#New++ Super Mario Bros
1 messages · Page 8 of 1
(1% fake)
Also if we're going to shitpost lets move to another chat
Yo thats fire
Bro, u haven't seen what fuzzy is cooking, hes working on some really cool stuff for lsmb, I have only seen snippets of code
I liked the "apocaliptical" feeling this gives
I make those jokes, but im really hyped for his mod ngl
Lazy SMB
Hope it have more than 8 levels only
then C++ SMB
NO WAYYY TRUE
C++ smb gets the prize for best mod of the century
I hope for illy release New++ smb sequel, the Python Smb
If I was to make a seqaul, it would be a hack were you play as bowser jr
That would be cool asf tbh
My mod would probably have a sakura luigi ds, that would be like a nslu
If I ever make a sequel to my hack, I'll make it in DS style so Fuzzy and the Evo people can die happy, zero ported graphics, with completely original and never implemented ideas, with shittons of songs with NWAV so the rom will be 28042830803 MB in filesize, and with code hacks, a bunch of code hacks, because the more code hacks you have, the cooler your hack is
No more Sakura just stop🛑
And i need 19093923 more only 😭
(No joke, i only need 4/5 more at least, at this point)
And it will have nsmb2 port too
But it will be later
Really later
No suicide jokes
Please
Thanks
For deletin it
Alright
Btw, lets go #general because theres something funny to show
You don’t count code hacks by the amount you have in your source folder
I got multiple files with 1000+ lines of code
Wow
Lucky, If I saw that I probably would of timed u out tbh
But in files i only have 67 codes, but codes in general i have more than 108
Sorry for the ping again
Ur not wrong tho
Looks good so far
oh bowser jr banners
oh nice! just one thing tho: lower the warp entrance a bit in the first view
nice tileset, tho I would work on the red tint of the pillar
also did you use nitropaint to import it?
I used nsmbe
ok ill try it
this will make it keep a lot of details
what do I need to convert it to?
choose the format that nitropaint sets for you
if it doesn't look decent, go one down
allowing you more colors
I cant really see a diffrnce tbh
also the top background is a placeholder that I made in like 10 min
hmm, if you import the tileset without nitropaing in NSMBe, do you see a difference between pre-import and post-import?
try choosing a better format
when I look at your tileset it looks more smooth but in game a lil noisy
ofc if you take a closer look
thats intentional, I was originally going to make it be a lot more noisy
I mean you have smooth and noisy parts in your tileset right?
the smooth ones look now noisy too
-# (I sent a update here)
Im gonna try and grind some w9 code after school today
because I probably wont do any on Saturday because Ill be playing splatoon 3's final splatfest and on sunday I have work
okay, gl
Back how’s the process bro
She did a lot of progress in w9 things
this looks normal :3
is this easy (obviously not EASY easy) for someone to do or is it hard
its pretty fucking hard
the world map scene is complete ass and a lot of what I need to change hasn't been reversed
i like the route where you can just chose to do two optional bonus levels that dont help you progress at all
LMAO

Im working on extending the table for the subScreen maps
I just am struggling to use the function that checks if w8-
has beet beaten to load the alternate w8 map
im thinking of nuking that and making the whole w8 map visible from the start
Maybe you could use some logic from how the blue toad house works?
It only shows up after you beat 8-
Im waiting for somebody to help me with using rcast, the function basically does that though
thats the subscreen path for w9 done
well nrealy done, i gotta fix the thing for w8 part 2
it doesnt crash, a lot of things just dont work due to it not being finished
okay
I wrote the code for the world map camera boundaries
oh nice! does it only keep the camera static or can you set proper boundaries that are smaller/larger than in the original game?
yeah, you can set the boundaries to whatever the heck you want
nice
i think JPG64 might need this for some of his worldmaps, some are smaller than in the base game, and so scrolling the camera to the right only shows water
she released it in #1207793065524199455
YES!!!!
How did you increase the speed up speed
A code hack
each in their own world
Me:
-# aka me at anytime of the day, no matter what I'm doing
I’m going through my YouTube comments and all the support makes me so passionate about this hack
The only problem is that the expiration is that it’s gonna be better than newer
But its already better than newer
Imo its one of the best nsmbds hacks ever made
how did you add better sounding music to the hack?
like the ghost house boss themes
Its with nwav
oh thats nice to hear
oh
yea :/
w
Yeah 🙂
it is the first hack with world 9, sorry, the number 8
does it allow sseqs still
Yeah
alr
nvm then what 😭
im gonna wait to get a 2tb ssd
cause i only have 200gb rn
My rom is almost newer wii da edition 😭
im sorry newer wii ds exists?
Because its so big
*also im moving to #nsmb-chat
Yeah, newer ds, but my rom is like newer wii in one way: its bigger than the og game
Yo true
For example, this castle theme uses a nsmbwii castle midi and the Pokémon hgss sound front
how did you reach this much already 😭
new world, nwav, and code hacks prob
He doesn’t compress the songs enough
Never use nwav without compression 😭
The thing is you won’t even be able to tell the difference on a ds since the speakers are shit
I just use it becsuse idk how to make sseqs
i unironically use headphones on my n3ds
so it sounds better
you could at least split the song when the loop happens, so the loop doesn't get included twice
usually, mario soundtracks uploaded, fade out after the 2nd loop
your rom is gonna explode
"Guys, sakura smb ds released!!!!!"
"8GB? WHAT THE FU-"
lmao
you think thats bad?
imagine newer wii dx
they said the same about gta6
except that sakura smb is a ds game, the original ds game is only 32mb (nsmbwii is about 300mb iirc)
We got gta 6 before newer dx 😭
my wii rom was 3 gb what 😭
Its a iso
no wbfs
A wbfs is 300mb
WHAT? 😭
oh nvm
its 352mb
and my newerwii wbfs is 876 WTH 😭
if thats bad then when will newer u release (ik its cancelled)
are you two conscious that you're still in #1142029407729483846 ?
si
but dw im not gonna talk about it here anymore
I made a lot of progress on new++ yesterday
I was busy af so I couldnt do much
and the w9 map takes a shit tone of time because the world structure is mostly undocumented
my dumbass brain at night was about to say "is this (the structure) a gd reference?"
seems complicated tho, gl
Lol
9-1 is a level about chaning long jumps and wall jups
the idea of w9 is that it strays away from the traditonal level structure into a more abstract nature
oh interesting
celeste ahh
I may or may not have added fancy moves such as doing mid air twirls while long jumping
im taking a lil bit of inspiration from farewell
Moveset++ Super Mario Bros 
honestly i think that adding more to the moveset is interesting. i always wanted to see a 2d mario game with a 3d mario moveset (like it was originally planned for nsmb)
how did you add more levels? theres not an option for it as far as i know (or is it just the w6 cannon rn)
custom code
next step is to rewrite every world maps paths and nodes and crap into my own extended table :c
wait I think I can automate it, don't waste your time yet
Im gonna do it in like six hours after school
Use goombatlas
And copy the code for it
its 8:03pm 😭 (ik ur in a different timezone)
also if i remember right theres a w17 so theres a potential for 10 worlds
Here its 21:10
Canada?
Nop
Carribean?
Brazil
that would be a million times harder
I already have arrays with all the data

What do u mean by that?
These guys don't know what timezones are, smh
Sorry
serious about what?
I know
is it dark outside for you🤔
It's 8:52pm for me
Same for me
Here its 10 pm

^
Where did you get that from? I will be able to add however many worlds I want if I pull this off
wait you can actually add more worlds
more progress
nice
Cutscene after entering a level?
Its the level intros
how did you add a ghost house?
Changing the model
im kinda at a road block with w9
i dont know what else I need to do to get it working
the wm scene is so fragile
there is already a model that gets drawn
the thing is
if one thing is off
the whole top screen just goes black
I see
Its kinda a awlful scene
Idk if its possible, but you could try rewrithing the world map scene?
It could already help a lot i think
If i knew code i would rewrite the whole world map scene and make it something like the nsmbu maps (everything conected)
hmmm
Because i hate the nsmbw or ds map system from the bottom of my soul lol
They're so bad programmed
wait, i still need to check the wm player, enimies and camera
I should do that next
The enemies is for the block and hammer bro right?
Idk if bowser jr and peach counts too
They arent the player tho
thats already been changed
the whole wm struct thing is done
Will smith did it for me
#include "nsmb.hpp"
ncp_over(0x020E79C4,8)
static const WorldmapScene::WorldStruct newWorldStructs[8] = {
{
rcast<WorldmapScene::NodeStruct*>(0x20e74d4),
rcast<WorldmapScene::PathStruct*>(0x20e6a78),
rcast<WorldmapScene::EntitySpawnSettings*>(0x20e5a60),
rcast<WorldmapScene::MapPointStruct*>(0x20e81f4),
rcast<WorldmapScene::MapObject*>(0x20e6924),
rcast<WorldmapScene::MapObject*>(0x20e65f4),
rcast<WorldmapScene::MapObject*>(0x20e70dc),
rcast<WorldmapScene::WMCharacterNode**>(0x20e5f5c),
0x13,
0x17,
0x0,
0x0,
}, {
rcast<WorldmapScene::NodeStruct*>(0x20e75b8),
rcast<WorldmapScene::PathStruct*>(0x20e6cb0),
rcast<WorldmapScene::EntitySpawnSettings*>(0x20e5a54),
rcast<WorldmapScene::MapPointStruct*>(0x20e83bc),
rcast<WorldmapScene::MapObject*>(0x20e6974),
rcast<WorldmapScene::MapObject*>(0x20e6624),
rcast<WorldmapScene::MapObject*>(0x20e6ff4),
rcast<WorldmapScene::WMCharacterNode**>(0x20e5f20),
0x14,
0x18,
0x0,
0x0,
}, {
rcast<WorldmapScene::NodeStruct*>(0x20e715c),
rcast<WorldmapScene::PathStruct*>(0x20e6ad4),
rcast<WorldmapScene::EntitySpawnSettings*>(0x20e5a5c),
rcast<WorldmapScene::MapPointStruct*>(0x20e7b04),
rcast<WorldmapScene::MapObject*>(0x20e6654),
rcast<WorldmapScene::MapObject*>(0x20e6534),
rcast<WorldmapScene::MapObject*>(0x20e6794),
rcast<WorldmapScene::WMCharacterNode**>(0x20e5d58),
0x12,
0x17,
0x0,
0x0,
}, {
rcast<WorldmapScene::NodeStruct*>(0x20e730c),
rcast<WorldmapScene::PathStruct*>(0x20e6a1c),
rcast<WorldmapScene::EntitySpawnSettings*>(0x20e5a58),
rcast<WorldmapScene::MapPointStruct*>(0x20e7e64),
rcast<WorldmapScene::MapObject*>(0x20e6b30),
rcast<WorldmapScene::MapObject*>(0x20e6594),
rcast<WorldmapScene::MapObject*>(0x20e6f14),
rcast<WorldmapScene::WMCharacterNode**>(0x20e5dd0),
0x13,
0x17,
0x0,
0x0,
}, {
rcast<WorldmapScene::NodeStruct*>(0x20e78a4),
rcast<WorldmapScene::PathStruct*>(0x20e7064),
rcast<WorldmapScene::EntitySpawnSettings*>(0x20e5a44),
rcast<WorldmapScene::MapPointStruct*>(0x20e8994),
rcast<WorldmapScene::MapObject*>(0x20e6b90),
rcast<WorldmapScene::MapObject*>(0x20e65c4),
rcast<WorldmapScene::MapObject*>(0x20e6834),
rcast<WorldmapScene::WMCharacterNode**>(0x20e5e6c),
0x18,
0x1e,
0x0,
0x0,
}, {
rcast<WorldmapScene::NodeStruct*>(0x20e76a8),
rcast<WorldmapScene::PathStruct*>(0x20e6dd0),
rcast<WorldmapScene::EntitySpawnSettings*>(0x20e5a48),
rcast<WorldmapScene::MapPointStruct*>(0x20e859c),
rcast<WorldmapScene::MapObject*>(0x20e6c50),
rcast<WorldmapScene::MapObject*>(0x20e6754),
rcast<WorldmapScene::MapObject*>(0x20e6f84),
rcast<WorldmapScene::WMCharacterNode**>(0x20e635c),
0x15,
0x1a,
0x0,
0x0,
}, {
rcast<WorldmapScene::NodeStruct*>(0x20e7234),
rcast<WorldmapScene::PathStruct*>(0x20e6d10),
rcast<WorldmapScene::EntitySpawnSettings*>(0x20e5a64),
rcast<WorldmapScene::MapPointStruct*>(0x20e7cb4),
rcast<WorldmapScene::MapObject*>(0x20e6694),
rcast<WorldmapScene::MapObject*>(0x20e6564),
rcast<WorldmapScene::MapObject*>(0x20e6ea4),
rcast<WorldmapScene::WMCharacterNode**>(0x20e5d7c),
0x12,
0x18,
0x0,
0x0,
}, {
rcast<WorldmapScene::NodeStruct*>(0x20e73f0),
rcast<WorldmapScene::PathStruct*>(0x20e69c4),
rcast<WorldmapScene::EntitySpawnSettings*>(0x20e5a4c),
rcast<WorldmapScene::MapPointStruct*>(0x20e802c),
rcast<WorldmapScene::MapObject*>(0x20e66d4),
rcast<WorldmapScene::MapObject*>(0x20e6884),
rcast<WorldmapScene::MapObject*>(0x20e68d4),
rcast<WorldmapScene::WMCharacterNode**>(0x20e6484),
0x13,
0x16,
0x0,
0x0
}
};```
then i just extended it
Gotcha
Ofc he is
Oh yeah
I kinda want to make the wm camera also scroll on the y axis
and maybe also the z axis
because having worldmaps that are not just left to right would be cool
also make sure to check WMController
there's likely a lot to uncover in it
Guess who also wanted it:
This would help with the nsmbu style world map (everything conected)
After that it would need only the world number change after passing a path, and the song and mini map too
(Not saying im going to do this tho, im happy with my world maps)
Yeah I have only looked at a very small amount of that
do you think that ill need to modify anything related to save data?
yeah probably
this looks important
seems to check for level starcoin completion
since combining the star coin node flags makes 7
good find
nice worldmap code is getting more and more discovered
I think im going to try and code tripple blocks today
and also proper celeste springs
i gotta do some modeling though which should be easy
oh nice
I wish someone did that for NSMBW 😔
sorry for the ping
I have this so far, just a model
current state of it
? block ascends into the void lmao
interesting
more progress
oh nice!
the best part is that i can give each third of the block its own thing inside
oh thats cool
i know it's still wip but it would probably be better to give a shadow to the question mark to make it look more consistent with the regular question blocks
the textures are still placeholders
this is what I mean by that
Neat
spawning vines that go down is so wrong
oh you can do it with any item? nice
I set it up so these bytes are the items that are spawned
how long until jpg64 asks for these for ssmb
lmaoo
not much
LMAOOO
these blocks are so hard to get right
the thing is that the texture is 32*16
instead of 48*16
LMAO IT LOOKS SO FUNNY
new*r ds has triple coin blocks 🤨
Yep, but they are a mess
why are you censoring "newer" 😭
So she's making a diferent one, and triple block arent original from newer anyways
(And they're cool asf)
yes but for me the triple coin blocks in n*wer ds it glitches some times
Almost every ne*er ds actors are glitchy
n**er actors are a mess
n**r's a mess

its actually a whole epidemic
And its so rare to have a actual original rom game
Literally
I really like Newer DS, but I personally feel like it lost its essence when people started using it as a base for their hacks, they just ruined it
oh yeah, should I also do double blocks?
i also want to make double and tripple donut blocks
Those im not sure
like nsmb2
But it could work yeah
i honestly cant relate
im 100%ing the game for the second time
great game
No he is not saying about the newer ds
the hacks
But about the newer ds hacks
Theres a lot
didnt know that
and thinking that i almost used it as a base for my old hack... 😭
im gonna have another go at these textures
the double block shold be easy
but triple block not so much
Cool
I replied to this comment with the whole .cpp file lol
LMAO
Damn bro
not sure what youre using to make your graphics but i think in aseprite you can change the pixel ratio
I know making it without streaming the image
something like that might help in this case if your graphics editor supports it
Streching*
it should be fine now, the double blocks I just need to draw a texture for and that will work out since it doesnt get stretched and the triple blocks Im going to do smth like that for
gotcha
i love how i can export every frame with evey palatte lol
i think the double blocks look good now, im not sure why it apears darker one that one frame
probably smth code related
Or a pallete bug
they all have identical palettes
Oh
I think i can call these done now
all i need to do it add a way to offset them by half a tile
and now they are done
Nice work
Noice
double block, nice lol
oh yeah i also have blue ones
oh nice!
time to steal it 
/j
I was planning to add something like that too
makes sense, those kind of things are useful for levels
I started working on 4-3
yeah and 89 is a villager
okay
i immediately did the thing with the sleeves
to look like a villager
when i read that

not that kind of villager lol, its this kind
Are the themes for every world defined yet or are in constant change?
you just listed 2 extremes

Ops
how did you replace the second tower icon with an airship in the bottom map on w6?
it's easy bro😭
how do i do it
Editing the nsc thing
Nsc file uistudio

They have been defined
W2 is the Celeste-like world (i think inspired by Foresaken City)
W4 is twilight town and w5 is snow
Ohhh cool!!!
Nice!
I think it would be nice of the villager looked i little bit more 3d
They are sprites tho
oh
just found a random side effect of some unfinished w9 code
whasit
secret bonus mushroom house
weird
Illy select all the vertices and merge them by distance
and see if it makes a difference
yeah good point, that should help with the shading
it messed some stuff up lol but the shading is better
oh cool
larry turned into sand
pharaohs curse
lol
If will smith was here he would say smth like... "thats what happens when you follow fuzzys cringe advice"
nah that's supposed to happen
which can be fixed with two clicks
adding a new one and deleting the old uv map
u won't have to uv map everything
it will just fix the bug
also set shade smooth
I don't think that it makes a difference in-game, does it?
i think it does?
ill give it a try my tmr
well maybe tmr night because i got to have a surgery done to get some screws and plates removed from my jaw tmr
it definitely does
good luck with that, hope it's not too painful
Thats why you shouldnt follow cringefuzzy stuff
ofc it does
otherwise normals are flat
Bro ofc it does
so your saying that I shouldn't do something that removes 152 vertices?
Im joking mostly
Because of this
will smith says DO NOT remove doubles
What is doubles
When two or more vertices of a mesh object are so close together that they can't be distinguished
I thought that NSMB would render it smooth anyway
don't remove double, merge them by distance
the gpu operates on normals, and that's what smooth/flat affects
Speaking Of Sand, What If Larry Koopa Is On World 2.
World 2 In New++ Super Mario Bros Is Gonna Be The Desert Theme. Right?
Cause Illy's Snapshot Of Larry Koopa's Skin Model Is Same As Sand.
The larry is for sakura smb and new++ smb, idk if bester will want to use it tho
I Know. Adding Larry Koopa In The Desert Themed World Was My Idea.
I Was Gonna Ask Illy If World 2 Is Gonna Be The Desert Theme In New++ Super Mario Bros.
No world 2 will be frozaken city
its gonna be Forsaken City from Celeste
Oh. If World 2 Is Gonna Be Forsaken City From Celeste In New ++ Super Mario Bros, How Come The World 2 Icon Is A Castle Banner With A Shy Guy Face On It At A Night Field?
Its a old image
Is It True That Your World 2 Theme Is Gonna Be Forsaken City In New++ Super Mario Bros? Cause My Idea Is Larry Koopa Is Gonna Be In The Desert Themed World. I Hope The Desert World Is Gonna Be Added As An Extra World Or Additional World. It’s Gonna Have 4 Levels Just Like Sakura Super Mario Bros Ds's World 4. If Not, That's Fine. I Just Love Giving Everyone Ideas.
It will not going to have desert i think
I Know. My Idea Was Rejected. Because The Desert Theme Is Gonna Be Replaced With Forsaken City. Just Like You Said And Illy Planned. I Guess The Desert Theme Is Gonna Be Added In The Sequel Of New++ Super Mario Bros. Also Known As New++ Super Mario Bros 2 As My Prediction. I Can Make Prediction Videos.
i dont think there'll be a sequel tho
Brother Why You Typing In Pascal Case 🗣️
i mean the hack isnt even finished yet, don't expect a sequel
I'll Make A Prediction Video Of The New++ Super Mario Bros Sequel. Trust Me. I Make Prediction Videos. It’s What I Must Do. I Did 2 Video Of Game Predictions. One Is Donkey Kong Country Trilogy Remake And The Second Is Super Mario Galaxy 3. I Make Ideas. I Can Make More Prediction Videos. You Should Watch 2 Of My Prediction Videos. I Know You’ll Love It.
can you please avoid ping replies tho?
Okay Okay. Sorry About That. I Just Wanted To Know That I Did 2 Prediction Videos. Donkey Kong Country Trilogy Remake And Super Mario Galaxy 3.
Disable ping replies clicking this while replying to messages
Okay Okay. Sorry About That. I Just Wanted To Know That I Did 2 Prediction Videos. Donkey Kong Country Trilogy Remake And Super Mario Galaxy 3.
No problem : )
Good. Now As I Was Saying. That I Made 2 Prediction Videos. Donkey Kong Country Trilogy Remake In Switch Part 1 And Super Mario Galaxy 3 Part 1. But I’ll Tell You What I’m Gonna Make. I’ll Make A Prediction Of More Levels In New++ Super Mario Bros. Does This Sound Good?
Why Are You Writing Like That Though 😭
I Don’t Know. It’s Just That I Write Fine. But Never Mind What I Write. Let Me Show You My 2 Prediction Videos. Part 1 Of Donkey Kong Country Trilogy Switch And Part 1 Of Super Mario Galaxy.
preferably do not send the videos in this channel
Oh Okay. But Is There A Chat Channel That I Can Post Videos In? If Not. I Cam Create A Chat Channel.
maybe in #hobby-showcase
Oh Thanks.
lol
I wanted to work on the hack but i feel really fucked from the surgery, hopefully ill be able to fix that larry model tmr
dang, i hope you feel better
i tried out what you said with the model fuzzy, it made no diffrence to the lighting
where can i find this setting?
also i fixed double/triple blocks today
they are not inline with the other tiles
i still need to make them kill enimies that are on them when they are hit though
I think it really makes no difference
iirc I tried it with worldmaps, and I didn't see a difference between the non smooth shaded and smooth shaded one
In world map it dont works
so smooth shading makes no difference apparently
It does
My yoshi model have it, it looks totally better
It seens you dont know how 3d works 
bruh then idc at this point
I will enable it occasionally when I feel like it improves the shading
I mostly do it with an angle anyway
Fuck the angle, smooth shading makes the model better
it doesn't look good on certain angles with flat surfaces
i think its good for models that are meant to look round
And looks horrible
at least from what i've seen when i tried modding sm64
No but its right
i assume that it works the same way, since it was also doable in blender directly
Ndy will ban me for yapping to much 😭
If you don’t know you don’t know, I don’t wanna hear a comment like this from you given your crippling dependency on others for code mods 💀
Also, you should really stop with the "this is shit" or "this is useless" comments
But no, @quaint gorge
You should apply it in objects meant to be rounded (enemy models for exemple)
Oki
Since it create a diferent shadow casting
Wich looks weird on flat objs
(Flat meshes i mean)
Tho i dont use it a lot in my models
I only use in player models
And some enemies/objects
Like the nsmbw meteour
it looks good with auto smooth shading and then you enter the fitting angle
Yeah
except for just a flat plane, don't use it on that
Ohhh gotcha, gotcha
thanks, larry looks a lot better now
hes smooth now
clean!!
I might try and rip the rest of the koopaling models later so they are ready for the programing stage
no, jr will be on airships and in w1 and w8 castles
this is as much of it as i can do today, my brain is to messed up from meds
the shell model isnt done
its still this messed up shell model
guess what, im doing more anyways
when the motivation is too strong:
When the koopaling is finished our mods will be crazy 🔥
scale = Vec3(0.7fx, 0.7fx, 0.7fx); please
and you're missing some animations?
aside from that, it looks great
can't wait for the new 10 mods with koopalings that'll be coming out in 2025 descargar para android
why?
At least new++smb and sakura smb will give a start to a new era of nsmbds
larry is too big
Shitty smb idk, but c++smb para android will
i have them all they are just really hard to get the speed and timing right
They have the same size lmfao
so my specialty
Its right
yeah they shouldn't
actually it depends
@fossil token is it the same size as Bowser JR?
too big? i would have said the right size or slightly too small
I looked it up and it seems like larry's head is a bit below mario's head
oh okay
it's close enough
im going off mario wii, not mario maker
speaking of which, the proportions in mario maker are very weird imo
I agree
the model is ripped straight from mario wii, its probably the angle I have him on
what do you think i did
Vram overload

Ops sorry
This is really awesome
@sullen plinth you'd appreciate this
You 😭 me, but they were working on replacing Mario with Larry at one point
ohh okay
Yeah
my bad lol, i thought you pinged him because of his name 😭
Woah! Larry actually in the game! Is his model DS-ified? If so, could I use the model and perhaps do a new mod over Mario?
the model and animations are ripped directly from mario wii
Ah, I see, well I knew the animations looked like the official ones. I wasn't sure if the model was customized or left the same.
Speaking of that mod, I still need to work on making it console compatible at some point, as well as getting rid of weird bugs that occur for some reason like sometimes the player hits an invisible ceiling everytime the player jumps, it's weird.
I would most certainly prefer this mod with actual Larry animations to be honest, so I could probably try to recreate some of those to put over Mario's?
That'd be neat
I havent tried in a while, i still want to do it though
i dont remember what the issue was
i got a question for the smart people here, how do yall think i should do koopaling projectiles
i have two ideas
- use textures and have it switch between them so smth like this
- use the bowser fire models and animations but recolour them
also, do any of you know how i can add more sound effects to the game without doing the newer ds thing where they switch the files during runtime
Depends, if there is enough vram why not use a model. But I wouldn't recolor it, I would simply make a custom one
if you don't want to, use the textures, it's easier and quicker to make
ill try and make the kooplaing projectile actor tmr
thats what i was planning
im thinking of using it and extending the palatte and setting a colour offset depending on the actors settings
doesnt the nsmwii koopaling projectile has some playstation symbols on it or something? or guess i'm getting confused?
or only during the fight?
idk
im not using the nsmbwii koopaling fire models
It was only that bowser's wizard that had playstation icons
Kamek
Yes
no, all the koopalings do
Really? I never noticed!
oh so i remember correctly then
damn wrong reply
sorry TheBester7
Dunno why but this is funny, maybe it could be an emoji/sticker
I ended up making the hitbox for the fire smaller then the player would think just so they dont feel like they get screwed over on some frames of the animation
(since we have the slots i did it, if we need slots ill get rid of it)
ok larry is kinda hard, since its random if he will jump or shoot he can jump like five times in a row and really through you off
I need to add a faster jump/attack mode and some diffrent projectile settings as only his shell slide stage is customizable right now
SD:/_nds/nds-bootstrap/patchOffsetCache/MY_ROM_FILENAME.bin
Omg
I want to finish off larry, i have the sound effects kinda set up in my sdat so i just need to find out how this crap works and how to load and play the sound effects
im trying to think how i should respond to these comments
i dont know how to respond but since my channel is quite small its feels rude not to respond
first: yes custom bosses
second: yes, a guy
named fuzzy suggested making them completely custom and here check his youtube account <insert link to my channel> out. He is currently working on the best NSMB mod there is (after or before yours, you decide).
third: only if you're kai cenat skibidi and fanum taxxed
fourth: yes, was it not obvious? What else did you expect?
well calculated response
😎
do you think the first one means bosses nsmbds hasnt had before or totally original bosses unfamiliar to the nsmb series
Hard to say, but I feel like the second one
for 3rd you could probably say "new++ doesnt have a need for fishbones at this time. please be sure to subscribe to stay up to date on all things about new++!"
I could code so many cool bosses but gotta stick to one in lsmb
I thought of some original and non-typical ones
make a boss rush level so you can code one million billion bajillion custom bosses
nah
But I could code some when I'm done with lsmb
might try to help out missing lands or lost sequel to make it cooler
ture jpeg is starving
💀 pls no
I will only if I see more levels, only then I will consider it
Well he has the temu versions of my code hacks tbh
they are not up to date with the current optimized versions of them lol
"temu"?, care to explain
ahh
Im making a joke about poor qaulity
second: yes, a guy named fuzzy suggested making them completely custom and here check his youtube account <insert link to my channel> out. He is currently working on the best NSMB mod there is (after or before yours, you decide).
worst advertiser known to mankind
yeah, figure it out later
I gotta raise more attention for my hack 🤫
in any possible way
you could rent a bilboard
gonna start working on lsmb again (finally)
idea: spend all your time and motivation and will hyping up and advertising your own hak untill youre so burnt out you can never do anything ever again for the rest of
ill do that if you buy this 💀
Yeah i wanted acorn suit 😭
I have a lot of levels done, i didn't showcased them yet
Theres like 5 level i didn't showcased iirc
You don't have to show every single one, just a video that is focused on the level unlike your other videos where you show the custom actors
Yeah
Since if i showcase everything when the game releases people will already been played it

illy worldmap powerup state fix when?
Whats world map powerup state fix
Nah they arent poor quality
i dont know how to do it, the only way i can think of is by having a global variable that does it
and i couldnt figure out how the save stuff works for the powerup states
And why i read this as "save fluff works" lmfao
😫
why would you type this
grown ass man
Yeah because his ass is so small he need to grow it
😭
you want me to gather all the weird and crazy stuff you said for your age?
(I think the joke didn't sound well)
I was kinda scared that I might be talking to a child
I didn't said nothing weird to my age i think
bro is obsessed with my ass for no reason, that's gross, you should get another role for this
What 😭
???
@tepid temple i said smth wrong?
please take this out of Illy's channel
but your the type of person who would go to the docter because you are confused about why your ass has a crack in it /jk anyways, please take this shit out of the channel, this isnt the place for shitposting
Also, at least i have roles and you dont
LMAO
Sure i will stop shitposting here
my reaction to this convo sums it up pretty well, anyway can't wait to see the finalized version of larry in new++
and he looks actually a bit challenging for a semi boss
gl
Yeah same, illy code some cool stuff to this mod
i dont know how the hell that happend lol
Im thinking of putting the jump rates up so 2/3 attacks are jumps instead of it being a 50/50 if he shoots or jumps
im also thinking of adding an attack where he goes in his shell and jumps
I think it could be cool to use the shell state for more then just a doge phase after every hit
yeah I was wondering why the koopalings weren't making any use of their shells
literally the strongest attack
except when you can avoid the ground
I got an explanation and some code to add more sound effects from Edit
so tmr morning im going to try and finish up larry
Hi Guys. Sorry I’m Late. My IPad's WiFi Has A Slow Buffering So I’m Using My Phone To Chat Some Ideas. And Here’s My Idea. Larry Koopa Will Be On World 5. I Saw Your Video Of The Larry Boss Fight Development. And I Would Love To Have Larry Koopa On The Snow Themed World 5.
why would i put the easiest koopaling in w5
larrys going in w1
i have coded him in a way to base the other koopalings that i code off him
Oh. If Larry Gonna Be World 1, What Koopaling Is Gonna Be On World 5?
i think it should depend on what fits the koopaling best
cuz new wii is
- larry
- roy
- lemmy
- wendy
- iggy
- morton
- ludwig
I Like the Holloween pfp
🔥
Thanks!
Okay. Since Larry Is Gonna Be On World 1, Then Roy Koopa Is Gonna Be On World 5 (Snow Theme). Compared To Morton Koopa Jr In A Snow Themed World (World 4) In New Super Mario Bros 2.
i have already said many times that the placement of the koopalings is going to depend on how difficult they turn out to be
easiet one in world 2 and hardest one in w6
but ludwig will be the hardest and in w7 because he always is
I Think Frosty Cake Said It Not You. But I Understand. But I Would Love To See What Forsaken Ctiy (World 2) Would Look Like. Maybe A City Of Shy Guys? I Guess.
-# i mean that was ME saying it now, she started working on the koopalings i think even before i joined so lol
Okay Okay. So Illy? Are You Gonna Work On World 2? Cause World 2 Is Forsaken City. Maybe Forsaken City Can Be A City Of Shy Guys. Just Like The World 2 Icon I Would Love To See That.
thats not the plan for w2
dont mind this im dumping some screen shots for custom sound sets for the larry fight
Oh……Well What’s The Plan For World 2? I Hope It’s The Desert Theme.
Oh. That What I Wanted To Know. I Would Love World 2 To Have A Snow City Theme. It’s Perfect. And I Have A Idea For World 2. World 2 Is Gonna Be The Subcon Theme From Super Mario Bros 2. Cause World 2 Is Gonna Be Based Off World 4 From Super Mario Bros. Cause World 4 Is A Snow Theme For Super Mario Bros 2. And It Will Have A Snowy Temple And A Castle. Would That Be Great?
I set all of larry's sound banks up earlier today
and his sounds work in game
besides one of them which is broken
gonna try to fix it later tonight or tmr
w2 is nothing like any mario game, the theme of the world is more on platforming than on enemies. I plan on introducing the player to the fncy movment, long jumps, mid air twirls and diving in w2 as well as some other things that are going to be commonly used in levels such as magic platforms if i can pull them off
NEW PFP!!!!
oh nice!!
The Banks will need to be set in the sdat for the koopalings to work right?
https://www.youtube.com/watch?v=2Fts1zF1Y1s more progress
WWW
Nice. You Did A Good Job With The Larry Koopa Boss. BTW World 1 Is Gonna Be The Grass And Plains Theme. Right?
Wow
World 1: Larry
World 2: Morton
World 3: Wendy
World 4: Iggy
World 5: Lemmy
World 6: Roy
World 7: Ludwing
Good Koopaling World Concept, Keith Style. So Anyways World 1 Will Be The Plains Or Grass Theme.
Grass
Thanks JPG64.
Now About The Conversation About The Scrapped Content For Your Game Mod, JPG64. Yoshi Is Gonna Be Replaced With The Acorn Suit PowerUp. Since The Trailer You Made Said The Mod Is Gonna Have 2 New Powerups. You Didn’t Tell Me Your Adding A Third Custom PowerUp. But I Love That Idea. Perfect.
please keep this channel about new++
world 1 is night grasslands with a focus on koopa para troopers
the order is going to be based on difficulty and i dont know how difficult each one is going to end up being
although larry is w1 and ludwig is w7
and i have a conscept for lemmy that might end up being really difficult so hes probably going to end up being w6
Are you planning on implementing custom mechanics for the Koopalings instead of replicating the NSMBWii/U ones?
Gotcha
I be towering
i always forget how hart towers are to make
shifting the view half a tile over to give a one tile center has made it easier for me though
seems like ya like using climbable fences for towers
oh gotcha
this comment is kinda hard to respond too, i dont know what to say because its so true
i do believe mods are held to a different standard/are for a different crowd than retail releases
thats why tgeyre mods n not original games
Call me crazy, but I had this exact same thought too, lol
I can't really tell why, but I suppose it's because of how limited this game is and because Koopalings are in every NSMB game except for this one
i think its ones of those things were a minority is really loud
kind of like how there are some communities that are hated because of some toxic people who are really loud whilst the rest of the community are normal people
this, I mean since they were in NSMBW NSMB2 NSMBU, one might wanna know how they would be in NSMB
and illy will probably try to make them more custom on top of it, like the shell attack so let's see how it turns out
Sorry. I Was Talking To JPG64.
im thinking or recreating this part of smw 1-castle for the secret exit route in 1-tower
yeah that section looks really fun
Seeing retro level references in hacks often feels like a nice touch
Sounds Perfect! I Think The 1 Tower Level To Be Just Like Super Mario World World 1 Castle. If Not, That’s Fine.
any references?
it depends on how the refrences are added
if it's lazily added, it's bad
if it fits the level, it's fine
The shell charge attack is creative, but I'm not too sure about it tbh since Larry canonically gets dizzy from spinning. But I guess you don't really have to follow canon.
I would be interested in learning how you made a custom object for this game though. Are there any tutorials on that so I can make a custom object playable Larry?
If you're talking about the model, you can use Blender, a 3d tool for modelling
you'll need the NNS plugins on top of that to export the model to a format that is compatible for DS
those plugins simply allow you to export it to that format (don't let those confuse you)
I'm talking about programming a custom object entirely, but I'm thinking for new player Larry object model, I want to make it a programmed custom object so he animates like and moves around like Larry, having the same kind of movesets too like shooting magic blasts at enemies. That would be really cool to if I could make.
But yeah, I knew about that stuff. I custom imported into NSMB and MKDS a while back, hehe. 😄
well it's possible but hard, and impossible with no coding knowledge
I have coding knowledge, I want to know if using C++ is a viable option. I know I can do what I have in mind with 64 DS already.
the player has a lot of animations and you'll have to recreate every single one except for the unused ones which can be replaced with dummy animations
oh I see
C++ is what we mainly use for modding DS
We should move to #nsmb-chat
Good to hear, and yeah, probably, sorry about that.
All good
It can be lazy, it depends on how it’s done, in this case it’s going to be an extra room on the secret exit path instead of going straight the the flag pole which imo isn’t lazy
I’m also thinking of making the secret exit take you to a harder version of the Larry fight
Good Idea. The Harder Version Of Larry Fight Would Be Similar To Larry's Castle In Super Mario World. Perfect!
maybe it could take you to w3 instead of w2? (it would have to be way harder tho)

hes in w1 tower, you know the level that unlocks w1 cannon when you take the secret exit
this is the 1-
secret exit larry fight
now i just need to make it so he's sleeping and you need to jump on him to wake him up and start the fight
yeah thats what I need to do
im going to make larry koopalings spawn a door when killed and make them lead to a flag pole
i kind of like that better than ending with a victory animation
oh okay
this is what the smw 1-castle bit looks like, i think its a fun little remix for the secret exit route
yeah can't wait to play it once it's out
is every koopaling battle going to be a secret battle fight?
oh thats nice
It looks good actually
maybe, i think its cool to have a harder version of the battle but for larry, its garding the 1-cannon unlock
You plan doing more of those for other castles or only caslte 1?
and its a pretty hard fight so i think works well
The koopalings will be diferent actors or only one with diferent bytes?
If they are diferent actors on ssmb i will use the harder versions of them
Looks great
you should remove the stomp callback if the actor is in the shell sliding state
also, you could spawn particles for sliding and also play a sfx (like bowser jr)
other than that, really cool
ahh shit i said to myself that im going to stay up until 2.00am to finish 1-tower which i did
but its the start of daylight saving where i live
so its 3.00am now
and i have work tmr morning
I love harder versions of bosses in games and this scratches that itch; it looks super cool
They overstayed their welcome in the platformers, but it's really impressive that you've managed to backport Larry into NSMBDS
Omg
it could work for 1-c?
I think he meant 1-Castle
oh lol......
With code you can
the point of the koopalings is to replace the bowser jr fights and move bowser jr fights to airships
How many airships will there be?
I remember Worlds 6 and 8 having them iirc
From the previews you've uploaded
Sounds interesting
oh that makes sense
👍
unused levels and node points like w6 cannon and the mvsl levels
whole 6 levels you can add
I'm pretty sure adding more levels is not that easy
it kind of is
change a node to be a full level (in the old wme's) and set the area to the w6 cannon or mvsl levels
its WAY easier than it seems
but pathing and animations hell no
hard
This is a level that is part of my upcoming nsmb hack New++ Super Mario Bros.
No link will be given as the hack is unfinished
nice work
seems like a solid 1-tower
n makes nice use of the triple wide blocks
think you could prolly put something more valuable in the first double wide block
since it seems a touch tricky to get to
My one bit of feedback is that Larry could use some sounds for when he gets hit and when he dies; the level is overall really cool and I'm ashamed to say the "POG" got a chuckle out of me
3:53
why was mario climbing the fence as if it was a pole
other than that, great level as always
my guess would be the mid air twirl or smthn
Mid air twirl
Nice level as always, looks pretty solid
I also like how the tower tileset is like a DS-ified version of the NSMBU tower tileset
Also, you probably didn't realize nor do you care, but the hard blue block seems to have some green pixels on it
Checking back, I cannot unsee it
Lookimg good
In the recent update its fixed
She's probably using a older version
nice level!!
i wanted to point out those 2 things but it has been done by others already
also about the Larry fight, Larry goes into his shell instantly (like Blue Shell Mario), instead of having an entering shell animation (like Bowser Jr) which imo feels a bit weird
You can also step on him while he's in his shell form, but I think Illy mentioned it's not finished
Also, in the secret exit fight he just lies in the middle of the air after you defeat him
most of the stuff is easily fixable (if Illy didn't make it more complicated than needed)
also thats kinda simple things to do, but the exit areas and the fight areas feel pretty empty imo. maybe changing the structure slightly could help with that
and one last thing, i think it would be nice to make a "fire" sfx play whenever Larry shoots his projectiles
Yeah I need to adjust the side and bottom sensors a bit, I did not know that could still happen and I though that I had fixed it already
I wanted to leave the bottom sensor large so Larry couldn’t jump into a pit originally but there is some other code that handles that so it isn’t needed anymore
Illy, the Larry koopa theres 2 actors for the hard and easy versions or its only one?
I did not notice that, it’ll fix it later
Just asking because larry will not going to be in w1 in ssmb, but on w3 train so i would ise the harder version of it instead the normal one
I need to add that check in, It’s probably something I forgot as I have the para shell code mixed in with that as well as the long jump code
I actually left that in because i think its kinda fun, its not hard to disable that though
I dont know what sfx i would use for that
Can you create a new sfx or replace one?
lava death?
i can easily add one
either the bowser's flame or the burner i guess?
couldnt you just cheese him by groundpounding him with shell mario
since id imagine thatd negate the damage yiu normally take
bump the player if he is in shell
Larry doesnt take any damage in the shell state
does anyone have any ideas for what I could put out here?
im thinking of just making a wall with these
I was also thinking of adding a red star or a mega shroom at the secret exit flag for fun and doing a bonus area
maybe some kind of structure like that?
I don't really know what you could add, but something I would recommend is placing the flagpoles further away from the platforms / fences, since you can easily reach the flagpole's top and farm lifes (specially when you have the midair twirl)
tho yea i think adding some deco/background tiles could be a nice touch as well
just pasted a structure from another level
maybe for one of them, make stairs going upwards, and reach the current ground length, when you come out of one of the doors? (for that you'll have to place the door lower)
for the other one, you could make some sort of step: place the door 1 tile higher and place 4 blocks underneath (2 right below the door and 2 on the right of those blocks)
Me when I'm too lazy to tile stuff manually
ehh i dont really care to much tbh
okay then
I might through a mushroom in there or smth, to make the secret exit route more manageable
i dont remember what the id of a mushroom is though lol
this is what the function looks like
the double/tripple block actor uses the last three bytes as to determin what spawns and i dont remember what id spanws what item
why don't you check the reference?
good point
i ended up putting a mushroom in the left side of that double block
I started making the first autoscroller of new++, how long until I give up and make it a normal level?
The two times I made autoscroller levels I ended up removing the autoscrollers from said levels since they turned out boring and long, I'm not very good at making those
Autoscroller levels are neither fun to play, nor to make imo
Autoscrollers are bad because there is almost nothing going on, so to make a good autoscroler it should be hard or fast
The train level in newersmbwii is fun due to the fast auto scroller
its not an autoscroller tho (the newerwii level)
pretty sure it is
Eitherway the airship from world 8 from newersmbwii is also a fast autoscroler and its also fun
oh wait i thought that you meant roller coaster level, im dumb 😭
Omg what’s with this kid and fish bones
If you plan on adding I can borrow you a model I made for it
but it has many unnecessary polygons
It's hard sometimes to create an enemy that has a lot of details with as little polygons as possible
add a secret area that just has a sign that says "no fish bones here"