#New++ Super Mario Bros
1 messages · Page 23 of 1
Gonna have to retile all w3 levels :c
pain
well I got class in a min so I guess ill do more later
oh... well good luck at least
feels a bit weird how some of things seem to shift, but it looks really nice!!
maybe if you make the animation 2x faster by reducing the amount of frames by 2, then adding the frames that makes the waves not do their changing size thing (if you get what i mean)
imagine you can swim in it
yeah, I dont know whats happening there
If you want that shift to not look off, just speed up, otherwise yeah
this seams fine
I dont get why its happening since I shift it by two pixels each frame
Neat!!
get back to the sweat shop and make the new++ world maps jpg /j
Ill start the w1 map today 
cant wait for people to start hating on the nsmbu palm tree being in this tile set
I forgot that the spike bass spawner is just broken in new++ for some reason
Are you gonna be able to swim in the waterfall like in the new worlds or is it just gonna be a background tileset?
Bg object is the best ig
Why would u be able
To swim in a water fall?
Seems you'd need to shift it by 4 every frame
No cuz I remember arceus doing that for his mod so I'm wondering if it's gonna be the same here
Although as jpg said it might work better as a bg object
Something I've asked myself many times by now
ill send u my unfinished w1 cause I never got to finishing it lol
At least they're not gonna hate on it because "the tree is not semisolid and that's objectively bad level design" 
For the 1-wide one make the middle flatter i think
It looks a bit pointy
it uses the same tile as the others
i cant really change that
Ah ok
Oh i thought u meant
I ment pixels
Ya speed it up and this is good then
That looks good
okay now this looks cleaner!!
this feels a bit fast. it does feel more realistic i think, but at the same time i feel like it could cause epilepsy or something
the only reason it isnt is that its still tied to my gimmick controller
Can NSMB display tiles with different opacities? For example, 75%, allowing Mario to pass behind them and still be visible.
no
the 2d engine cant do that
the 3e engine needs to be used for opacity and to have tiles in front of mario
fire
mario goes in front of them
its not like hes in them like normal water
- swiming in them doesnt make sense
- mario apears in front of them so he is not underwater
they wouldnt be opaque if u could swim in them arguably
damn, those particles feel off to me a bit?
not sure what you could do to make it better except maybe slowing down slightly?
Either way, nice
What do you think of implementing a sound effect that you can hear when you get closer to the waterfalls?
if it's possible for you
I'd also recommend to cut sides of the texture of the waterfall so theycould fit perfectly to the pipe sprite since I notice that it's longer by one pixel
in best scenario, cut by 2 pixels
Then they won’t fit between bg rocks
im not sure about them either
it feels weird not having them as well though
BTW Illy, IIRC SMB3 had swimmable waterfalls.
Ya
Swimmable waterfalls do not make any sense even in real life, the force with which the water falls would make it practically impossible to swim upwards
Guys super mushrooms make no sense in real life you can’t eat a mushroom to double in size
But it can definitelly make you feel youre getting bigger, just depends on the mushroom you eat
Guys Mario can clip through walls this is so unrealistic
Have you ever seen 3d mario games?
even some 2d

oh yes time to code the wonder clouds
What is wonder cloud
WAIT FJ IS BACK?!
Yesterday i made this, today im making mote progress, this downpart will be for 1-B
Today i barelly made progress because of the talking flower model wich took all my time, but now ill go with everything
Doesn't frosty make the maps?
i made a chunk of it before but I never got to finish it due to lack of motivation
though I kinda fear that what jpg is doing now is against what I originally planned 😭
it was basically gonna be a dark forest with mushrooms n such, but my idea was that it would all be a slightly dark vertex color so that i could add mushrooms and use knife tool to make the mushrooms emit a bit of light
Illy explained me a bit in dm on what it will be themed arround so i started making it, ill make the first part of the map kinda high, and the ruins part lower next to the water, and ill make the top part a plains and the bottom a forest
should've send it to me and let me finish it in 2027

i prefer way more straight forward maps like in original game rather like those jpg has
they're less time consuming
What is straight foward (sorry if im being stupid ofc)
Like non xyz?
-# but plis finish the new w2 cuz i hate the current one 🥺
yes
the only map like this in your hack is w1
that's why i like it lmao
Illy maps are xyz now too
If the water falls where done with the 3d engine and rendered on top of Mario and were translucent then I would make waterfalls swimable
I don’t like things being inconsistent with the rest of the hack hence why water falls are not swimable
If I could layer them in front of the player then they would be so they would be consistent with waterfalls
And also, swimable waterfalls will be kinda ass for level design
I still want the map to be mostly horizontal
Um
You can make them appear in front of the player
By making them replace the “tile water” object
Looks cute 🥺
on everyones souls we ALL want to stomp that flower into the ground
dont worry
I can make them stompable
it would be kinda funny if I did
also damn, 99
's on this thread
one more and you get an extra life
Btw u know if its possible to use swav instead of nwav? Since i use nwav for the level music
If its possible ofc
it isnt
voice lines are way to big in file size
Ohhh gotcha
Well time to ask kourt for the ssmb ost midi's and make sseqs 
make it somehow turn red after you walk on it
Idk how to do that :<
Don’t forget that 1-2 is underground
Oh true
if y'all dislike swimmable waterfalls so much, then y'all are gonna dislike 3-3 from TRQ. (also both smb3 and smbwonder have swimmable waterfalls)
if Illy doesn't want them to be swimmable, that's alright. but i think it's up to whoever makes the hack to decide to make them swimmable or not
Then i dislike the idea of jpg
True
also using the "in front of player" logic, i guess i'll still need the modified triple blocks hack
and don't complain because yall complain that swimming in waterfalls doesnt make sense then walking on those platforms that turn red when stepped on either

Nah cuz 1-3 on illy mod use those
imo they're too close from each other. take a look at how it is in world 1 from the vanilla game
the spot where the 1-3 node currently is seems like it would be the spot where 1-2 is
also will this worldmap have transparent paths? i feel like it would be hard to pull this off, but it would be really cool
same goes for your worldmaps jpg
Yup this one will have transparent path
wow nice!!
JPG, guess what i'm about to say
MAKE MORE SPACE OF THIS SHIT
and don't you dare lose the files for pathing
Yup ill do
also design the map on paper or whatever first 😭
it will be way easier for you later on
it can be rough af
Nah didn't made this one yet, but ill make after making the map, cuz its easier
And I’ll probs make an actor to handle that if I can pull it off
About the platforms?
Yup
Damn that would've been great attention to detail then!
I hate the idea of anything in Mario having to “make sense”
Same
The only thing that makes me annoyed af at those conversation is the saying "IT DOESN'T MAKE SENSE BECAUSE IRL IT'S LIKE THAT"
The whole waterfall thing is for consistency, if Mario doesn’t go into it then he is not interacting with it
That’s not animated
Make it animated with code idk
I can’t just do anything
I have no clue how oam stuff works
The bubbles that push mario are not in the foreground and they still
Push mario
Quicksand still slows mario and pulls him down
Thats different
how
That’s in front of the player
It renders above mario
transparent or semi transparent?
semi transparent. i meant path with some transparency, like in the base game. tho the secret exit ones would be fully transparent
this is cursed... 😭 it works and looks fine, but why is it in new++ 😭
what a bunch of hippy dippy baloney-
Cause it’s what they were made for

😭
Oh god
do what?
The voice
the file is straight from wonder lol
In the first badge challenge is when they say that
Gonna showcase the level soon
its got some problems
main one being that the spike bass spawner is broken in new++ for some reason, it releates to the custom actor stuff
so I just place spike bass in the level and they dont spawn half of the timr
The first level of world 3, this level is quite old hence why the level design is kinda shit, but I tried to polish it up a lil and finish it off.
Ill try to find a good AI for making the voicelines for the ssmb flowers, otherwise ill use wonder ones
True
Ask the original voice actor if he wants to work with you 
Wait before i work on the sseqs for ssmb ost lemme ask a thing, can the voice lines be played over nwav or nah?
that is how this works
nwav and sequences can coexist
which is why the vanilla beach theme is playing
oh you’re asking if you can have nwav for music also - the answer is no
I have told jpg this like five times
No not that
This
Gotcha
Then i can ask thr midis now
Also can i make the themes of the levels ill not usethe flower in nwav?
Like, worldmap themes, castle themes, airships, tanks
While the main themes being sseqs?
If the level's background music uses nwav
then u cant use bitch flowers
otherwise you can
So i can keep nwavs for levels ill not use them, thx for explaining ^w^
Last question, do i need to create a separated folder with the voice lines?
-# I think yea but asking is better yk
nope
u just put the file id and add a case for every talking flower
you could do it more optimally if all of the voice lines were in the same folder
then you could do NWAV::play(x + settings)
and remove the switch statement
and then u could probs asign another byte to animation length
Ill do like this tho since it seens easier to organize
Ill make a folder with voice lines and add the ids like u did
Do not use AI
Ill not, ill use wonder voice lines
good
Just find someone that might have similiar voice to the VC from wonder or use original lines 
started the parallel version
having to redo the shadows is annoying af
I might need to get Jouner to help me with the colours
ill try and do it myself first though
these beach huts are gonna be fun to redraw
out of curiosity, has anybody noticed the jr embelem on the B side of the casette? I wanted text on it saying "A side" and "B side" but it wasnt readable so I did this instead when I made the model
yes i think i had noticed. very neat detail!
Yup i noticed it
No
Fr, we have cloud levels, we even have freezeflame levels
I mean
Swimming in waterfalls is fun, I wish we could place water tiles in Mario Maker
We do tend to have a base level of consistency
Yeah ofc
Just saying, swimmable waterfalls ain't that crazy when you have freezeflame
I'd say swimmable waterfalls is quite a lot weirder than freezeflame
People really want the boomerang in new++
I actually want a power up that wasn't done before/isn't seen much
from 3d mario game
I don’t really want any more projectile based ones
Ngl i think it would be a neat powerup
Boomer would be free though, just add another shell model, load the fire or normal head model depending on the character and call it a day.
I would do a hybrid though, blue shell boomer suit
Since I like the shell hybrid concept
I wanna add an ice bro shell or bubble bro shell first though
you mean like throwing bombs?
Boomerang abreviation
ice flower would've been neat 
True
I love the vibe of the new parallel tile set
The waterfalls are currently blood waterfalls
Idk if I want them to be red or purple
purps
thanks
the colours are all stolen from colour splash
well, that used violate, I shifted mine towards indigo
so I can call the world "Indigo Isles"
cloud flower
cloud flower
i wanted to say that before but wasn't sure if it doesn't count as projectile kinda
Yea that a good one
I only wanna add more shells since I don’t wanna extend every players palette
Cloud flower can use fire flower palette
Cloud wouldn’t work with my existing levels
i though maybe the raccoon leaf or something. it'll probably need extra code and a new head model, but the palette should remain the same i think
There's still some corrupted parts, but solid level design!
If it was made by you, it's good
the level is way to linear for my liking, the secret exit is hidden in a kinda cool spot
I just dont really have a spot to add a bonus room for the casette
and the first star coin is in the bloody secret exit route
BTW, about the swimmable waterfalls again, SMBW has you swimming up rain, so yeah...
Super mario bros wonder is smb on drugs tho
Mario Wonder was just a fever dream
that's why i mentioned waterfalls in smbwonder earlier
Illy already mentioned that she doesn't want swimmable waterfalls, y'all should seriously stop insisting on that
as i said, that's perfectly fine that she doesn't want to.
earlier i just mentioned some games where there are swimmable waterfalls, not because Illy said that she didn't want to, but because a few people kept saying that it didn't make sense
this time i just answered what Staryu Trek said, and i'm guessing he also just gave an example responding to the same thing i originally responded to. just a bit late tho
tho yeah the conversation about this probably doesn't have to continue
Can we shut up about swimmable waterfalls?
- I have already stated why I’m not doing it
- Mario wonder has already been acknowledged
- They are just fucking waterfalls
- Changing it would break the levels they are used in, and changing it also means poison falls should kill you, but they don’t
What is That Dive You Start Doing Near the End.
a dive
custom move in new++
- If I wanted another level about swimmable water thats not underwater I would just use bubbles again
What Button Would It Be Exactly?
R = twirl
L on ground = long jump
L in air + Pad Right = right dive
L in air + Pad Left= left dive
L in air + Pad Right + Pad Up = up right dive
L in air + Pad Left+ Pad Up = up Left dive
L in air + Pad Up = up dive
most sane cassette room
I wanted to use lakitus but I couldnt cause I use boos in the level aswell
nah this is fucked
im replace half the plants with boos
lol
Why do your recordings shrink like that
it just happens with xbox games bar records desmume
You cancelled your dive with a twirl and gained a fuckton of height
Hmmmmmmmm
If it’s ok i might make one(1) kaizo level using your hack’s movement just for fun at some point
When i saw you do that shit my brain immediately went “welcome back, fireflower wallscaling”
nope, thats an up dive, I need to make some changes to it as its meant to lock or limmit the players x movement since the idea is that you dont use it to gain horizontal distance, its more meant to be like when people ground pound for extra hight
and I wanna make the animation a roll
So what you did at the end was not a twirl afterwards?
that was a twirl, I did it after the dive
If you walljump does it refresh your ability to dive?
I dont remember, it shouldnt, but jumping on an enemy should
Would you dislike it if i made a custom level using one of your demos as a base
I wouldn’t release it as my own thing it would just be to fool around
I see several possibilities for interesting things you could do with these dives
I dont think the uploaded demo has dives in it
void dive(Player* player){
if(diveTimer != 0){
diveTimer -=3;
diving = true;
player->subActionFlag |= 0x400;
player->setAnimation(0x18, true,Player::FrameMode::Restart,0x1300,0);
if(dashDirection == 0){
startPosX += 0x150 * 30;
if(diveTimer > 36){
startPosY += 0x400*((60 -diveTimer)^2);
}
if(diveTimer < 20){
startPosY -= 0x400*((20 -diveTimer)^2);
}
}
if(dashDirection == 1){
startPosX += 0x120 * 30;
startPosY += 0x120 * 30;
}
if(dashDirection == 2){
startPosY += 0x150 * 30;
}
if(dashDirection == 3){
startPosX -= 0x150 * 30;
if(diveTimer > 36){
startPosY += 0x400*((60 -diveTimer)^2);
}
if(diveTimer < 20){
startPosY -= 0x400*((20 -diveTimer)^2);
}
}
if(dashDirection == 4){
startPosX -= 0x120 * 30;
startPosY += 0x120 * 30;
}
player->velocity.y = 0;
player->position.y = startPosY;
player->position.x = startPosX;
}
else{
if(dashDirection == 0|1){
player->accel.x += 0xb00;
}
if(dashDirection == 3|4){
player->accel.x -= 0xb00;
}
player->subActionFlag &= ~0x400;
canDive = false;
}
}
void doLongJump(Player* player){
if(longJumpTimer != 0){
longJumpTimer -=2;
player->subActionFlag |= 0x400;
}
else{
longJumping = false;
player->velocity.x = initalAccel;
player->subActionFlag &= ~0x400; // remove fixed direction flag
}
player->setAnimation(0x3c, true,Player::FrameMode::Custom, 0.5fx ,0);
if(player->direction == 0){
player->velocity.y = 0x70*(longJumpTimer +10);
player->velocity.x = 0x40 * (60 - longJumpTimer);
}
if(player->direction == 1){
player->velocity.y = 0x70*(longJumpTimer+10);
player->velocity.x = -0x40 * (60 - longJumpTimer);
}
}
the code for the dive is bloody awful as of now
then I got this mess thrown in the mid air twirl check codea
if ((player->subActionFlag & 0x40) && // airborne flag
!(player->actionFlag & 0x4000) &&
(diveTimer == 0) &&
(!diving) &&
(canDive) &&
(Input::playerKeysPressed[player->playerID] & Keys::L) &&
!player->powerupSwitchStep) {
diveTimer = 60;
//|player->keysPressed & Keys::Down)
if(player->keysHeld & Keys::Right){
if((player->keysHeld & Keys::Up))
dashDirection = 1;
else
dashDirection = 0;
}
else if(player->keysHeld & Keys::Left){
if((player->keysHeld & Keys::Up))
dashDirection = 4;
else
dashDirection = 3;
}
else if(player->keysHeld & Keys::Up)
dashDirection = 2;
else{
if(player->direction == 0){
dashDirection = 0;
}
if(player->direction == 1){
dashDirection = 3;
}
}
startPosY = player->position.y;
startPosX = player->position.x;
diving = true;
}
That’s cool
Idk what my plan with a demo is anymore, I want to release one but at the same time I don’t want levels stolen
Also dives probably make spring jumps way more viable in this game
yeah, they do. I use them for that in a B side
This is so happening btw
Are the Boos supposed to be Dark Boos? Or are they just affected by the level's lighting?
I just screwed them up on that enemy palette lol
I wanna draw better boos soon though
why did I have to put the casette room at the end of this level
its not the easiest level then I have to go through that hard as hell room
reccording this is a nightmare
Look at the description of the last video, idk I reccorded, edited and uploaded this in half an hour when I was taking a break from studying because redox reactions were driving me crazy
Nice level!
Good level
Probably the best gimmick of the whole hack!
I dont care, if a level is well made, the gimmick stands out, even if it's a "cheap" one, like you say
Geez Sis Calm Down
I honestly agree with her
I mean, I would also feel pissed if people insisted on making me want to do something I don't want to 
^
i love when people suggest, but i hate that people talk about it too long when the decision was choosen 
Yes
That Secret Exit is Just the Average Newer DS Coin LMFAO
Question, I feel like it needs a difficulty balance because there are 3 power up slots, have you thought about adding a little more difficulty to the levels?
Her levels are harder, and theres also B-sidws wich is borderline kaizo
Catching up on this cause I haven’t tuned into updates for a bit
Reading the comments on illy’s videos are….certainly something
They did that as a secret exit for 4-1 as well
Lol
okay so, the main path of the level is pretty solid, and looks fun. i don't have much to say for that
however, the cassette room imo just feels like enemy spam, which feels pretty impossible to go through, unless you damage boost, or cheese it with a shell powerup which also ruins the whole thing. it also feels kinda long and repetitive. at this point might as well just put something similar to the secret exit of 1-Tower from the vanilla game, where you're required to have the blue shell to break blocks
then about the secret exit. i really like the idea of "switching between the 2 worlds" and taking the pipe again to go back to the regular world. however the secret exit itself is kinda underwhelming. it feels like you pretty much skip the whole level, and go straight to the secret exit. it's not more challenging, which makes it feel less rewarding. i feel like expanding the secret exit area to at least include about half of a level path, and reusing some of the gimmicks, could be better
The cassette room is easy when you have literally any projectile power up since you can kill the spike bass and plants
There is also a pattern to it which makes it manageable, the player just has to use dives
And the secret exit is lame cause
- It’s an old level I retired and I couldn’t really fit a new one in without redoing even more of the level and I didn’t have motivation to do that
- Two levels of w3 are locked behind that secret exit
Newer did tnat?
I was just thinking of a nsmb2 stat coin
I think they mean that its something that would apear in newer
The levels are already on the harder side and there is only usually two power up boxes
I Don't Think You've Ever Played Newer DS.
There's Way Too Many Coins.
Where You Just Jump on Ground at the Top of the Screen.
There's Even a 50-Coin Like That in the Final Castle 💀
I did, but my brain has got rid of nearly every memory of it for reasons
Ok.
blue pipes
kinda funcky
actaul blue pipes
the best part is that you dont even need to use any tile set space for them
since their rendering is tied to the position on the tile map
🔥
could just be me but they look a little more purple than blue
but purple is such a peak colour so we win anyways
Could u send the normal castle model?
And wich Z layer i should add it
Ill make the actor for it today
#nsmb-chat message
Thanks! ^w^
True
U should make mario face front when entering a vertical pipe, so whenever he is with a blue shell it will not apear outside the pipe
I want to
I just dont enjoy modeling
I am fine with making animations
I can make it for u
If u want to then go ahead
YUPPIIIII
I already half made it but I just made a shell
Can i animate too? 🥺
Sure
@stoic lava send me the texture later of it
YEAAAAAY
actaul tro
how did the model end up going?
Didn't started yet, but a thing, u want it to have front facing anims or nah?
Oki
@stoic lava can u swap 1-
and 1-
on the w1 map ur making
Sure
I need to make some changes cause I noticed that mummy pokey just isn’t used in this hack
So 1-castle after 1-4?
I don’t mind
Maybe two levels between the tower and castle
U can move 1-5 before the castle and have the airship after the castle or move 1-3 to after the tower
Oki then
Im getting desperate for ram now lmao, im compiling most of my code into overlays now
overlay 48 has so much free space
its length is 0xbbe0
and it only uses ~0x1500 of that
How code is compiled to overlays and how usefull that can be?
this is how
I mainly keep bosses and more chucky things in overlays
but I wanna move most actor related code to them if there is free space
so I dont bloat arm9
it needs to be this way so the "not so final boss" and roy dont crash the game
Reading json is hard 😔
But ig its like, u mark here where the code will be aplyied based on the folder name or smth?
now I just gotta make him stoppable
sticker star
green pokeys, u can stomp them
Gotcha
gonna use them for 1-ship since mummypokey can be stomped
I might even make them mummy pokeys, I think that could be kinda fun
world one is a bloody grave yard lol
mummy pokey makes sense
Ohhh
the lore is that its the forest were all of the dead members of bowsers army were berried
and jr used a ztar to revive that pokey, like he did in the "not so final boss"
I need to stick a ztar sticker on that cauldron lol
On nsmb he uses a ztar?
?
this hacks weird, it doesn't end with a boss fight
Black bowser jr (ztar jr) is kinda the final boss even though there is another boss after him
as I have said, the final level is like an hour long and has like 20 checkpoints
The first two min of the hour long level that this is part of. If you think thats to long there is a shit tone of checkpoints and you can select what checkpoint you start at in the level intro. This is what im doing instead of w9 since I couldnt pull w9 off due to limitations.
Also dont ask for a download link, im sick of people not understandin...
I have only shown this tiny segment of it
takes place right after the black jr fight, that fight has started to be rewriten and doesnt end with a switch anymore
the plan is that it ends with this portal thing and going through it finishes the level
Btw what was that portal you added for?
then u go back through it in the start of ?-?
what about it?
But what was it for?
Bc in the cutscene black Jr goes through it, but nothing happens to him
Did u miss the part were the players goes through it and gets teleported?
No, I've watched it, it's just a question, what happens with black Jr when he enters the portal
He also teleports?
yup, he runs off
then u try to catch him, he gets, away, then u catch him and Mr ztardust then turns on u and trys to kill u, then you need to escape the level with jr
So a Ztar boss fight is confirmed?
Im calling the ztar partner that you meet in the intro cutscene and work with for most the game Mr Ztardust lmao (only if MrZtardust is okay with it)
nsmbe compression moment
ill do it properly in nitro paint later
if I ignore the fucked texture, it looks kinda cool i think
damn love it
Looks funni
the way this is stiched on top makes it hard
This one
the mummy pokey face just isnt working since its a plain on the pokey model
this works but doesnt feel like mummy pokey
smth like this is probs the best
Spooki
OOOOO GOOD!!!
U can make a custom head model if u want jpg
U can probs just take mummy pokeys head, grab it’s details and stick it onto the old model
???
?
Mario Golf for the Gameboy Advance System
this song slaps so hard
I kinda wanna use it somewhere in new++
1:40 im calling it now
ur gonna get a few comments thinking this is a reference to newer ds
1:24 newer reference-
Noway newer reference at 1:25
-# ok ill go back to the sweat shop 
sounds like a boss entrance ngl
sorry for ping
forgot to turn it off

okay i'm not the only one who thought about the newer castle theme 😭
i actually kinda expected it before playing it
it could be cool for a rain level imo
the thunderstorm levels in w7
yeah it seems to fit for rain levels
are you gonna make it into an nwav or an sseq? (or request for one?)
Sseq
This One is Good.
Great job, in your opinion it is possible that the platform will tilt a little as soon as it stops
I hope I explained myself well
#include "nsmb.hpp"
ncp_hook(0x0213DBA8, 23)
bool PokeyLoadMoreCrap(){
FS::Cache::loadFile(2429 - 131, false);
FS::Cache::loadFile(2428 - 131, false);
return true;
}
static void pokeyOnStomped(Actor* self) {
int *world = (int*)(0x02088BFC);
if(*world == 7) asm("B 0x0213C75C");
}
static void pokeyDamagePlayer(ActiveCollider& selfAC, ActiveCollider& otherAC) {
auto pokey = static_cast<Pokey*>(selfAC.owner);
int *world = (int*)(0x02088BFC);
if (otherAC.owner->actorType == ActorType::Player) {
Player* player = static_cast<Player*>(otherAC.owner);
if(*world == 7){
auto stomped = pokey->updatePlayerStomp(selfAC, 9.0fx/32.0fx, 1, false);
if(stomped == PlayerStompType::MiniStomp)
return;
if(stomped == PlayerStompType::Stomp){
pokey->setStompCollision(*player);
return;
}
}
player->dealDamage(*pokey, 0, 4.0fx, PlayerDamageType::Hit);
}
}
ncp_over(0x0213ECC8,23)
static const auto pokeyOnStompedVFunc = pokeyOnStomped;
ncp_over(0x0213ECF8, 23)
static const auto pokeyDamagePlayerVFunc = pokeyDamagePlayer;
ncp_over(0x0213EAF8, 23)
static const ActiveColliderInfo activeColliderInfo = {
0.0fx, 0.0fx,
8.0fx, 6.0fx,
CollisionGroup::Entity,
CollisionFlag::None,
MAKE_GROUP_MASK(CollisionGroup::Player, CollisionGroup::PlayerSpecial, CollisionGroup::Fireball),
MAKE_FLAG_MASK_EX(CollisionFlag::None),
0,
pokeyDamagePlayer
};
ncp_jump(0x0213DB14,23)
NTR_NAKED static void pokeyHead() {asm(R"(
LDR R0, =0x02088BFC
LDR R0, [R0]
CMP R0, #7
LDREQ R0, =2429 - 131
BEQ 0x0213DB14 + 4
LDR R0, =0x5cc
B 0x0213DB14 + 4
)");}
ncp_jump(0x0213DB54,23)
NTR_NAKED static void pokeyBoobs() {asm(R"(
LDR R7, =0x02088BFC
LDR R7, [R7]
CMP R7, #7
LDREQ R7, =2428 - 131
BEQ 0x0213DB54 + 4
LDR R7, =0x5cb
B 0x0213DB54 + 4
)");}
this is the the current code if anyone is interested
ik there is stuff for the current world in the reference, didnt have internet at the time I was writing it and my brain decided that setting up a pointer was the easiest work around
I also need to define the function for pokey on fire ball hit which is what im using to kill it
I Got the 100th
.
so, im doing the tile set for 1-ship
sand in a jungle would be white/yellow right?
its a shipreck level btw
i think so
It would be more like a orange-yellow/brown-yellow
googled "jungle sand"
for images taken away from a shore it was closer to this
upon looking for "jungle beach" im seing a bit of both white/yellow and orange/yellow/brown
yeah these
it seems to vary so i guess neither are technically wrong(?)
but id say the orange/yellow sand might look cooler
Currently only w1, w3, w6 and w8 have airships in new++
im tempted to go all in and give every world a ship level
or something like that, maybe a boat or a tank level or smth could go in w4, w5 or w7
Boat in w3, train in w5?
w3 just has a normal airship :p
w1 kinda takes the spot as a boat since its a shipreck
Fair
I got a idea that may not be added but would be nice, what if u make each airship be themed arround the world? Except w3 cuz this one fits beach
Like, frozen for w5, haunted/sandy for w4
On mountains for w6 cuz its on a cave
Or a lava ship for w6
not very important but the thread reached 100
s
lets get it to 200
didn't see my bad
damn, pokeys can just clip through ground lol
special tile disguised as a solid tile but it’s functionality is let pokeys go right across
tbh,the only thing i don't like in this version of pokey is it's face, looks weird? 😭
but i love the bandage texture
Same
It needs a custom head model
oh lol
hacking inside of a hack
I think only the bottom of pokeys actually collide
Thought of a way to save actor profiles
I gotta make a boss control actor that loads the bosses recourses, then spawns it
That would free up a lot of profiles
I’m not that desperate yet though :3
:3
Spike my beloved 😍
spike seems
stronger than usual 😭
Buffed Spike
BEEG TOE
he stubbed his toe
Can i use this if u manage to rig correctly? I hate newer ds spike model 😭
its not a snow spike retexture, its a full on actor
Ahh sad
okay
i got a new plan for the spike
ima export the snow spike model and animations, stick the spikes hair and eyes onto it
then export it
you mean import it for the last one?
export the model from blender to a .imd
oh ok
Can i have the model too?
okay, got the animations
why?
it aint gonna be compatiable with snow spike remodels
lmao
this seams like it could actauly work lmao
joing the models breaks the animations and armture, i think ima have to make the hair and body seprate models and load the hair/eyes by sticking the models onto the head bone
got it, dont have to do that cursed route
pain
getting there, I decided to make spike ware gloves cause I didnt wanna remodel the hands
ill probs make them cyan later
getting there
got an idea, might try to make the hair and body seprate models again
what do yall think of this? thinking about using it as the w1 airship theme
Im using the castle bank, if someone thinks they can do better then feel free to give it a try
Idk why but, sounds desert themed when it starts
agreed
That's Actually Cool.
its just the unfinished lemmy fight
Actually Looks Good.
honestly i think this sounds pretty good, especially some parts
however i'm not (or wasn't) fully sure about one of the main instruments (the "woh"-sounding one i think) nevermind i think it sounds good after listening to it one more time
also the "newer castle" segment (for a lack of better name) lacks percussion it seems. i'm guessing the midi doesn't have it but i feel like it could be better to add some percussion still
his side profile does not look great lol
guess he wont be facing the camera lol
the side profile looks alright though
i'm guessing you meant the front profile. imo it looks nice. but i feel like the eyes are a bit detached in both profiles
yeah
I keep adjusting it bit by bit in the onrender function
since its a diffrent model that gets rendered to a bone
me when i realised i put the baby in the oven and the pizza in bed
I kinda like the wonder camera facing vibe
I might make the hair and eyes diffrent models
so I can have the eyes there and the hair adjusted even more
okay
idk why he got gray hair
but I dig it
I think ima leave it
had to change the bone the hair and eyes are on for the animations
so thats why the hair looks off
its weird how the spike model grows in the animation though
thats from the snow spike animations
not the exact file
but a remake of the animations for this model
Link the eyes to the face bone and head bone for hair
There is no face bone or head bone
Oh
I need to translate the hair and rotate it so it looks like this again
Same with the eyes
4 for the sides 2 for middle right?
okay, what do we think of this?
question is though, blue or orange cloves/shoes
I like the orange better
Nah orange
yeah
the contrast is nice
the model is so goofy looking but I love it
it looks like a child spike
WAIT TRUE
the cursed model drawing code
because I couldnt get the anims working for the hair and eyes in blender
looks like a clay model lol
yeah lmao, even wii spikes look like clay, they just a green blob
mine looks worse though lol
Honestly no
It looks better than the wii one
here's my design
yes the piss detail is important
That looks so cursed
Why it have ptsd eyes
NAHHH I DIDN'T SAW THAT 😭
not really
I like the concept of mine better
but its not as well executed as I would like
my one is all a solid colour with no details, which im not really a fan of, the cloves and hair have some but the rest is bland
I fucking love that
orange imo
tho is it gonna keep the same angle or slightly more to the left like in nsmbwii?
time for the fun of getting the position of this right
im keeping it how it is rn
what do yall think of this pos for the ball when its being held?
ima try a lil bit higher first
will probs do this
nearly there
spike has had better days
problems with translating positions lmao
Okay
so I think the solution is to make them not turn around
and just have two types of spikes, one that throughs left, and one that throughs right
AWOOOOGA
getting there
just need to fix the ball position and give the ball a hurtbox when its being helf
pain
I think I can call these done
if anybody wants them, just ask and ill upload it to my github
its better than the crappy spike retextures
so peak
flip gates are not compatiable with bloody spike balls
wanted to make a level with them and spikes
looks like i need another thing for a sewer level with spikes
I hate when this happens 😭
this might be a few to many gimmicks for the level lmao
should still be able to make it work
since this is gonna be a massive level
so many bloody tiling errors
I dont really like how it looks
:c
I had this idea but I dont think it would look good either
I kindc like it tbh
I have a idea
Why u dont make the water darker to make it looks dirtier, since its a sewer
And make the player have a breath metter if they dont leave in a certain time they die
my problem is that the level doesnt feel unique
i dont feel like coding that
the theme has been done a million times
I had this idea a while ago, but since my mod dont have sewer level i neve tried to do something like that before
Fair
Sewer Super Mario Bros.
the tileset?
maybe you could try color-shifting it? might seem kind of a lazy thing to do but may still work. also adding animated waterfalls here as well could also help i think but idk
Idea; you could change the green parts of the tileset to red and make a "lava sewer" or change them to purple and make a "poisonous sewer"
maybe you could also try to incorporate more pipes in the tileset deco (for example in inner ground tiles)
I think ima make this a lava cave level and use fire spikes or smth
Or maybe normal spikes
Idk
The outside area looks swag
Thanks
I love the twilight town world theme
It’s kinda weird cause it isn’t a ghost world it it kinda feels like one
Just rememberd that I have the experiance now to add a spike helmet to the monty model
I might give it a try
Just changed the overlays a shit tone of this are in
this is gonna be a massive pain to readjust and reconfigure every level
but its needed cause there is some plans to try coop
overlay 61 is getting think lol
holy... good luck with that
with what? Redoing the levels or coop?
Both, both is good
all the code-related stuff
Excited to see coop in this
I'll need to pester Gamerator for making Ordinary co-op
Code should only need minor changes to support 2 players since I got MvsL logic alredy
yeah
Gamerator is gonna help me with it, a lot
main thing is that you need to be able to switch between single player and coop
and hes doing stuff for dynamic patches to allow that iirc
I mean, you could easily make a separate version of it that is coop
but im guessing you want it on the same rom as well?
Yeah
Tho I also just meant in general of things like planning out how spooky mode works in coop
it would be funny if each player controlls the other player's spooky timer
so mario can only disable luigis and luigi can only disable mario's
that would be chaos

Looks like you cant wait to have fun with jpg in the new++ sweatshop
CO OP!!??
every time im going yeah, this hack is gonna be the best it always finds a way to get even better
Not confirmed yet
Depends on how nsmb coop development ends up going
it has many areas that desync iirc
Nearly none now
Main thing is single player support needs to be added
I have to give it another shot then
yeah true
What is a desync area?
so will it replace MvL ?
Illy explain
I'm not that smart
I know what it is but I can't explain -w-
sowwy jpg :<
I’m to busy being eepy and setting up crypto mining
when two sets of memory are not equal on both consoles the sync is disturbed = desync
so say a goomba on both consoles represents the same memory, but for whatever reason it experiences a different death animation on both consoles (p1 mario stomps p2 mario groundpounds) then this will cause desync and possibly end of session
Ohhhhh
ofc that is a shit example because how would mario have 2 different states in normal gameplay lol but yea thats the basic idea
that's the best explanation of what desynchronization is ngl
I got the idea actually, it was a great exemple
It actually is like 90% if not more already done
It is really minor things missing but in the debug build you can already launch singleplayer and it works fine. But I'm lazy to add the singleplayer button back to the titlescreen
and if you want a technical one this is the simplest example and the main reason for most desyncs, I wrote it in Python to make it easier to understand
# Let's pretend this is how a Goomba is coded to hurt a player
def goomba_hurt_player():
# Game.local_player_id is the ID of the player for *our* console
player_id = Game.local_player_id
# Game.get_player(id) gives us a Player object
# id = 0 → Mario
# id = 1 → Luigi
player = Game.get_player(player_id)
# The chosen player gets hurt
player.get_hurt()
# Problem:
# On Console 0 → local_player_id = 0 → only Mario gets hurt
# On Console 1 → local_player_id = 1 → only Luigi gets hurt
#
# Result:
# Console 0 sees:
# Mario = HURT
# Luigi = NOT HURT
#
# Console 1 sees:
# Mario = NOT HURT
# Luigi = HURT
This programming lenguage is weirdly readable, wich one is this?
Not the #'s ofc
Oh python
oh nice, I dont blame you lol, since it would probs go above coop then it would be an extra input every time you test
Where is the Parallel B-Side Room Theme From.
Mario galaxy
was doing some testing and for some reason so many levels just crash new++ now
major code reworks suck ass
I think this is probs due to ncp changes
I think I need to start adding files back one by one
and seeing what are problomatic
Is Specifically the B-Side Room From Mario Galaxy?
Good luck with that, I hope you'll be able to find and resolve the problem soon! 
looks like its one of these bitched causing the crashes
one of these
tbh, this code is all ass and I dont think I need it
Ig its fuckingUp... that is fucking up the game, may be wrong
i wonder if FuckingUp is the one fucking up the hack
LOL
That’s likely the safest
That the giga goomba code
Might try and make the checkpoint model today
Make animated checkpoint
That’s the plan
If it wasn’t why would I need to remake it
Would u mind sending the code later? Ill finally use the flags i made days ago and animations
I would just need to know how many animations exactly the nsbca will have
Ig 2
Okay
I got another random question
Should the flag of the collected checkpoint change with player
Or should I just do a checkpoint ring like the e3 version of this game had
Maybe u make the flag get the color and a icon reasembling the character
Like
Wario = W
Waluigi = 「
Yoshi = egg and such
looks like their is five
Im just gonna make the mario flag for now I guess
oh yeah, I also found the nsmb2 10 and 100 coin models
so I wanna rip those soon aswell
I can rip for u
I have ctr studio and such
easy
Its really easy to do, ima do it myself when I have time
anyways, now gotta do the checkpoint animations
gonna test the model in game first though
forgot lighting lmao
damn i'd wish to make textures for it
I replace the X with the first id right?
Nice!!
Im just using the nsmbwii ones
yeah
but compressed
Or do smth else?
how many tris does that model have?
Its unsubdivided?
Nah got a error :<
these anims are confusing af
its like they are all tag anims
but none of them are idel
need to change the start frame I think
Yeah, it works, gonna remake the anima and change those
Ur not stupid, no self deprication
😭
why would u have pings on for this chat when I spam so much 😭
Just gotta change it to blendAnm now
now its actually good
when I feel like it
this still needs so much work
I need to redo the whole multi checkpoint system
Instead of using my crap code I might base it on this
https://github.com/mariomadproductions/nsmb-e3-rec/blob/refactor/code/source/RedRing.cpp
My basic idea for it is to overwrite the respawn entrance with the first byte of the actors settings
so smth like respawnentrance = settings & 0xff;
then for the "tagged" flag model I could do smth like
drawTaggedModel():
}
yay, the game is crashing when the level is exited then entered again
and I havent even done any multicheckpoitn code yet
I KNEW ONE DAY I WOULD HAVE A REASON TO SEND THIS SCREENSHOT 😭😭😭
(this was from july 29th)
so it turns out the game just didnt like to have two checkpoints on the same screen for some reason
LMAO
I litrally have unread messages off for sakura smb cause there is way to many messages for me
because this hack is peak
Gotta love this, the sign that the tile set no longer shares its files
what a beautiful sight
I plan on adding more to this tile set for ludwigs tower
first thing I wanna do is make the bottom tiles not looks as fugly lol
I didn't even know those were a thing
Looking at the Lakithunder arena, they used those tiles so well for the floor of the arena
Above the door... less so
cant find the tile set randomisation function
guess im using another slot then
there it is
okay
I still am not a fan of the ground celling tile but its better than before
It just doesn't look like a corner
Neat!!!
yeah
I really love the way the corner looks here, but it doesn't really even look like corner in this instance
Move the objects a couple of tiles down to bypass randomization: ❌
Nuke the randomization function via code: ✅
Valid crashout
I didnt nuke it, I couldnt fine the function
I do wanna nuke it though



