y"), 34 - Conditional (If X AND Y, do Z), 39 - Multi-Chainer (If X, then do Y THROUGH Z)
--Events Used--
1-01 - 191 - Tile God (Create), 149 - Rotation Controller - Spinning
1-02 - 191 - Tile God (Create, Destroy), 149 - Rotation Controller - Spinning, 144 - Red Coin
1-03 - 191 - Tile God (Create, Destroy), 149 - Rotation Controller - Spinning