#NSMB: The Rainbow Quest
1 messages · Page 5 of 1
Nice, what are the stats on the pc btw?
not 100% sure, but for now, 16gb of ram, intel i7 cpu (not sure which generation) and a terrible graphic card. i might get a better one later tho
Decent, better than my laptops
oh okay
Not much progress lately (mostly lack of motivation, and not feeling well mentally lately)
Tho we (especially Cloudie) finished 6-2 so thats nice
(4000 messages yay)
were you thinking of sharing a vid or do you think you wanna keep it a surprise
Well, we decided to show a video whenever it's a theme that hasn't been shown before
in this case, the city theme has never been shown on the channel, so yes we'll make a vid of it eventually, tho we want to finish 3-3 first and release both videos at once
gotcha
but for example, we have 1-A planned, but we won't show it because the theme is already used (sunset)
actually we have about 15 levels planned so far, (including 6-2)
oh yea because idk if making sseq's works for me for some reason, i'll make the songs with the game soundfont with LMMS in the nwav format, until i find out how to fix it (and then make the sseq's for each)
if i dont find out i'll release the rom with the nwavs instead 
Oh are you struggling with SSEQ creation? I could make the SSEQ's for you if you want
i kinda wanna learn how to create them myself tho
especially because at least 3 of them would be original tracks
I see
Idk why it wouldn't work for you, should work consistenly if you do it correctly
Maybe I should write a tutorial on the wiki on how to make SSEQ's
the problem is probably nitro studio 1. i might try again later (when i have both the time and motivation)
I think it doesn't matter if you use NitroStudio1 or 2, but the midi importing procedure is different on both versions
nitro studio 2 does the same
i think i'll need to readjust the pitch again, the instruments themselves seem to be correct tho
Could you maybe tell me what is what you're struggling with? Also, you don't necessarily need to use LMMS, I just use it because it's easier for me to preview the song before importing it, you can use any midi editor you want
not sure actually, it seems to be broken for no reason
and lmms doesn't seem to be the problem here
guess i'll try again one more time and see what happens
Waiting for the first person to say that I copied "Super Mario & The Rainbow Stars"
-# Note to the funnies out there, saying it solely because I said that does not count
we should really make more progress...
oh yea also working on a custom tileset (tho progress is slow, haven't done progress in a few days
what kinda tileset is it
gotcha
i kinda wanna try to make animated waterfalls with code
but i think we'll finish the level (3-3) first
progress on 3-3
surprisingly the progress is quite fast. if we continue working on it we might be able to finish it in 1-2 days
swag
done!!
well, almost
i wanna redo the bonus room because its kinda lame, i wanna make it feel like more of a minigame/puzzle
and gotta fix that song bug as well
actually not sure if we can show 3-3 now or not
because it uses watefalls, but we dont have animated waterfalls yet
okay its finished now
nice
worked a bit on the level intro screens graphics
at first i planned stripes, but Cloudie suggested that we could use some sort of pattern corresponding to each world
more precisely, the "pattern" is a silhouette version of a background corresponding to each world
Peak
thanks!!
Thank you ^-^
ooh neato
thx!
not sure if we should wait to have animated watefalls to record and upload the video of 3-3, because the current waterfalls are not animated, and would look a bit off
were you planning on waiting for the animated tiles code hack to get ported to ncp for those
or do you got another idea
more like pseudo-tiles that get animated, kinda like those deco tiles (flowers, fence, etc) that Illy made for her hack
and their z-layer would also be able to be changed (in front/behind the player) too, and the opacity can be changed into 2 possible values: opaque and half-transparent
if its not too hard, i might try to make this myself to get started with making code hacks? idk but it's worth trying i guess
talking about this
#1142029407729483846 message
or you could do smth like I did with double and triple blocks
they have eight frames which they keep switching between
yea something similar could work
just a question, could i modify your code to transform it into animated waterfalls? (both asking for permission and also knowing if it would be hard to do or not)
preferably making it separate from the double/triple blocks code, because i'd like to maybe use both in the hack
Yeah it’s easy
Disable the collider and remit the the functions that run when the player bumps the block
Also feel free to use anything in my GitHub page, if I use the checkpoint model u gotta credit jpg 64 though
okay then
but how would it be possible to make it so i can use both the double/triple blocks AND the waterfalls in the same rom?
i think u can change the object id that it replaces if it replaces an unused sprite?
or maybe mod nsmbe
or i dunno lol, maybe the address stuff will get in the way if you use the same address for both the scripts
oh you can change the object id in the code hack directly?
like there's a single value for it? or do i need to change a bunch of stuff?
from what i've seen, actor spawner, purple coin and illy's checkpoint have that id in their header script (tho im not sure how illy's works cause it seems to rely on another script)
oh okay then
so there's a separate file (the "header script"?) that handles the ids stuff?
yeah thats how i see it (dont quote me on anything btw im not an expert programmer lmao this is just logically guessing)
like this is actorspawner.hpp
Process.cpp and objectids.cpp deal with the actor profiles
They can be set to whatever u want
all u need to do is chose the actory u want to replace here, and then update the object ids here
On mine its the actor 10 for cannon ball and 11 for checkpoint
I just noticed a bug with the code hack that removes mario's/luigi's hat when the player has 99 lives: the hat magically reappears whenever the player jumps on a springboard for some reason
oddly specific bug
what does the hack change with 99 lives to make the hat reappear, and let alone why on a springboard only
No? I jumped in a lot of springboards in my hack and I can garantee that the hat does not reappear
you can see it in the 6-2 video
Can someone help with a name please?
I wanna call it "Rainy Drawbridge Site" or something similar. At first I planned "Rainy Construction Site" but it doesnt include the main gimmick of the level in that name
whats the main gimmick?
i was thinking smth with the word "suspension" could work
wb Drawbridge Scaffold
could always wait for a second or third opinion too
yea
hmm
maybe something with the word "Danger"?
like, "Drawbridge Danger Zone" or "Dangerous Drawbridges"?
it makes an aliteration (or whatever its called)
is it mountain theme
no its the city theme
or whats the theme of the level, that can help too
o
Drawbridge Highway? (idk im throwing random stuff sdkjfkj)
i think Drawbridge Danger Zone sounds pretty cool
we can choose that, thanks!!
yw ^-^
I'd say something but I'm pretty bad when it comes to think of level names too ;P
thanks y'all for your help
Here's 6-2 of our hack (now Cloudie64 helps with it!), combining Drawbridge lifts with paratroopas, in a rainy city theme.
Everything shown in this video can be subject to changes.
Huge thanks to NSMBHD and the NSMB Central discord server for making this project possible!!
And thank you Cloudie64 for helping me with the hack!
NSMB Central dis...
this is so fire
the level is great and the tileset and background have so much charm
dang thanks!!
yeah I noticed watching wtf 😭
I have no idea what could have caused that
maybe the code hack that allows the player to jump on a springboard while holding another one? i have no idea
no idea, it doesnt make sense
could you replace that with this? I changed it slightly since I first posted it
// Don't release keys when carrying an actor
ncp_jump(0x02155b50,54)
NTR_NAKED static void noThrowOnTrampolineBounce() {asm(R"(
tst r0, #0x1 @ if carrying something don't release keys
orreq r0, r0, #0x80
streq r0, [r4,#0x77c]
b 0x02155b50 + 8
)");}
in a c++ file btw
Yeah i agree
had to rewatch the video since i had to go in the middle of it
i really like the city theme lol, and the level looks quite fun to play in
overall awesome job
thanks!!
forgot to mention, add #include nsmb.hpp at top
What is this for btw?
#include "nsmb.hpp" mb
when you bounce on trampolines while holding something the player usually throws it
this hack stops that from happening
just to make sure, adding "@" cancels whatever is next in the line, right? (in asm code hacks)
Really nice level, I loved its design, the tileset looks amazing and the level overall is very well decorated, I also loved the music, it fits very well, where is it from?
thanks!!
"@" marks the start of a comment, so anything on the same line written after will be ignored by the compiler
Also, I'm kinda surprised with the springboard bug, I swear tht never happened to me, lol
the music is from mario odyssey
okay, thats what i did with the old code
and the new one works
thanks!
...does it stop the reappearing cap? 🫣
thank you all (for the level) ^-^
yea it does
looks cool, although I think the tile set could use some refining
for what precisely? it lacks of depth sometimes? (that's what i noticed about it at least)
Oohhhh
In my mod tranpolines are my beloved block, but thats interesting
hey bester, outta curiosity do you think youd be able to send the files over for this?
if youre fine with it
and still have them
here! both the tileset and the animation palette
thank you
ill try n peek at them a bit when i have a moment
since i think i need to revise my thread on the animations
alright, you're welcome
we should probably continue the forest tileset a bit today
thanks!!
damn gl both of you on your tilesets
and make sure it doesn’t have utterly complex ground which doesn’t let you mirror and can easily lead to tile errors like mine 
thx ^-^
Yw 🙂
thanks!!
i think we'll continue the tileset tomorrow
-# we also have the "texture" on the upside-down slopes to "polish" 😭
[Cloudie] Progress!! I think the graphics are done now
do you think 2(-ish) palettes are enough?
oo i like that
the flowers feel so charmy in both colors
i think it could be enough, but yall could have 2 more palettes for paler variants of this tileset to act as semisolids
that'd be a pain to add background tiles tho
and we already have something planned for semisolids
thanks tho!!
[Cloudie] thanks!! ^-^
oh wait it would be better if we recolor the blue flowers to green, for the variation with the blue floor
Btw, for wich world is this? And wich theme is the tileset? Looks so beautiful
only complaint is the luck of shadows on the plants and the grass
world 4, dark forest
this was done because there's supposed to be a larger gap between the grass and the vines, than between the vines and the ground (in the z axis)
but now that you say it, doing the opposite would probably make more sense
Looks really nice, I'd suggest to use 4 palettes for it though, since it's probably gonna look very compressed
not sure exactly how to separate the palettes tho. maybe separating the grass/green stuff from the ground?
i dont think their is enough colours in there for the need to split it into four tbh
I'd suggest (if possible) add the flower decorations in a separate palette, there's too many different colored flowers and they could possibly compress the entire tileset
I guess you could just make it 2 palettes, but if it looks very compressed you could make it 4 palette or use NitroPaint
alright, we'll try this then
Logo (to update the original message of the post)
yknow what, we'll probably show progress only in a week or two (if we do make progress)
no there has barely been any progress on the hack
apart from the tileset being imported and tiled, but the grass on the graphics needs some rework to loop properly (and that's kind of a pain to do. not enough motivation :p)
and some planning/ideas
friend who might help with the hack and who might also make custom music for it? nahhhh we don't
-# why did you say it... 😭
yea fair
Lmaooo
they also didn't give us an idea for a gimmick in 4-Tower, and they might not make this level themselves...
why are you revealing everything 😭
why not?
this channel has been inactive for a while, might as well give some info at least
yea true
we have at least 15 ideas for levels... but no time nor motivation >_<
we also had to do this (putting the grass + flowers in a different palette, one for each grass color)
the tileset looks good apart from the fact that the grass needs to be redrawn
Frosty Cake i see you typing 👁️👁️
i mean yall shouldnt feel forced to work on the hack, just take your time and when you feel you have the opportunity to be able to work on it and want to then you may do so, dont try to overwork yourself 
thanks
Same here 👁👁
thanks ^-^
paradoxically enough, not making progress is quite demotivating...
i mean, the hack has been started 1.5 years ago, and only 9 levels are done so far...
-# at this rate we'll finish in 12 years
fair enough lol i can relate
Atleast you haven’t been going for four years and you don’t have b sides to do for every level
yes we also planned alternate versions of levels...
In ssmb will not have it, since i plan making ssl, wich will be literally ssmb b sides
so it will have it
Whats ur plan for that btw I’m curious and want to know how other will approach it
wait i wanna say it
go ahead
Alternate versions of levels, which are harder, don't have star coins, reuse the same gimmicks, and still feel similar to the original level. They might also need to be finished faster, like NSLU, but we're not sure about that yet
pretty much
Sometimes they also have something in their theme to reinforce this idea of "Alternate". In world 1 for example, the background of each level seem to feel like a sunset, going from day to night. With the alternate levels, it will be a sunrise instead, going from night, to day
tbh if I were to make alternate levels for my hack I’d prob also do the shorter and harder variant
I don’t think my brain has the capacity to think of a genuine way of having a new gimmick for the alternate versions lmao
not sure if they'll be faster yet though, might need to think that with Bester
something that could also be a fun idea could be making the level go from right to left, but idk
I had that in mind one day before the whole challenge mode stuff but I felt that it was a bit of an extreme idea, mainly cause i thought it would require some code hacks to look natural
also cause of the whole ‘challenge’ mode stuff since going from right to left wouldn’t really be a challenge (sometimes)
it is indeed a fun idea though, wouldn’t hurt to do
that's only an "aesthetic"/"structural" change tho, the extra difficulty and other stuff will still apply
we have at least 5 custom songs planned for the hack that have to be composed (more like covers of existing songs tho)
some of those songs aren't related to mario tho
yknow what, maybe we can show the little bit of progress
and also tell which levels we're currently/gonna start working on:
4-1, using Splunkins and Scuttlebugs
1-Switch, yellow switch "palace" (remake of another level). will require the yellow switch code tho
for the yellow switch code, the goal is to do it ourselves, with maybe some help
It will be a diferent rom tho, just using ssmb as base
SHOW IT NOW
stop procrastinating, show it now
well thanks!!
thx ^-^
Yw 😉
the tileset (+previously shown background) and a screenshot of 3-3
GLORIOUSSSSSSS
wow thanks!!
thx ^-^
Damn this looks really cool
my turn to show stuff
thx again!
Can't wait to find out the gimmick for 4-1
You 3 where going to make the best hack of the century ngl
it was said previously already
^
definitely not 3 soon...
Oh I see, sorry, I'm not the guy to read thorugh messages when I was gone for a really long time, so I end up just checking the pictures
omg I love the dark forest aesthetic
The gd background actually works well lmao
thx!!
it's inspired by Explorers, and by our gd level (which itself is inspired by Explorers)
Looks good ngl
level intro backgrounds
the rest is still unfinished. we also havent made the backgrounds for world 4, 5, 7, and 8 (but we can probably make them already)
not sure what background we're gonna use for world 8 though
knowing that the theme is Bowser's Magma Cave or something similar, maybe the stalagmites cave bg but recolored to red could work?
maybe
yeah i would say so too, ngl I would have not guessed that those were stalagmites
if I wasn't told
it seemed similiar to city
no no i was talking about world 8
the 4th background shown here is a city. world 8 is the idea that we have for the last world
which we havent made the bg for yet
my bad then
might try to make progress tomorrow (if we have enough motivation that is)
Late reply, but both the tileset, background and level intros look really nice and creative
Keep up the great work Cloudie and Bester
thanks!!
thanks!! ^-^
Oh lordy loo, this looks good
thanks
One day yall will release a demo for that?
i planned to make maybe 1 or 2 demos
first one being released when 1/4th of the levels are done, and the 2nd one when half of the levels is done or half of the stuff planned for the hack is done
When you say 1/4th of the levels, how many levels are you referring to? 18-22 levels?
thx ^-^
probably like 16-18
tho the first demo will only include the equivalent of a world (in amount of levels)
kinda wanna make progress but lately, i don't have any motivation to do anything during the weeks for some reason
Tbh late af, but i love your tilesets of this hack lol, especially completaly new themes, idk, they fit to mario lmao
Are you inspiring with sonic btw?
Its geometry dash

Interesting lol, but i really see similiarites to hill top zone and that one zone from sonic 1 if i would talk about the tileset higher up 😭
thanks! yea they're inspired from Geometry Dash
are you talking about Marble Zone for the second one?
yeah!
kinda wanna work on the "challenge houses" today (if we have time)
for now tho there'll probably only be a "default" one, because making unique ones would require modifying the destination of each "challenge house" node on the worldmap
i know how to do it (using one of the old worldmap editors, i dont remember which one), BUT since it edits the overlays, it gets reset every time code hacks are applied, which is not convenient
this means we'll have to redo the worldmap thingy every time we wanna test stuff (if more code hacks get applied), and do it one last time when releasing the hack
-# if we do release it...
whas the plan for the challenve houses again
a mix between map enemies from nsmbwii and challenge houses from sm3dw
limited time to defeat enemies in different rooms, and at the end, you can choose whatever powerup are rewarded (usually 3)
gotcha
you can also play the house again after this, and get rewards again, but you'll have to make sure not to die
the problem would be for the ones that appear on the "Arrow/Start" node of each world. they need to still disappear when cleared (for that we'll probably reuse the toad house roulette block + some 1ups i guess?)
there has been progress during the past few days but not enough to show stuff yet
all i can say to avoid spoilers is that the level we're modifying is 1-
and that it's supposed to be a remake of a level, with a bit of our own touch. And the warp cannon will be replaced by something else
that's also why i asked how to make an extended tileset yesterday
A extended tileset is easy
If you want i can post a extended tileset base for u (but you need the subnohara v2)
i just realized that, if somehow we were able to keep the sub nohara graphics in the tileset, AND add the extra deco stuff on top of the sub nohara stuff we don't need (snow stuff for example), we can have a working sub nohara for overworld levels on top of extra decoration stuff
now the problem is actually keeping the sub nohara graphics intact
the easiest way i found is to redraw manually the extra deco tiles in nsmbe on top of the sub nohara stuff. which is... quite of a pain in the butt
another way would be hex editing, but that'd be very tedious
(both are tedious actually, but with hex editing you're less sure about what you're doing)
if anyone has an easier way of doing so, which does NOT involve modifying the sub nohara tileset itself, please let me know
I have been thinking about this too, but I don't know a straightforward way of doing this, but I imagine the best method would be importing your tileset already extended with all the extra decorations you wanna add, save, and export it, then extend your tileset again, export it as a bitmap to get the SubNohara and add it to the first palette of your tileset by using the "Import this bitmap with existing palette" setting, maybe there's an easier method but this is the only thing I can think of
To my understanding, when you attach the SubNohara to your tileset, it's basically there but it's adapted to your tileset's palette, this is basically what you want to achieve with the method I explained previously
the palette of the sub nohara still remains the one from the sub nohara tileset, right?
i'm not sure to understand tho, you have to export the extended tileset, then import it again and then re-extend it while it's already extended?
i feel like a possible solution (which is probably what you wanted to explain) is to include part of the sub nohara to the tileset (palette/colors + image). and for the "wall tiles" (behind which the player goes usually) we can use those from the regular sub nohara tileset, but only those because they are the only thing that doesn't get corrupted by the tileset extension
I think I did not explain myself correctly, let me rephrase
- Import your already extended tileset with the extra decorations, save it and export it (you will need to reimport it later)
- Export the first palette of the tileset as a PNG
- Extend the tileset again (to get the graphics of the SubNohara)
- Export again as PNG
- Open the first palette of your tileset and SubNohara you exported previously and try to assemble them
- After you're done, save and reimport the original tileset you exported in step 1, now import the tileset you assembled by using the "Import this bitmap with existing palette"
i think i understood
but will the sub nohara part use the sub nohara palette or the other tileset palette? (will the sub nohara colors have to be imported to the other tileset palette or not?)
ohh wait i think i get it
Your tileset palette should remain intact and the SubNohara will use the SubNohara's palette
tho some of the extra deco use colors that are not part of the original palette
okay
might make the thing more difficult
thanks tho
No? Everything should use the tileset's palette
that's the problem
they have different colors, so we'll have to make them fit somehow
So you're basically saying that the extra decorations use different colors than your original tileset?
I imagine you could use Nitro Paint to try to optimize your tileset and make it look less compressed
And fit everything in a single tileset
Not really, just take every palette from your tileset separately and open them in NitroPaint to reduce the colors
tho i'm confused. since the tileset with extra deco uses a different palette, wouldn't that make the sub nohara of the tileset, with no extra deco yet, not have the right colors?
is that how you managed to include your sub nohara with the extended tilesets? (for example ghost house exit, when it gets previously overwritten by the extended ghost house tileset)
I don't really understand what you're asking but I did not include the SubNohara on none of my extended tilesets, this method I just explained is a method I just figured out but I haven't tested it yet
oh okay
tho didn't you say that the extended ghost house tileset would make the sub nohara get corrupted due to the extension, until the level gets reloaded again (whole level, not area)?
or does it revert back to normal once a non-extended tileset gets loaded?
The SubNohara is not usable in the Ghost House tileset due to the extension, extending the Ghost House Exit tileset and not adding anything on the extended space restores the SubNohara in the Ghost House Exit tileset but it's still unusable in the Ghost House tileset, this applies to every extended tileset
The Ghost House tileset is extended, the Ghost House Exit one is extended too, but the extended space is intact
i thought it had nothing at all
If it had nothing the SubNohara would be invisible
yea that's why i was confused
i think i'll do the hex editing method. the most tedious part of it would be replacing only the right tiles with the sub nohara stuff
i'll also have to rearrange the extra deco
hex editing so the pixels have the right colors for the sub nohara palette
The method I explained previously should probably work, but as I said, I haven't tested it, so I'm not sure, but I don't see why it wouldn't work
well, importing with existing palette can sometimes cause color compression i think. the colors might also not be the exact same ones than those that they were originally, which will have a larger impact on the sub nohara tileset
and also the problem with all the deco stuff
(i have to go now)
True
But I don't know a straightforward method for this, maybe DM will discover a better method at some point 
Or maybe Illy will make the SubNohara actor so we can extend any tileset we want, who knows? 
oah big convo with many words
i only skimmed through this but if you want to move graphics between NCGs while keeping them fully in-tact usually i do something along the lines of steps 5 through 7 here https://nsmbhd.net/post/72866/
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Just wondering, what's the difference between this and using the "Import this bitmap with existing palette" button?
sometimes palettes contain duplicate colours
this makes sure every colour is unique pretty much
I see
oh yeah this can work too
you have no idea how incredibly useful this is to me cause i've had 2 tilesets that i wanted to do this with but it wouldnt work out and compress the graphics a lot / make them look bad 🥹
Progress has been really, really slow lately. Not only for the hack, but for literally all the projects I'm working on. For some reason, I don't have motivation for pretty much anything lately, and it has been the case for weeks now...
i fucking hate this
oh btw the level wont be shown until custom code gets added, for the end
-# y'all are only seeing this now 😭
might have motivation today but i dont promise anything
-# for some reason my discord has this thing where it glitches out notifications or marks stuff read when i tab to it (even tho i didnt), especially dms and sometimes people think im ghosting 😭
SAME 😭
Discord is fucking stupid sometimes
true
hmm
maybe i can send a screenshot of the level later today, after making some progress
(if we make progress 😭)
we had some motivation today... but not enough time 😭
it's either time or motivation, can't have both 😔
yeah, I know that feeling
well as i promised...
can anyone recognize this structure?
(please ignore that the bg has yellow clouds...)
Somehow the structure reminds me of Super Mario World
Then I'm not gonna keep trying to guess so I don't ruin the surprise 
okay ^-^
SMW OMG
😭
ditto
thank youu!! ^-^
thanks!!
Gotta love a smw reference
I remade the first half of Iggys castle in Larry’s tower for the alternate harder boss fight route just for fun
I still need to make a harder harder Larry fight
thanks!
thx!! ^-^
Yeah, you need to boost the server to be able to make a poll unfortunately
Ndy is a mercenary 😠
What do you think about replacing Star coins with Rainbow star coins 🌈
OHHHH GOOD IDEA
not a bad idea
yes that's what i said to Bester
wait, bro got past the poll ban 
don't need to 😭, i think we can modify the texture
Nonono not ban, she didn't did nothing wrong ndy is the mercenary here
is the color palate big enough 
Yes
If its not its possible to bypass with np (nitro paint)
wait maybe u could replace the speculative texture to be rainbow and it could change color in real-time?
i think so
specular texture* 😭
oh good idea
"speculative texture" 😭
what i'm worried about tho is the hud texture
I mean, its not wrong tho
Nah it will be the easiest part
okay then ^-^
Btw, i know to make the edited text on discord, see:
_ _
really need to make progress...


done!!
except the very end which requires a code hack we have to make...
and hmm
we dont know how to code 😭
could make a request
but we still wanna try making it ^-^
nice
outta curiosity whasit need code for specifically
it's a surprise for now...
yea...
ah gotcha
uh yeah forgot to say that there wont be progress for a few days (not at home)
are you out somewhere for the holidays
yea
thanks!!
i kinda wanna make progress but cant 😭
I also feel like it could be a good idea to make (at least some) levels more exploration-based, where you have more than a single path you can go. Think about it as Green Hill Zone in Sonic
maybe including at least one of these in each world
if you dont have access to nsmbe atm could always try sketching out some level ideas
we have a bunch of level ideas already, except that they're not specific enough (mostly ideas for gimmicks but not much of how to use them in various ways or the structuring of the levels)
thanks tho
oh by ideas i meant layout ideas
@lapis bough i lost the texture for the "koopa skyscrappers" outdoor, u have it by chance?
Thats the only w6 texture i lost 😭
do you mean the billboard?
Yea
i'm pretty sure i sent it in dms
or probably not...
uhh i did not
you probably didnt lose it (if i didnt give it to you in the first place) then
also i see in the screenshots (in dm) that you placed rain clouds on the worldmap. would it be possible to remove them for now? because apart from 6-2, i'm not sure about which levels will have rain in them for now
you could probably make a tree model later or something please? (later when i'll know which levels will have rain in them)
Sure 😉
oh uh yea there has been some progress today
we replaced the star coin texture by a rainbow (tho the texture seems to "flash" a bit too much, i'm afraid that it might cause epilepsy)
SHOW SHOW SHOW
we also changed the placement of some of the ui stuff on the bottom screen, so the "challenge mode" graphic can be placed on the left of the world-level number
New to this hack, looks fire honestly
thanks!!
YW
we made a custom graphic for the "challenge mode" ("ALT" blue text) and a custom graphic for the rainbow star coin, tho it uses way too many colors
the graphics are not imported into the game yet
the thing is that, if we wanna work on a new level, we'll have to make a custom tileset for like 95% of the cases
exception being if it's a non-underwater world 3 level, and probably 1-A (but not sure for ideas for it yet)
world 2 could work as well, but we've been thinking about modifying it, and taking assets from this tileset:
https://discord.com/channels/399424476259024897/1312612209020371045
so either way, we have to make a custom tileset for most custom levels we wanna make for now :p
the w4/purple forest tileset needs to be tweaked, because the grass doesn't loop correctly (and because the grass was one of the earliest things we did, there's a lot of work to do, and we don't have much motivation). we could technically make a level still but that'd be annoying
and the levels (well, level) might need to be retiled. 2-3 was already a pain to tile properly... 😔
for this, i guess we could either get a custom model with that ds rainbow effect (jpg64 please 🙏), or i could try (again) to reduce the colors' saturation
was gonna send the textures but guess i'll let Cloudie do it (because she really wants to)
here are the 2 custom graphics ^-^
(very low res)
the star coin has WAY TOO MUCH colors tho
this part of the bottom screen graphics uses only 16 colors
It can work for maps tho
If you have the code hack
Show the coin bester or cloudie 🥺
On level
i guess it could be possible to reduce it using nitro paint or the online tool that Purps has sent a while ago
we'll have to record it...
you used this emoji, it's too cute i cant >_<
fine guess i'll record it then
forgot the image lmfao
the rainbow star coin looks like this with color reduction, kinda crap actually, especially when you zoom in
hmm i think it's alright

how many colors?
reduced colours to 16 only 
well i did the same, using nitropaint, and got this
i used color quantizer and later on nitro paint to have the pallete
thank youuu ^-^
That mod is getting so good ngl
thanks!!
Yw ^w^
default, tex4x4
thxxx!! ^-^
i used 16 palette, since it looks the same when i import to nsmbe
oh ok
when i tried tex4x4 it looked crappy, even if it was similiar nsmbe still changed the colours
oh yea it makes it similar to what you made
yeah (left NP, right CQ and NP)
i could make even a better one since i just used basic options in cq
what's cq?
not basic, it was the ones i had before lmao
Left better ngl
color quantizer
ohh nicee
it's cool, i have it since i wanted to make ps1 game style, it has pattern that looks like it
oh ok
and use it for reducing colours since i don't like NP one, it can have dithering too (like PS1 that i said)
okay. is it an online tool or smth?
yeah, especially with textures with a lot of colours
you can download it through their site or the github, im not sure tho, just an app
oh okay then
wooooo
wow clean!!
So, does color quatizer work better than NitroPaint?
it seems to take the best from the other 2
I dunno really, i prefer the cq look, but i would need to take a closer look at the diferences with basic settings and NP 16 pallete
hereeeee
Gotcha
sharpness III starcoin
lol
lmao
I just use NP for the last process to have the pallete that nsmb uses
mind sending it please?
OMGGGGG SO GORGEOUS 🤩
here should be good, thanks
The songs on this mod is also so great
thxx
Nah im not, it looks so good
thanks a lot!!
honestly i think we couldn't have done all of this without the help of this server
Yw! ^w^
thanks again ^-^
yes lol
good job
thxx
thanks!
yw
it's pretty much the same as the base star coin except that the texture is a rainbow sorta-spectrum
and because of the reflection material (forgot how it's called), it causes this effect
Damn, I really like the rainbow effect of the star coin
Great work
thanks
thx
@lapis bough tomorrow remember me exporting w6 nsbmd
okay
@lapis bough
yeah, just took the colours and make it too look better
since the right one is messy
oh wait, i forgot add this to NP
but you can do it yourself, just choose palette16 and i choose enchance colours (even if it doesn't do anything or visible difference lol)
No problem, i just have a one condition, show how it looks in nsmb 😈
nah, i really like when someone take the thing i changed or something and how it looks in game etc
the thing is that it's supposed to be imported with A LOT of other graphics (all the in-level bottom screen graphics)
which is, 1, difficult, and 2 we're making other graphics that are part of the same bitmap, so we have to finish those first before importing them all into nsmbe, otherwise it's more work
could still replace the wmap one tho
but it doesn't have the same color and bitmap limitations (because of a code hack i think)
oh nvm i got confused with the bottom screen wmap graphics. the star coin graphic is on the top screen, and part of another bitmap
this'll have to wait, sorry :(
ohh.. i understand, then i'll wait B)
did you 4x4 compress this? this looks like you've done 4x4 compression instead of color reduction
yeah I can replicate what you did by running a 4x4 compression but with the palette size set to 16, which is probably not what you want to do
doing a color reduction to 16 colors (15 + 1 transparent) yields this for me
yea that's what i did (4x4 compression)
didnt know i had to change the color settings
normally you use more colors for 4x4 compression
ah yeah they are indeed very different formats
with palette16 you have 16 colors and each pixel is a 4-bit index into a color palette
with 4x4 you have the image split into 4x4 pixel blocks and each pixel is a 2-bit index into a palette of 4 colors specified by the low 14 bits of index data multiplied by 2 into a larger palette
so you can reference many more colors in total, but you're restricted in the amount of possible colors per 4x4 tile, and the palette tends to need to be larger to achieve passable quality
oh yea that's what used for models right?
yea that's why it gets weirdly compressed with models in nsmbe
perhaps
I don't know much about how NSMBe compresses them
but the format is really tricky
nsmbe generally handles them worse than nitropaint
seems to be the same format, because it creates weird squares with the colors
the way NP handles them was largely inspired by how optpix handles them :p
but with some more efficiencies considered
yeah I'd guess the same format then
a lot of really poor quality compressors exist which is annoying
but to some extent there are some compression artifacts you just can't avoid as a simple product of the texture format itself
in those cases then you may consider another texture format
if you wanted a reference there's one on gbatek https://problemkaputt.de/gbatek.htm#ds3dtextureformats
interesting, thanks!!
we fixed the forest tileset!!! ^-^
we can start making w4 levels now (if we have motivation that is...)
Its the geometry dash inspired one?
That tileset is beautiful ngl
yess thank youu
the grass now loops correctly, and we added bioluminescent mushrooms
(it was a pain to redo the grass though...)
thanks!!
world 4 map retexture! (might still need to change the tree textures tho)
and changing the name too
they were made quite a while ago actually...
For w6
okay!!
I really like the w6 icon!
looks good 👍
thanks!!
hmm
Rainbow star coins in every world, or one star coin color per world?
🌈 - Same rainbow star coin for every world
🎨 - Different color star coin for every world
Actually, I think one color per world would be gorgeous ngl
Maybe even with diferent icons (like i did on my mod)
we thought about it...
but then in this case they would not really be rainbow star coins
so if we do this, there should be a star on one of the sides of the coins. after all, coins have 2 faces
I personally think having only one color per world kinda defeats the point of the rainbow star coins
But it's your decision after all
Its possible to do actually
hmm yea
we'll probably keep the rainbow star coins then ^-^
-# and they have that shiny ✨ effect
Ngl i loved that effect
yea we'll probably stay with one kind of rainbow coin
also, tip for anyone who wants to edit worldmaps: nitropaint is way better at editing the textures than nsmbe
also, @zinc rivet , reminder to send the nsbtx
OH TRUE, gonna send it
uhh when?
he forgor 😭
JPG moment 
@lapis bough promisse today or tomorrow its here 😭
Ill make the nbsta and nsbmd for it
Im already making it 😭
Make it faster 
@lapis bough u want clouds moving fast, slow or super slow?
slow i think
world 6 and world 4!
world 6 model by JPG64
(original/unchanged model for world 4)
thanks!!
could maybe make thhe top grass in w4 a bit more green so it matches more with the sides?
but still i like em
oh LMAO
i mean its not neccesary lol its just that you can see how the top part is slightly more yellow
o
Tip: add sky box to w6 and w2 bottom screen
Otter than that looks good! (Ngl i didn't expected the map to fit so fckn well)
the sky box was added to world 1 because its a sunset
Ohhh gotcha
its probably the most important element of the world theme
But i feel it would fit if other worlds have it tbh, but looks good
thanks
Im honestly hyped for this mod
The world themes are good, i loved the beach cliff or City on w6
thx
at least to reassure you, i think that the first half of levels will take more time than the second half. this is because the levels always need custom tileset, graphics, and whatnot (and sometimes code hacks)
Tbh i dont think a mod taking a lot of time is bad, by the oposite, its great, since how more time it takes, better it turns out
honestlly this hack inspires me lmao
wow thanks
not cause of flower journey, but seeing how great yall seem to execute your ideas kinda motivates me since i have some other ideas for another romhack (NSMB, but thats for a whole other time when i finish FJ), and hope they'll be as great as this one
wish yall the best of luck
thanks a lot to y'all!!
Same
Lmao
Holy shitballs, this looks awesome
thanks!!
There are a few things we wanna do today but idk if we'll have time
those things could be:
- modification of a simple tileset
- changing a few sfx
- start working on 4-1
most likely not everything tho (if we even have time to do at least one)
i should really start to try making the animated waterfalls code hack soon tho... (by modifying Illy's double/triple "?" blocks code hack)
after this we'll finally be able to record 3-3. the only reason why it hasn't been updated on the channel yet is this
also i kinda wanna work on an airship level but we're trying to find more (and more original) gimmick ideas. probably gonna make it after 4-1
also we kinda started 1-A as well
uhh probably wont have time today unfortunately
Damn 
Well if you need an actor feel free to ask
I’m willing to write them for anyone who isn’t jpg 64
for the animated waterfalls, i kinda wanted to learn how to at least modify code hacks to make my own
what exactly are the animated waterfalls gonna be? Is it like just an animated nsbtx?
or are they gonna be in the background
I dont need actors beside the animated checkpoint thing u said that u will do, istg 😭
If hes not using the tileset with quicksand he can use that for waterfall
btw if it’s just this I can teach u guys how u could do smt like that
So based
I DONT NEED MORE CUSTOM ACTORS 😭
iirc, Bester said he doesn't want to replace the quicksand since it shows on a higher layer than Mario/Luigi
Suuuuuure
the nsbtx thing u mean?
ISTG I ONLY WANT THIS AND FINAL BOSS 😭 😭 😭 dies
that’s like the one thing ik cause the rest is stuff that people already did and i just based off of it 😭
I'm gonna save these messages for the next time you request something 
i could maybe write a smol guide later so sure
not now though
Oki
Finally i will learn smth about code hack (istg ill use that shit for a lot of ideas i have)
Remember, i said Custom actor, not a asm fix or smth
actually I do have an unfinished actor that was just meant to be extra decorations using nsbtx, and to make sure it doesn’t load a million files it just has like an array of stuff and then it checks the id u set
maybe i could finish it and use it as an example
yes
Illy's long question block is already animated. I think all I should do is change the dimensions, disable the collisions, and make my own nsbtx
tho the problem is that i'd also like to be able to place it in different z-layers (either behind or in front of the player), and being able to change the opacity to 2 different values (or set only a transparent one by default at least)
an interesting actor for airship levels tho could be those moles that throw wrenches and hide in the ground
i've been working on probably one of the least original tilesets of the hack during the past few hours (1-3h idk)
just a modification of Ztardust's NSMBU SMM2 airship tileset rip, with a few small additions
we're working on 4-1
but i'm kinda feeling like the level is pretty mid/boring so far
@zinc rivet (sorry if pinging bothers you), but you have the junglekusa retexture code? and you can use textures that don't have the resolution of the original junglekusa nsbtx, and they'll work fine and loop correctly, right?
Hey, yea, i have the junglekusa code
You can use all type of resolutions, but they need to have 64 of height
okay!
alright
wait i'll check if we have the code already
yea we have it, no need to send it
Oh oki, tho id recomend using that one since it allow more than 1 retexture
on the code hack i have, i can copy-paste a part to add more texture. it also already has some texture ids on it
thanks tho
Ohhhh gotcha
Yw 😉
whas the level like
tho later because i'm changing some file stuff with everyfileexplorer
first half of 4-1 done
nice
the area overflow bug/feature seems to mute the music entirely for some reason
actually only the "warp from a level to another" feature. the actual bug doesnt affect the music
nevermind it seems to still happen?
when you wanna make something but that thing depends on something else but you wanted to do it after you did that other thing
definitely not us rn 
we made progress on 1-A today!! ^-^
i had the urge of making an airship level lately for some reason
it might replace 2-
because we don't really have ideas for this level apart from moving stone blocks
If you want i can make a w2 tree with a airship moving up and down
Like in ssmb airships
i guess you can tho it would probably need to still have the palm trees as well
Its possible
well i guess you can then!
thanks in advance
i also have the idea of making something relatively simple (in the airship level) that has almost never been done before in nsmb ds somehow
it's shown here at some point in the video (it's something very small that can be done with some trickery)
https://youtu.be/6z_JUPjNIV4?feature=shared
New Super Mario Land is a fanmade hack of New Super Mario Bros. DS.
More information: http://nsmbhd.net/thread/2924-nsml-new-super-mario-land/
So enjoy :D
also a few ideas from TLS actually come from this hack!
nobody's probably ever gonna guess so i'll just say 1:01
Ngl i miss this era of nsmb modding, everyone wanted to make a nsmb hack, and it was super gool, and i feel really happy that its actually comming back after a loooong time
@lapis bough sorry for the ping, but how u did the water tile in City level? I wanted to do it for 2-2 and 1-2
solid + water + ice type
yw!
idea definitely not stolen from NSHackerB and/or AdventureSMB
lurking on nsmbhd when i was younger actually gave me ideas for the hack lol
SAMEEE
hey now you can use the signboard with an a3i5 texture that looks like a water puddle and put it over the tiles instead of making the tiles with the water puddle
/j
not sure yet but the hack might receive a name change soon or in the future
hmm
we discussed the other day and we found 2 possible interesting names:
"The Rainbow Quest"
"An Alternate Sequel"
you can also "craft" names using this (in case you want to suggest something):
First word:
- The
- A/An
Second word: - Lost
- Rainbow
- Alternate
Third word: - Sequel
- Quest
- Stars
-# will anyone even see this >_<
The rainbow stars would be great actually
hmm there's a fangame called "Super Mario and the Rainbow Stars", so probably not because it could cause confusion
Ahh i see
(on top of that we could be accused of stealing ideas ;-;)
The Rainbow Quest sounds like a creative name
wow
but yes TRQ sounds neat
I have bad Wi-Fi 
Smth like the star quest/the rainbow quest (as you sugested) and the lost stars also could qork
there's also "An Alternate Quest"
(which a friend really wanted 😭)
-# now i'll be forced to change a word in a non FJ hack i thought of-
could prolly nix the the in rainbow quest
Rainbow Quest / The Rainbow Quest is fine by me
more fitting since u guys have rainbow star coins
Yea same opnion
though have u guys considered changing the ''NEW'' by something else?
The rainbow quest would be good
(or removing it)
Tbh it gives a charm
like uh
we thought about it but it might be better to keep "New"
fair
so it's clear that it is an NSMB hack
idk
smart
-# alternatively people wont think its an nsmb hack cause it lacks ''ds'' and apparently makes it ''not clear'' to people cause they think that nsmbds is the actual name 💖
okay ^-^
Me when people asks me if my hack is a NSMBWii/2/U hack 
Ngl, if i didn't knew the hack, and saw the name "nsmb the rainbow quest" i would be curious and check it, and the hack is also good, wich would keep me interested in the project
also the "new" part of the logo also looks really cool we don't want to scrap it ;-; Bester did a good job with it
true lol i love the logo for yall's hack
Once a guy DM-ed me asking if ssmb was a nsmbw mod, or a SM64 mod, bro, WHY SM64 😭
Agreed
Bruh
there's no way it is sm64 😭
Truee 😭 😭
''super sakura mario 64''
thanks!!
i just realized that if we remove "sequel" from the name, we'll have to remove the short description explaining that the hack is a leaked unfinished sequel prototype
The rainbow sequel?
that... would sound a bit weird?
the questy sequelenticious rainbow
NO 😭 😭 😭
✨🌈 rainbow🌈✨
the alternate questy sequelenticious rainbow stars*
progress slowed down because we recently got the hyperfixation of making a ytp 😭
(it's in french tho)
😭
Random level ideas drop because yes:
- 4-1 (currently being made): Scuttlebugs + Splunkins
- 5-3: Snowball Avalanche: huge snowballs that you have to avoid (inspired by the cancelled "NSML" hack i sent the trailer of, earlier)
- 3-B: Unagi's Depths. also the level where i wanted the "shake god" actor for
- 7-3: A Wii-msical Comeback. inspired by an nsmbwii level
- 1-A (currently being made): another silhouette level with piranha plants and jumping cheep cheeps as the main gimmicks
5 out of the 25-ish ideas we have of levels so far
thank you Ztardust for publishing this in the nsmbhd thread 

and my idiot-self just realized it's already in the rom 😭
thanks still
1-A gameplay mostly done! but we're not very proud of how the second half of level turned out... ;-;
i said gameplay because the tileset needs a rework and then we'll place the deco stuff
(it's the silhouette tileset)
4-1 is half done btw but no progress has been done on it for almost a week ;-;
any suggestion on stuff we can add on an airship tileset?
ladders
I could possibly be able to suggest something if I could see how the current tileset looks like, but I imagine you guys don't wanna showcase it
it's not too special honestly
just the basic nsmbu smm2 airship tileset with extras
Nice, I like these new adittions, I also love the Bowser Jr. metallic box
thanks!!
How about a Bowser statue and a climbable chain?
And you could also add anchors below the chain
I mean, I added climbable chains in some of my tilesets 
we'll probably need to draw them from scratch tho
Something like this
yea like smb3
yeah i thought of chains but the climbable part did feel a bit odd so i just suggested ladders lol
swinging vine retexture 🤔....
i guess?
I actually had that idea for one of my levels 😭
