#NSMB: The Rainbow Quest
1 messages · Page 6 of 1
they were already there when making the tileset
and now?
i think it's enough stuff now
Awesone
thanks!!
thank youuu ^-^
Are you planing on adding cannon balls? I see a cannon ball launcher there
kinda?
i mean i thought about using bullet bills with rotation using the actor spawner which would pretty much work the same way
Yeah, just saying
well i adjusted them in the last image anyway
^
uhh yep, that's meeeee
Yooo
wrong level
When you said about the hack i checked ur profile and saw ur are friend with bester and cloudie so i knew you're also working on this
i meant 2-Tower which is probably gonna be the airship level
So, are y'all three gonna work on the hack together?
yea pretty much
tempted to spoil the gimmicks for 4-Tower
i'm the one who got the idea for one of the gimmicks
and i wanna work on this level so haaaardddd
but like
we/they have to make a custom tileset for it
and make the other levels
and uh
i was talking and everyone disappeared??
uh yea this happens i guess
Ngl this mod will be the biggest thing ever
probably not 😭
Is there anything in specific you have planned for the tileset?
i mean like, there are other great mods and such, i doubt this one will be "better than the others" or anything
and i dont like comparisons
uh
surprise surprise...
if i say it i will spoil the level's theme
and uh
that's not very very nice 😦
DISCORD EMOJI REPLACEMENT CRAP
Not comparing but, i think itll be smth like endless earth or newer ds was some years ago (smth very popular) and this mod have some unique stuff
Yw ^^
but i think the current mods in development are just as impressive
ditto
i only wouldnt mind if it was someone comparing my work to another work of mine
Yeah, I would seriously stop comparing mods, this is not a competition of who makes the best mod, all the mods in this server are good
at some point i was constantly comparing stuff and my own works compared to others', and this was kinda driving me crazy (it was in gd tho)
And we all are trying our best
yes
then i stopped and felt better
-# then i'm slowly stopping gd as well... (losing interest)
this hack is very nostalgic 
how so?
Same when i was making a smw hack, i even canceled it because i was thinking it was not good, i thoug my level desing was bad comparando to other smw hacks, and when i started my nsmb mod it almsot happened, but then i stopped comparing stuff and i feel more happy with my mod, and also feel it looks great and not bad
Ill probably restart this smw hack at some point later
yea comparing yourself to others tends to be bad and demotivating. i think you should only compare to yourself and stuff you made
My favourite stuff about this smw mod was a asm i found on central, that a allowed u to make paralax bgs
oh that's cool
idk what to say so i will just drop one random idea
idk why but this hack just kinda gives me vibes of when the ds community was rather active within like the 2012-2018 years, but at the same time it might be in general thanks to the decent progress the community has made lately 
about airships i got the idea of maybe making a section (or a whole level) with mini-airships like the world 8 airship from smb3
why are you spoiling ideas 😭
One thing i loved about smw is that you could use a program to create custom code, so if i wanted like uhhhhh... a torpedo ted.... that folows the player... and explodes... and have wings? (Bad idea ik) i could just select some options in the program and done, i have my custom code
oh that's pretty cool
oh, interesting. honestly glad that it gives this vibe because i like that era too
Thats what i said some days ago, it gives me this feeling too
It remembers me when i was comming back from school and looking on hd (with 8 to 9 years) searching for hacks on hd in my dad's computer
Like, 8/7 years ago
i used to lurk on nsmbhd 6-7 years ago as well
Idk why but there was a hack that scared the hell out of me
which one 😭
Lemme find it
tbf they don’t really say too much either since they don’t wanna spoil the hack themselves and also need the time and such to make progress so .p
hmm yeaa progress is being slow ;-;
i can be impulsive sometimes 😭
i dont really want to spoil stuff either but sometimes i still do 😭
I didn't knew it was ancient, but i saw it in 2018 and never againm
scary haunted mansion
Oh yeah, I think I came up with a easy way to do those scalable track lifts bester
I’m thinking that I can get extended one of the normal moving platforms and add a setting to add track control like I did with the burners
Ima give it a try after work if I have time
I had a similar idea but I was planing on making an airship actor that you can control depending on where you stand on it
I constantly do that lol
And it’s a fact that my levels are ass, look at the last b side I uploaded, I forgot to decorate half the level
ohh nice
it's a bad thing to do
me when i lie me when i perpetuate falsehoods>
I agree with DM, we need to ban self deprication in this server 
Your levels are NOT bad
Well I’ll be fine as it’s not self deprivation if it’s true

tou cant say its a fact that your levels are ass since thats inherently a subjective claim. its ocymoronic and textbook self deprication
mods ban her
Lmfao
Well then, according to an angry commenter my hack is shit
:3
Your angry commenter's opinion doesn't count, your hack is not shit, because I say so and because my opinion is 100% objective and irrefutable, end of the story 
dang, good luck with it 🍀
I might try using flimsy lifts instead
The hey could also probably do the job and probably have more available sprite data
okay
honestly i feel bad for the other day now, i probably shouldn't have acted like that. i'm genuinely sorry if this pressured you into doing it or anything
it also wasn't meant to be targeted specifically at you, but i still feel bad about it
also feel free to take your time, we're not going to work on the level that needs it right away
ok, I think I found my problem
I thing im screwing up extending the actor since its part of stageEntity and not stageEntity3DAnm
I thought what I was doing would work but its not
following the same logic that all the other actors I have made usable on tracks, this should of worked but the lifts just despawn when the level is loaded
class flimsyLiftExt : public StageEntity {
public:
u8 flimsyLift[0x4c0 /* sizeof(flimsyLift) */ - sizeof(StageEntity)];
LineController lineCtrl;
};
ncp_jump(0x0217e084, 89)
NTR_NAKED static void flimsyLift_ctorSize_hook() {
asm(R"(
LDR R0, =%0
B 0x0217e084 + 4
)" : : "i" (sizeof(flimsyLiftExt)) : "r0");
}
ncp_hook(0x0217de60, 89)
void flimsyLiftOnCreateHook(flimsyLiftExt* self){
u8 speed = self->settings>>16 & 0xf;
if(self->settings>>16 & 0x1){
Vec2 pos;
pos = Vec2(self->position.x,self->position.y);
self->lineCtrl.create(pos,0.5fx*speed);
self->lineCtrl.start();
}
}
ncp_hook(0x0217df78, 89)
void flimsyLiftOnUpdateHook(flimsyLiftExt* self){
if(self->settings>>16 & 0x1){
Vec2 pos;
self->lineCtrl.update();
pos = self->lineCtrl.getPosition();
self->position.x = pos.x;
self->position.y = pos.y;
}
}```
so this doesnt work and I dont know what the problem is yet
His opnions is like his familly, dont exist
Your mod is good!!
And i love the levels u make, they looks fun asf
uhh i feel like the anchor is too small tho...
and i dont really really feel like making it again... but i have to
could use a placeholder if you needed to for the time being
Yeah, you still seem to have some remaining space, if anything you could just redo it again later
And I don't really see anything wrong with the anchor, looks fine to me, but I'd probably need to see it in game to judge better
i guess
tho it's better if i redo it now because it's already open in the image editor with all the layers and such
As you wish
Screenshot dump!! ^-^
hmm well... there has been no progress for a while...
but i can at least show some screenshots of things we still didn't show!! ^-^
there has been barely any progress during the past few weeks ;-;
NOWAY RHE 1-A AND CANNON LEVEL
So much peak
Im excited to play this mod ngl
thank youu ^-^
-# i said "screenshot dump" but i definitely didnt take the screenshots rn... ;-;
there are like only 10 finished levels...
Everytime i see stuff from this mod more i want to play it ngl
Yet this looks so great
Wich one?
there's no music at all...
Ngl, of all the mods being developed imo this one is the best one, the other mods are really great, but this one for me is the best one
Oh
The music is selected in the view? Because sometimes even if you select when you close the area they go back to 0
Idk why this happens
yes it is
Already happened to me
I see
hmm i think it's because we used the area overflow thing
oh my god this is absolutely fantastic, really a great surprise since yall havent been active for about 2 weeks, incredible job!!!!
thxx!! ^-^
same
Ohh maybe its the issue
Sometimes the area overflow bug can cause the music to be completely muted, I have no idea why this happens tho
we also still need a code hack for animated waterfalls...
hmm the problem is that w4-1 does not have any area 2
i can make it rq
tho i've been refrained from doing so since bester said that they want to do it themselves (learn, i mean)
hmm yeaa
looks lovely
good to know the hacks still being worked on
ehh it's been a while without actual progress
hmm i wonder why image 3 is in spoiler hmmmmm...
really nobody guessed? 😭
Switch palace 
I thought you always wanted to do it since I saw you mentioned that multiple times from a beginning
well yes
^
we need more nsmb hacks that turn towers/cannons into other stuff 
Well, mine turns towers into castles and cannons into kaizo speedrun levels 
2-
most likely turning into 2-⚓️
outta curiosity howdya plan on implementing it
what do you mean by that?
implementing it technically (code for example)? gameplay-wise?
For 3-3 (and other "Waterfalls Cliffs" levels), which song do you think should be used?
https://youtu.be/8y2OPEShyrQ?si=hEdACBPDKqDcLgS2
https://youtu.be/yXc0MBu4pyM?si=dAavna1chruTvadb
Fossil Falls - Super Mario Odyssey OST
Composers: Koji Kondo, Shiho Fujii, Naoto Kubo
Platform: Nintendo Switch
Playlist: https://www.youtube.com/playlist?list=PL2XjmdkuVL-1c0ueQmNgltkf4hFWnZgyi
This soundtrack was ripped, edited, and uploaded by Yoshi's VGM for entertainment purposes only. No copyright infringement is intended; all rights rese...
~Please Support the Official Release~
Song: The Wind is Blowing at Cavi Cape
Composer: Yoko Shimomura
Game: Mario & Luigi: Bowser's Inside Story
Console: DS
Full Playlist: https://www.youtube.com/playlist?list=PLESFnlO3kNnptkl_a1Wsc0et_yy_643Cn
this song is otherworldly. I love it so much
💨 - Cavi Cape
💧 - Fossil Falls
Fossil Falls could fit better for overworld levels, Cavi Cape could fit better for half overworld, half underground levels
Or some sorta ruins level
then probably for world 2?
Maybe, I moreso meant overgrown ruins
oh
Fóssil falls
well that would probably appear in world 4 but those levels (at least one) has a specific song planned
In that case I'd say Fossil Falls
okay
well that means we don't have to change anything in the rom, since it's the way it currently is
codewise
well i'd say with custom code, which would create a new actor with custom behavior (animation, showing textbox, ending level). when the "cannon" levels are marked as "completed" by the savefile, the graphics and tile behavior of some tiles in the jyotyu tileset should change (one tile per switch)
gotcha
would y'all think that "coin rings" (like sm3dw and odyssey) would be a nice little addition or would be kinda useless? also it would most likely only be used for some levels (like slide/ride levels and bonus rooms for example)
wait a slide level is a pretty cool level idea
Cool addition
okay then!
might add it
also it doesnt require much code apart from the red ring texture change code (which is already applied to the hack) and maybe the actor spawner
also idk how to make coins spawn with a delay between each. does it need multiple event ids?
Theres a sprite that spawn coins when the event is activated
98 iirc
Its coin spawner the name
yes tho i dont think it creates a delay between each coin
i tried multiple times and couldn't manage to do so
You can use the event controller sequencer (actor 286) to spawn coins with delay
where squigga 
shit
Tomorrow
Here --> 
Why haven't you done anything, dumbass
Stop making promises you can't keep

But you dont even know reverse engeneering, if he wasn't helping with the project it wouldn't hipothetically exist
Very true, jpg
Project?
It doesn't exist
Hipothetically
Can someone please rename it to "NSMB. The Rainbow Quest"?
NSMB. The Rainbow Quest
thanks!!
woag
yea it was fast lol
i read rainbow cliffs 😭
it's a main hub world from ty the tasmanian tiger
-# my top 2 fav series on ps2
rainbow cliffs world for this hack 
I WOULD WORK ON IT
i love this game overall
tbh the new name could make up some creativity on the world themes lol
think of like
Crimson Forest (red)
Golden Plains (orange-yellow-ish?)
Radioactive Factory (green)
Frozen Farland (light-blue)
Cobalt Cove (blue)
Nebulous Space (purple)
i like how it is unique
people need to start being more creative rather stay in the same styles and do 100th time the same thing which was done before
yeah as much as I love autumn themes I have to admit it’s been overused at this point 😭
also same
maybe
i mean we have violet forest so ¯_(ツ)_/¯
also i had an idea but i'm not sure it'll work: alternate music themes for the "alt" levels mode
Any updates? Yall plan releasing a demo?
not sure if it would work tho because there's probably gonna be 1 or 2 themes with it
importing 2 songs
nothing else yet
It’s also hard to do that because the songs cap at 128iirc
After that sseqs don’t play
yea true
Wait it’s 127
It’s a unsigned char I think
I might be able to change the data type and remove the limit
yea that's what i was thinking too
okay then
Imo, it's honestly really hard to think of any new and unique ideas in a such limited game like this, most creative ideas have been already used atp
Or maybe it's just me and I need to play more games to get some new ideas 
If you do so, please let me know, infinite SSEQ's would be a dream for me 🙏
there is smth I do want to test, someone should try putting a sseq in slot 128 and setting the seqID to -128 to see if it overflows
I dont think that would work though
look up the internet, play random ps2/1 games or any other previous console, get inspired
B)
thats not a problem anymore
you tried this?
tried some time ago to replace 2 sfx (did it again yesterday because they were too quiet): the "jump" and the "enemy stomp" sfx
the jump sfx is the one from smbwonder, and the stomp sfx is the one from smas
the jump sfx works fine (but seems to end too quickly?). the stomp sfx seems to be cut and is too quiet
Send me the wonder jump
also added/replaced 2 songs: the P-Switch from smw (which i requested to The NSMB2 DS guy) and added the Cavi Cape theme (which is probably gonna be used for desert levels, idk yet)
First one is for the mini mushroom, second one is for the normal size and mega mushroom (it'll play with the right pitch in-game)
In the sound_data.sdat file, in Wave Archives, open [67] WAVE_VS_COMMON_PLAYER_BASE_SE and replace Wave 23 with the "03 _a" file, and Wave 24 with the "02 _a" file
also it was downloaded from youtube and seem to be recorded in-game
Send the 3_A again since discord is only downloading 2A
we finished 4-1!! ^-^
and playtested
the music still doesn't play in the underground section though ;-;
also we probably need another music as the forest theme
hmm we really need a fix for that
is there a code hack for it?
or can someone make one please?
i've been thinking about changing the banner to make the background be a block, just like the original banner
left: current
right: block version test
the block version?
Yea
Im considering changing mine to smth like that
right one it is then!
might also add a shadow below the star later
On the bottom bit of the star?
i could have sworn that nslu had its own, separate forest tileset
tho it was probably just the weird roots
which my brain somehow misremembered into a very good-looking, but difficult to tile, forest tileset, with deco that wasn't on the original nsmbu one
i would have used it for a portion of a tileset, but guess we'll have to make our own
oh well, actually...
https://nsmbhd.net/post/46369/
The NSMB hacking forum: everything about hacking and remaking the Nintendo DS game New Super Mario Bros. And more!
oh btw the airship tileset graphics were done a few days ago
just need to tile them... definitely wont be long and a pain 
there's another tileset that i/we have to make (and Ninetie90s is impatient to make a level with it once it'll be made)
oh and, some of you noticed but i made a new post on the hack's thread on nsmbhd. gonna update the main post of the thread as well later, when the new hack logo will be made
uhh
we discussed some level gimmick ideas, especially for world 8
and found some interesting ones
when i dont have ideas i like to look at the older mario games like smb3 and smw
Smb3 and Smw is a gold mine for ideas
I take a lot of ideas from those lol, it have cool stuff
agreed
tried finding ideas for world 8 specifically because we need 16 levels, at least 1 from each world, to make the demo
not sure how many levels it will have tho, i should ask Bester for this
yeeeeeeeee
4-Tower, inspired from another game, not gonna say more for now
newerds fixed that bug somehow, but using the score graphics equivalent from newerds makes the game crash for some reason (probably because the code affects another overlay than the original one)
I didn't know about the level intro bug, and I was thinking on implementing it in my hack 
ditto 😭
i might aswell just not use it then (the intro code hack), or do some more palette finnicky for the graphics but eh
There's also a version of the level intros that doesn't let you change character, but I think it hasn't been converted
The only converted version available is the one that lets you change character
I have that one
whats the bug with the level intros?
^
It dont change the pallete to green when you select luigi
I didnt even notice that lol
it doesnt really matter to me since im replacing that whole system anyways
Could you send it?
I can look into it after school today
just ping me in like eight hours
I imagine the palette file is loaded before the level intro scene and I just need to reload it
In eight hours I will probably be sleeping, lmao
skill issue, live in australia
its basically the same you just need to make sure you dont forget your gravity harness if you are not a pro so you dont fall into the sky
why do you spam images in every post lol
What
OH
JPG try not to spam screenshots of your own hack challenge (ultra impossible challenge)
Man, I really wanna use this in my hack, but I don't understand this 😭
Might need to ask for help when editing the code
-# Also, we're polluting Bester's thread
Ops
you can pretty easily remove the character change part of the code. jpg64 did it
didn't notice 😭
Lmao
i saw jpg64's screenshots and i assumed it was probably the sakura smb thread or smth
i was checking every unread thread one by one
There are a bunch of hack threads now and most of them have been renamed, it's easy to get confused about which hack is which, lmao
it's mostly me forgetting which one i clicked one tbh
they're also always in a specific order so i know which one is which
Eight hours exactly 😁
IM AWAKE TOO 😭
1 minute off 💪
and I was sleeping lol
Bester what about doing the worldmap icons?
i guess
I would like to see w6 and other world icons on your mod
the w6 icon is already done
it was in earlier screenshots...
HOW I DIDN'T SAW IT 😭
😭
now that we have all the world themes planned i guess it's possible to do
some of the existing icons might also need some adjustments
Oh wait nvm i already saw it
Idk how i forgot it 😭
Yea
Ngl im super curious to see w3 one
unfortunately there are A LOT of custom tilesets that i/we have to make before working on custom levels
I see
But ngl even if that mod takes like 5 years or more to be released, it will stay being my favourite ngl
wow thanks
Its super colorfull, the levels seens super fun to play, and it have cool and creative world themes, ik theyre take from original themes but yall somehow did it so they looks like brand new themes, and i really liked it ngl
Yw ^^
however there are some level themes that we can work on without making a new tileset:
- Silhouette
- Beach
- Waterfall cliffs
- Purple forest
- Crystal mine
- City
- Regular Castle
- Regular Tower
except that... i don't really feel like working on them for now 😭
The silhouete ones imo are the best levels to make tilesets
They save up a lot of space, and yet dont need so much details
yea true tilesets with them can be super optimized
i added stuff for 2 different themes (beach and grassland) + background walls, yet there's still space
tho that's also why there should be only one silhouette tileset in the rom (to leave slots for the others)
Yea true
also gotta edit the desert tileset
because i wanna add most elements from Jouner's desert tileset
(hopefully i wont have to retile everything in 2-3)
also i've been thinking about moving 2-3 to 2-2, and remove the secret exit. the new 2-3 would need to have a secret exit
but idk
i should probably think about it with the others (Cloudie64 and Ninetie90s)
i kinda wanna change the sandstone blocks
replacing them with more ruins-looking ones, maybe with symbols on it
but idk which ones
what do the blocks look like atm
unless you mean those blocks from the vanilla desert tileset
the ones from the vanilla game but also with color variations
ah gotcha
maybe the ones Ztardust uses for the temple levels but i feel like that'd be stealing
so maybe not
i could also use the tiles from the nsmbwii final boss tileset
but idk if that wouldn't cause a style clash (ds and wii)
i guess
It's not really stealing since the tileset wasn't even made by me in the first place, lol
You can alternatively use those ruin blocks from the desert tileset from NSMBU
yea but i also meant stealing the idea, and also because it's one of the only non-ported tileset in your hack from what you said
As I said, you could try using these blocks
They're 20x20, so you might need to adapt them to the NSMBDS resolution
Might also need to optimize the tileset you're adding them in, since these blocks seem to take a lot of space
do you think that a level (in w8) which uses "P-Switch bridges" (coins that turn into brick blocks to form a bridge to go through the level) as one of the main gimmick could be a good idea or not?
There wqs a good level in the story mode of Mario maker 3ds that was like that
Could work
okay then
this is actually where the level idea comes from (a dream i had)
wait the second half also doesn't sound that bad (the cloud section)
The shuriken acorn powerup from ssmb also came from a dream
And on the dream i had it was identical on how it is in ssmb
oh WOW
yesterday i had a dream that i get a good life
-# my next few years will be a hell for me btw
smb2 ahh game 😭🙏
Bro 70% of the shit i do in ssmb i had a dream about it
NSMB. The Dreamy Quest 
wait really??
you dream about it that often?
i probably had one single dream about the hack
The crimson forest, black hole valley, desert + forest world, eerie, special world and a lot of more stuff
Yea lol, i find it pretty funny because i sometimes do stuff because i thought of it before sleeping, or i had the idea from a dream
Stealing this 
My dreams are typically childhood traumas so yeah
holy... i hope you're alright
It's okay i guess, i'm used to that
also we made more progress on the airship tileset today (tiling things in the map16) and slightly worked on the new desert tileset
it's not a lot of progress but it's at least this i guess
Can i see how the desert one looks?? im curious since you said you're going to use mine
I want to see it too!
for now it's just your tileset + added some of the nsmbwii final boss blocks as some sort of wii blocks (but they haven't been modified to match yet)
that's barely any progress tbh
then i guess we'll add the bg bricks and some extra deco like pillars
actually the pillars are already added
I plan to someday make for my hack a desert theme which will have 2 parts (sunset and night with a city(?) ) so i might remake my tileset one day
i have alot of plans that i didn't write down in #the-basement lol
okay
the blocks will probably have some changes like color shifting
tho idk if that would make a style clash with the hand-drawn stuff or not
If the recolor will be good it won't be a problem
or the object has weird shading then yeah
well okay then
at the rate we're currently at, we literally have to make a tileset for each level that is being made...
Can you show the tilesets?
making them ds-styled on top of that would take even more time
🤝
but i guess you can look at previous screenshots
Why is that btw?
mainly because every new level we make has a new theme
which itself is due to:
- need to make different themes and ideas
- trying to make a bit of each theme (for example to get the first demo ready)
- a lot of themes and tilesets in the hack
I will ahve the same problem in the future when i start my own hack and get into W3 (SMG themed, i plan to make from idk 15-18 tilesets for every level. They will be extended + have their non extended versions for subnohara lol)
15-18 tilesets for EACH LEVEL??
Yes...
that's not enough tileset slots
really?
gotta make my hack have 10 parts lololol
there are like 75 tileset slots, with a lot of duplicates that have shared assets
Oh, then i think it shouldn't be a problem i guess?
There is most likely 30 tileset slots that i will be able to use
you said 15 tilesets PER LEVEL
even tho that's too much even for the areas (3 areas max in a level so 3 tilesets)
unless you use some obscure code hack made by meromero that is difficult to use and not even sure to work properly
Oh, i have must write it weirdly, i mean't that the SMG w3 theme will have in total 18 tilesets around, each level will have atleast 2-3 tilesets
oh 😭
oh LMAO
that's why i asked "for each level" earlier
yea no I wasn’t believing the per level part anyways 
im not crazy to make 100 tilesets for one world 😭
interesting tho
usually when you say each, it means that one level will have this and that each of the other levels will have the same thing (so basically it would mean the same thing as "per level" here)
english with bester part 1
My english is very bad recently 😭
Idk if this is because i don't feel good recently or i just startiing to forget it 😭
anyway, continuing what i was doing (not related to the hack)
the map16 of the airship tileset
honestly one of the least orginal tilesets of the hack
it might just be me but the bjr mouth looks a bit odd
still pretty happy of the custom stuff tho
yea idk why
I also think that the color is brighter in comparison to the bowser one?
nonetheless very cool!
i did calculate it to mirror it correctly in paint.net tho
for the color, forgot about that...
now gotta put this in objects which is kind of a pain...
Nah ngl looks pretty original
thanks!!
tho tbh a lot of the stuff is literally just the nsmbu smm2 airship tileset
WE HAD THE SAME IDEA ABOUT THE BULLEY BILL THING LMAO
Looks good ngl, yall did a good work
where
thanks again!
wait i just realized we don't have vertical cannons for the pipes...
Use my new one if it feels to unoriginal
Well when I post it lol
The box with a pipe and a skull
it'd be unoriginal to use someone else's tileset being also used in their hack 
tho i really liked it
no i mean where in your hack? do you have a screenshot or something?
you stole the idea 
Ur promoting ur hack again
Bullet bill thing, tho ngl im hyped to see your level with airship ngl
He asked me to show it tho 😭
thanks! tho we still don't know which gimmicks to use for the first one
You will Record a video with it when finishing?
Use bullet bills
Its good for a first airship
And burners too
(bob-omb + another gimmick planned for the w8 one)
i guess burners on tracks could be a good thing to use here maybe
I want to make an airship based on bomb spikes tbh
But i don’t have any airships left to make
wow you guessed the gimmick
for a second i thought i actually said it 😭
this means i'll have to edit the tileset once again...
😭
wouldn't be a hard thing if i didn't have to first edit it in paint.net, then separate the palettes, and compress each of them with nitro paint, before combining all the palettes in an image again, and importing this into nsmbe
also we got 2 (kinda 3?) tracks/music ideas for the hack
idk if i should send them or keep them as a surprise
like for example using this one as a space theme maybe??:
https://www.youtube.com/watch?v=NKM7DobHw3c
Hmmm... Maybe I'll choose another song, but I definetely like this song, too :D
i'm sending this one specifically among the 3 because idk if we'd be allowed to use it
Yup u can
yea i had seen that comment
And alpha used that song in two hacks so it doesn't matter I guess
tho i couldn't find the original song, so idk if it's the exact same midi from the original game or if it was adapted to nsmbds
well, guess we can then
do y'all think it could fit the space theme tho?
Yup it does
okay then!
the 2 other ones are related to world 8. still not sure whether it'll have 2 or 3 themes tho (1 "outside" and 1-2 "underground" themes)
because like there could be 2 kinds of "underground"
freaking idiot ofc you couldn't just tell the thing, now i'm stuck and can't find that tutorial on how to do it (because i literally don't know how to do it rn)
you know what i'll just say it
What it is
basically remaking the ground poundable crates from airships, using the event controller to detect when the player ground pounds onto them
but the event controller doesn't seem to detect ground pounds for some reason? i'd have sworn that it did
(zone event controller)
as far as I can tell the players need to be fully inside the zone, not partially
or atleast I think so
but it doesnt detect the ground pound on the sprite??
no i mean
it doesn't have the setting for it at all
unless that requires a code hack or smth
uhh it probably doesn't...
Could i have it too?
and would it be possible to change the size of the crates in the sprite settings?
Yeah it would be
okay then
Also whats 1648 in hex? Used google calculators and it didn't worked
okay then!
I put 670 but it is crappy
Just search 48295 in hex
did you add "- 131" after in the code? (if it's not there already)
Nope, forgot it
Can you send the graphics you want to use bester
Just made it in decimal instead
I’ma tey and get around to it when I get home from my school swim carnival
too late, i turned off my computer and went to bed, sorry
tho i guess you could use placeholder graphics?
Alright
you mean the tutorial pinet made on nsmbhd right
Just relying so I can grab the graphic from here
there was both a tutorial and a video. but i found it again
i guess you can
Would be neat if it was made like this
- Actor: Wooden box
- Lenght:
- Height:
- ✅ Breakable
- ✅ Gets affected by gravity
yea maybe something like this
tho since it has only 4 possibilities for the size, i think that it'll probably have some slider to choose between 4 values
also i dont really see why they wouldn't be breakable
I could do it like that, don’t know how to tackle the rendering though
I should be able to do it
metallic boxes, for example
oh yea
you could have breakable boxes with a metallic box on top that falls but isnt breakable 
Also, what sprite sets are u using for the level
I want to know what overlays I can compile too
Maybe in the same sprite set as Bullet Bills?
i guess that could work
you'd have to divide all 9 parts i think
Yeah
you can prob try using for (int) like this
for (int l = 0; l < length; l++) {
for (int h = 0; h < height; h++) {
// position offsets
fx32 hrzOffset = 16.0fx * l;
fx32 vrtOffset = 16.0fx * h;
fx32 maxHrzOffset = 16.0fx * length;
fx32 maxVrtOffset = 16.0fx * height;
// drawing textures
topMiddle.draw(Vec3(position.x + hrzOffset, position.y + maxVrtOffset, position.z), scale);
}
}```
-# i used the same for the moving pipes cause i thought scale would make it act funky 
Yeah that’s what I was thinking g
I havent had time to try coding this yet
couldnt u just stretch the body and render the head of the pipe unscratched
mian logic done, now its just rendering amd collison size stuff
whats going on here lol, the nsbtx tiled itself lmao
It seems like you don't understand how nsbtx works
The parts were simply extended, you can pick single pixels from the nsbtx or hole rows, columns etc.
You always pick coordinates from the texture and then tell how you want it to be placed in-game
Meaning you can rotate it etc.
nice!!
i feel like it'd be a lot asking if it could have particles as well, and make coins or a power up appear (you don't have to)
Cool!! Will it be public? I would use it in some levels (sorry if im being a beggar 😭 )
ohhhh could you show where it is in the reference or such? that would be so useful for animated objects using nsbtx lol
It's not as easy as you think
literally
but check out g3imm.h
and the public nsbtx file by TheGameratorT might be helpful
I made this render a 64x64 instead of a 16x16
That’s what i did
What, where did I do that?
Typo
Oh I see
Well yeah it repeatedly pastes the the last column and row
Making it look like it's tiling
just a screenshot of what the tileset looks like in the editor
Looks great
Oo
Are there any 2x2 windows in this tileset?
no there arent
I like the hanging object whose name I don't know
What are those floating actors
anchor?
event triggers, i tried to make the crates breakable with theses before asking here
(they don't work)
yes
Hey Bester, im nearly done with those crates so I may as well ask if you want any extra things to be able to destroy them such as thwomps
I think im also gonna do broozers since more people need to start using them as airship ememys, they fit so well
broozers dont want to work
https://github.com/illythecat/New-PlusPlus-Super-Mario-Bros/tree/main/Source/actors/Crates here u go, there is definitely ways to optimize this code but this does the job, you might want to add more colours to the nsbtx tiles btw since they are currently only 16 colours each which looks ass in a lot of cases
here is the custom actor setup code from nsmbtr that I use
that could be cool!
one color was enough 😭
for the graphics i'll simply use those that i made for the tileset
fair
you might want to bump the graphics up from a pal16 to some other format so they can be more detailed btw
okay
also Frosty and Ztardust suggested if it could be possible to have a unbreakable setting for them. did you make it? (it's okay if not, i don't really need it)
and does it play any sfx when destroyed?
I didnt but thats easy to add
not currently, but if you want to add one ill show you how, give me a min
okay
just add it here
okay. and what sfx does it play?
also, if you need help setting up the actor feel free to ask
alright
just add that line of code and you can make it play whatever one you want
where I wrote id put you sfx id
okay
i'm guessing that for the id i can look at the actor spawner settings for example
yeah
okay
another thing i would have liked would be the ability to make it spawn coins or a power up. tho i feel like that'd be asking for a lot at this point. the coins count easily be spawned using the vanilla event trigger actors + coin spawner sprite
unless the crate falls, that wouldn't work
oh thats not hard
oh okay then
oh yeah you can also just enter the path of the sfx btw , example(SeqArc::SAR_LARRY_BASE::SE_LARRY_1)
okay
so do you plan on adding it?
okay
Ninetie got the idea of using them in an underground w8 level
you might also want to change the partical thats spanwed btw, this is what it currently does
it didnt end up working, the broozers were not a cooperative actor
changing the id from the actor spawner once again?
well rip
tho in that level they would have been destroying mainly brick blocks i think
the thing is they walked through the solid colliders than just teleported up them and destroyed the blocks about 5% of the time lol
yeah, this id here
you can also change the foor loop to count up by two or smth if you want less particals
to smth like this
it controls what parts of the block spawn partials when its destroyed essentially
okay
uhh EveryFileExplorer doesn't like to save the rom when i import a new nwav
and it hasn't reached 200mb (let alone the 256mb limit)
last time it happened too but idk how i solved it
Ooo
but i'll let Ninetie90s build some start of level when it's done, and then she'll show a video of it
i dont wanna reveal what it is for now until the small showcase video though
but i'll leave a very small hint that probably won't help at all
whoops i sent it on Bester's account instead of mine because their account was on the computer
mb i'll resend it with mine
hmm here
you can try guessing but i won't say if it's right or not
OMG
It seens a swamp tileset, so will there have a swamp level?? 
maybe, maybe not
Looks beautiful the colors ngl
thxx ^-^
OOOOOOOO NOWAY
looks cool 
thx ^-^
Rainbow heart emoji
hmm i'll continue working on it now
yea it's looking really cool so far
i think i'm done with the main graphics ^-^
next step is splitting the palettes but we'll do it later and i probably need Bester for that
i kinda expected a reaction or something ;-;
Cool!!
i didnt have much to say sorry 😭
nice though 💪
thankss ^-^
thxx ^-^
thx ^-^
hmm thx... >_<
Lol sorry
no it's okay
also i mostly meant emoji reaction
Ninetie90s is currently tiling the tileset, we're helping her to do so
spent some time trying to figure out how the custom snake block stuff from meromero's snake block code hack worked
with the sprite settings and such
so here you go, add this in stageobjsettings_new.xml
-# (or you can modify the existing settings in stageobjsettings.xml like i stupidly did with some previous actors)
<name>Snake Block</name>
<flags known="1" complete="1" />
<category id="2" />
<notes>It destroys any solid tiles it moves over. The sprite uses the green block tile in jyotyu map16. Diagonal directions don't work properly.</notes>
<files>/BG_*/*jyotyu*</files>
<field id="41-44" type="value" name="Path ID" values="" notes="If you don't have a matching ID, the game will freeze." />
<field id="37-40" type="list" name="Loads from" values="0=Level start,1=Midway point" notes="" />
<field id="25-32" type="value" name="Starting node" values="" notes="" />
<field id="17-20" type="list" name="Last node behaviour" values="0=Nothing (keeps shape),1=Falls apart (doesn't keep shape),2=Comes back and forth,3=Skyrockets (keeps shape),4=Falls apart (keeps shape),5=Loops" notes="Game will freeze if N4 mod 8 is 6. For 3 it skyrockets for 44 blocks and 7 pixels then disappears." />
<field id="33-36" type="value" name="Length" values="3" notes="" />
<field id="21-24" type="checkbox" name="Slower" values="1" notes="" />
<field id="45-48" type="checkbox" name="Ice" values="2" notes="Makes the snake block iced" />
</class>```
nice
Oh man, you have no idea how much of a workload you saved me here, I'm gonna use this, it's very useful
I had to take a look at the misc patches thread every time I wanted to set snake blocks
woow lol
yea making those sprite settings things makes it a lot easier (and also a bit fun)
i just have a few examples off screen or in another level that I copy and paste
(side note tho: please avoid calling me man, even if it's not said directly to me)
Sorry
its okay
and I also just remember the settings for my actors so I dont bother with that stuff, I really should though as it makes it easier for others who use my stuff
i had to look at the code from nsmbhd AND how it was done in newerds to understand, then did some tests
also the 4-Tower tileset is fully done
tho Ninetie90s still has to make some start of level for it to be showcased
probably tomorrow
wait this breaks the "Last node behavior" setting
okay i fixed it and updated it
i'd highly recommend updating it
(same message but edited)
did you end up compiling the crates btw?
not yet
doing this tomorrow because then i'd want to also set the file ids, test the crates, and change the textures which will take at least 1h
and it's 1 am already
i'm glad there has been a lot of progress during the past week
i kinda wanted to work on the animated waterfalls code hack, but i also have to import the crate code hack today and make all the related graphics, so idk if i'll have time
i'll have to retile the entire 2-3 after the new desert tileset gets done 😭
i guess we'll try to revamp/polish it at the same time
wait wouldn't it be better to have both a "desert' and a "desert temple" tilesets? the latter which is extended and has more temple-themed elements
tho i'm not sure what to add
apart maybe from a star statue to be placed on top of a pillar
and maybe torches but they aren't animated so idk
unless i use a code hack or smth
oh uh the tileset graphics currently look like this btw
Hey i recognise that one
yea the desert/sand stuff is made by jouner
i dont i will get sand everywere
now this tileset is 100 times better
hope I could improve it someday
thanks!!
Nice, I can’t wait to see what you, cloudie and the rest of your team cook with that
tho tbf i could probably ask other people in the future, but not very likely
lol y'all be workin in a team
i be having people calling me acoustic cuz i modify a mario game
forgot to say that some stuff will have color variations in different palettes
Yummy
rainbow desert 
how exactly does it use the enemy256 palette? the enemy256 file has 10 palettes inside of it
Its the pallete 2 ans 3 of the enemy 256, you skip pallete 0 and 1
okay so Cloudie and I made a little something
Good!!!
i made the 1up graphics!!
i modified the already existing words to make them look better (mostly being able to put them on the same line or at least somewhat), and Cloudie made the 1up score graphic from scratch!
honestly it looks really good
thank youuu ^-^
yw
Really creative 1up
thxx ^-^
i plan to update the one i made for nsmbba and might get inspired by that ^^
nice ^-^, glad you can get inspired by it!!
how did yall fit this in 32 pixels wide damn this looks sick lol
I love the 1up graphic
much better than mine
The "1UP" graphic looks awesome
thxxx!! ^-^
thanks!!
also unrelated but, i get an error when trying to patch this code hack
source\newitemtexture.cpp:2:1: error: 'asm_func' does not name a type
2 | asm_func void item1() {asm(R"(
| ^~~~~~~~
source\newitemtexture.cpp:11:1: error: 'asm_func' does not name a type
11 | asm_func void item2() {asm(R"(
| ^~~~~~~~
source\newitemtexture.cpp:19:1: error: 'asm_func' does not name a type
19 | asm_func void RouletteBlock() {asm(R"(
| ^~~~~~~~
Exit code: 1```
remove asm_func
oh that's all i have to do?
yeah
okay then
I havent updated my template in a while
change asm_func for ''ncp_asmfunc''
that fixed it for me
yeah you can also do that
which do you think is better? 1 or 2?
2 is more stylized but i'm afraid that it would be harder to read during gameplay
It's not a big difference so don't worry about it
okay then
You can still read "gameboy advance" screen on actual gba that is small too and wavy i think
dude yall are making me want to redo the score graphics and make the touch screen graphic too cause this looks so good 😭
-# the touch graphic is the one from newer
lmfaooo i wanted to do it because i saw you did it in your hack 😭
i kinda do the "Mario/Luigi Clear" graphics rn (because their palette is shared with the score graphics), but i'm really not sure about the design i should use
not even sure if it should be "Mario/Luigi Clear" or "Stage Clear", which font to use, which style to give it, which colors to use...
Maybe you could choose the same font as the one you used for the logo for consistency, you make both texts rainbow-ish (since they basically use the same palettes as the score) and you could add a message like "Awesome!" or "Congratulations!"
interesting
i'll say the initial idea i had btw: rainbow text with the logo font, like smb wonder, rainbow letters (because shared palette), and saying "Course Clear!" or "Mario/Luigi Clear!". and then not sure if there should be a trail or not for example
and this is pretty similar to the initial idea i had
u might have to squeeze it a lot if you're using course clear btw
mine barely fits and it just says ''Level Clear!'' 😭
tho i did extend it and it isnt squeezed so
only vertically then
Just scale down the font, lmao
this was an attempt i did before losing hope and asking here
it's a bit too thin (horizontally) imo tho
I love it, feels very "classic"
wow thanks!!
i could probably try to increase the font size a little, and give more spacing to the letters
Try not to stretch it too much or else it might be covered by the HUD, I believe you have the same HUD layout as me
or i could also use the "small" version of the font (in the nsmb logo, it's the "super" part)
yea pretty much
youu can try giving it a shadow if u want it to make more space while still being small
i guess i can try
or separate the letters more
i increased the font size and it fits better
tho just enough so i cant add a shadow :/
fun fact: in both SMB3 and SMB Wonder, it says "Course Clear!" (yes even with the exclamation mark)
that is a SPARKLY rainbow (literally)
thanks!!
the gradient thingy was inspired by your "level clear" graphic
(and it took some time to manually do 😭)
i think we're taking "Rainbow" in The Rainbow Quest too seriously...
btw i imported new powerup graphics earlier today
they're not really impressive tho, mostly downscaled versions of the powerup graphics from the "panel" minigame from nsmbwii
tho i did try to manually redraw on top of them to make another, more hand-drawn-ish variation
i actually did that long ago, but finished it today
calm down it's just an easter egg lmao 😭
yeah, even the exact same position
But ngl i cant wait to see the new item u said the hack is going to have
tho adding the super leaf is somewhat planned, if i manage to make the code for it someday (which idk if it ever happens)
i'm just gonna give a hint for this one: ||it appears in a certain 2-5 of a certain mario game, and so far it's the only game to have this powerup||
Tell me in dm if i guess, mario land 2 carrot?
no it's not
another hint: ||it's a rare powerup and usually is used with a specific level design||
Ok so: 2-5, onlymario game with the item, used for a specific level desing
Say in DM if its it too, im curious 😭
nvm i dont know
Frog suit?
i know a powerup that appears in a 2-5 of a mario game, but i dont think its that 😭
it did not appear in a 2-5 level
lmao that makes it a bit too obvious 😭
yes at this point might give easy hints
is it any of these: https://www.mariowiki.com/Gold_Flower, https://www.mariowiki.com/Super_Bell, https://www.mariowiki.com/Boomerang_Flower?
no it's not
is it this? https://www.mariowiki.com/Double_Cherry
The Double Cherry is an item first appearing in Super Mario 3D World. The Double Cherry's conception comes from the result of a mistake made by a staff member with the placement tool, which created two player Marios. The staff thought it was a good idea and decided to implement it in the game.
thats a lotta plants
hmmmmmm
bro doesn't know
You do?
i know, i'm just adding suspense
yeah, make them more fun i guess
are nsmbaba graphics actual score or words?
mainly score
with cool colours and font that i draw
i love the one up but i feel like it can be better
outta curiosity how would it look without the dithering
i guess i'll show it later when i can
it looks like this
Hmmm, the one with dithering looks more vibrant and colorful while this one looks "clean"
yea i see what you mean
which one do y'all prefer though?
crap edited the wrong message :p
It's up to you, but I personally preffer the "clean" one
okay
You edited all your three messages :p
i personally prefer the one with the gradient thingy a bit more
definitely not because i spend 30 minutes manually doing the dithering
If anything you can always import both in case you change your mind
i guess
could you send me it? i'd like to play around with it if you want
the gradient one or the dithering one?
also note: the colors are limited to a specific palette, the same palette as the one used for the score text we made earlier yesterday
this one just
