#NSMB: The Rainbow Quest

1 messages Β· Page 8 of 1

wary frost
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yeah the snake blocks are too buggy :p

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it suckss

lapis bough
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okay so, very weird bug: the game just crashes when dying for some reason??

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in 4-Tower specifically?

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yeah doesn't happen on 4-1 either

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weird didn't happen this time

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okay so it only happens when dying from a pit it seems (which can happen because of camera bounds). very weird

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yeah... no idea why it happens

wary frost
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ehh tired from working on the lvl for todayy

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too much problems... why didn't i start with a more simple level... 😭

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2nd half should be fine, but whyyy are the features sooo buggyyy... 😭

lapis bough
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it seems to be a ram overload bug or something. but it's weird, there aren't even that many objects in the level

wary frost
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weirdd

lapis bough
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wait it could be the amount of chunks with stuff in them. lemme test smth

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still happens... so weird

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well there goes the motivation for the hack today...

lapis bough
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there's a serious problem with the hack for some reason

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trying to play levels on real hardware, and some melonds versions (not fully sure, haven't tried in some time), crashes for some reason

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and now it also crashes when dying or leaving the level, sometimes in 4-Tower (seems to be at a specific spot)

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could this be some sort of ram overflow or something? no idea

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i genuinely need help with that please

maiden leaf
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If you don't mind sending me your source code, I can take a look at it and do some debugging

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Hope it's not my code that's the problem lol

lapis bough
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okay i'll try sending it later today

zinc rivet
lapis bough
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for some reason i feel like there's a chance the "song heap increase" code hack could be responsible

maiden leaf
blissful pulsar
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u should definetely test

lapis bough
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rip some of the songs then. luckily i know how to sseq now

zinc rivet
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I think i still have it, but its a very problematic code hack

lapis bough
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makes sense

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since it messes with ram stuff

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not sure if it explains the 4-Tower crash tho, because this level uses nwavs. tho it could also be the case

lone jetty
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I genuinely don't understand why that code hack is causing problems for y'all, I've never had any issues with it and I'm 100% sure that I implemented that code hack in my MvsL hack too

lapis bough
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WHY the hell is discord taking too long to start on pc??

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i just wanna showcase a small thing

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finally...

zinc rivet
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Sounds good!

lapis bough
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thanks!!

lapis bough
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cant believe i've been playtesting with an older, less accurate, melonds version for a while

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realizing now because i've downloaded the most recent version (while the other one was a few years old)

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also, removing the "sound heap increase" code hack doesn't solve the crash

lapis bough
lapis bough
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i'm not (or was not) fully sure about this. what do y'all think? and what do you think should be improved/changed?

lapis bough
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wow thanks!!

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(i didn't make the midi obviously)

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i think i should reduce the volume of some instruments

lapis bough
lapis bough
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seems to sound better in-game than in nitro studio but i'm not sure

lapis bough
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seems to sound pretty good in-game, except maybe for some parts. but not as good as in lmms

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sounds like crap in nitro studio tho

lone jetty
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In MelonDS and real hardware, the song will sound exactly the same as it sounds in NitroStudio, DeSmuME doesn't emulate music accurately

lapis bough
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i actually tried in melonds

lone jetty
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Some instruments tend to sound really crappy when they're very low pitched, that might be why

lapis bough
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and it sounds different than in nitro studio

lapis bough
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i also feel like having several instruments play at once doesn't help (they probably contribute to the music sounding worse)

lapis bough
lone jetty
lapis bough
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oh so that's probably why it sounds worse in nitro studio

lone jetty
lapis bough
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yeah that's what i did (also the whole channel), but they still sound pretty quiet

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i'll try increasing the volume even more i guess

lone jetty
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If you increase the whole channel volume to the maximum, it won't have any effect in the output midi, the channels volume can't go higher than 100

lapis bough
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oh okay

zinc rivet
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Oooooo cool!!!

blissful pulsar
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piranhazilla

lapis bough
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lmao

lapis bough
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i'm not fully sure about it tho, and sometimes the high pitched notes decide to not sound very good

zinc rivet
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YO WAIT

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BESTER

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YOU ACIDENTALLY MADE A REFERENCE

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FOR THIS WORLD BOSS

lapis bough
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lmao true 😭

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i noticed it a few seconds before you said it

lapis bough
rapid abyss
lapis bough
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wait it seems to be solved somehow? my guess is that there were "too many" elements (or more like "heavy" elements) at this spot in the level, because i removed some things

lapis bough
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uhh nevermind...

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still crashes in some places unfortunately

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Ninetie made more of the level and at some point when dying the game crashes again

wary frost
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uhh why does it still not work...

lapis bough
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if i had to guess, i would say that it's because there's too much for the ds to handle, but i'm not sure

zinc rivet
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Whats happening btw

wary frost
lapis bough
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yeah it's weird

zinc rivet
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Oh wait yea, it theres too much actors in a level, the game crashes when teleporting/warping or dying

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Show a pic of the level (if possible ofc)

wary frost
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i didn't place a lot of objects tho...

zinc rivet
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I had this problem in 2-train becuase of the weels

zinc rivet
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Weird πŸ€”

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Theres any custom actor in the level?

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Or a boss spriteset enabled

lapis bough
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maybe it's because of the kind of objects you used. piranha plants which are 3d models, with snake blocks that use paths, and stone blocks which (even if they look 2d) are rendered with the 3d engine

wary frost
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uhh

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so should i change them orr???

lapis bough
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i'm guessing probably

zinc rivet
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Do this

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Export the level

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Create a test level with a hole

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And jump in it

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If the game dont crahses

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It was the objects

lapis bough
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i also feel like maybe the game loads stuff differently with vertical levels

zinc rivet
lapis bough
zinc rivet
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Hmm i see

lapis bough
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if you die at the beginning for example, it works fine

zinc rivet
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Then yea thats it ig

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Its actor loading

wary frost
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crapp...

zinc rivet
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At least it seens to be

wary frost
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do i have a curse orr???

zinc rivet
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Nah this is nsmb fault

wary frost
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the first level i work on already has problems 😭

lapis bough
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yeah i guess you got unlucky

wary frost
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😭

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soo

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what should i do then? scrap the level or?

zinc rivet
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Change the actors ig

lapis bough
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i guess we could try removing the stone blocks and changing the sprite sets, to see if the game handles it

zinc rivet
lapis bough
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tho you'd have to change the sections that rely on the stone blocks

lapis bough
zinc rivet
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First remove the blocks only to see

zinc rivet
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But yea those blocks are a bit bad to work with

lapis bough
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the snake blocks?

wary frost
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why did i choose complicated elements for my first level 😭😭

zinc rivet
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Theyre not hard, but problematic, i worded wrong lol 😭

lapis bough
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oh, you mean they cause issues easily?

wary frost
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the snake blocks are HELL

zinc rivet
lapis bough
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they're so limited

lapis bough
zinc rivet
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Snake blocks are hard to work because of paths

lapis bough
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they start breaking even with paths

zinc rivet
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Yea

lapis bough
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if their first direction is not right, they break, which is very limiting

zinc rivet
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Cant forget when i placed a snake block and paths, but when i jumped im it fell down

wary frost
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uhh i think i'm cursed

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still crashes...

lapis bough
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at this point i'll make an #1019787889472712795 post

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maybe trying the spritesets?

wary frost
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uh yeah forgot the sprite sets

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YOOOOOOOOOOO

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tysmmm JPG64

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and Rainie ofc

lapis bough
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kinda my fault for this one i think, i never remove sprite sets, only change the ones i need

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sorry

wary frost
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nah it's okayy

zinc rivet
lone jetty
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Just to check, are you sure the levels aren't crashing because of a code hack? Because it's not very normal to me that many of your levels crash too often

lapis bough
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this one had a very different issue that was unique to this level. it also crashed on desmume, while the crash that occurs in all levels only happens in melonds or real hardware

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also the problem was solved by changing the sprite sets (setting the unused sprite sets to 0). we tried dying in the same spots that used to cause a crash and they don't anymore

lone jetty
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Weird, that shouldn't be supposed to happen

lapis bough
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well it did solve the issue sooo

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also there were like 5 unused sprite sets

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(by unused i mean the sprites were not used/going to be used for the level)

lapis bough
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new deco graphics on the w1 map!

zinc rivet
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OOOOO COOL!!

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SO CUTEEEEE

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πŸ₯Ί

lapis bough
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yess!!

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thanks!!

half vector
lapis bough
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thanks!!

zinc rivet
half vector
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Tho I feel like the hills might be suffering because they are conscious

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The hills have eyes theory

zinc rivet
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Nah lmfao

lapis bough
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i mean it is the case in smw

half vector
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And smb3

zinc rivet
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Theyre fake eyes

lapis bough
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no i mean in one of the end of castle cutscenes

lone jetty
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The worldmap looks great

zinc rivet
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Fr

lone jetty
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Tho, have you tried using Nitro Paint for editing its textures? Asking this since the skybox looks compressed as hell

lapis bough
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only for the recently imported one

lapis bough
sour kettle
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for comparison

lapis bough
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(older screenshots)

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what was changed today are the bushes, fences, and flowers

zinc rivet
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What alt is for

lapis bough
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alternate levels

sour kettle
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ah gotcha

sour kettle
zinc rivet
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Ohhh

lapis bough
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oh also the node points. not fully sure about this change but i used JPG64's rather than the ones from newerds

trim palm
lapis bough
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what?

sour kettle
trim palm
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I did

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idk how that one happened πŸ’€

lapis bough
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oh 😭

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well idk, i felt like it could be nice, so i wanted to try. not sure if i should revert it back tho

rapid abyss
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damn this model lacks of vertex colours lol

zinc rivet
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It was made in sketchup

trim palm
maiden leaf
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except that function should only be called when the game starts so idk

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I don't trust this code at all

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does it even work?

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it's replacing data (that should just be a number) with asm

sour kettle
zinc rivet
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Castle to airship

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Ig

blissful pulsar
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how so? does it just change the file id that gets loaded?

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could use illy's code in that case if so

zinc rivet
maiden leaf
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it shouldn't work though

rapid abyss
lapis bough
lapis bough
lapis bough
rapid abyss
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i can do it for you if you want

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with custom textures too

lapis bough
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it just wouldn't work when imported in blender, and i also couldn't model it in blender because i'm not great at 3d modeling

near elk
lapis bough
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that's the old screenshots. a bit above are the more recent ones

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thanks tho

near elk
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these look even better :0

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great work !

lapis bough
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thanks!!

lime lava
lapis bough
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merci!!

lime lava
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:D

lapis bough
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in vacation so no progress for a few weeks

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(kinda sorry for bumping the thread i guess)

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btw 4-Tower is about half-done

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and since we talked about waterfalls, and that this is one of the gimmicks of 3-3, i think it might be nice to discuss the way they will be implemented

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so since the level pretty much relies on them, i think they should remain swimmable. at the same time it could be nice to have some non-swimmable ones as deco. and to differentiate them, it could probably be nice to make them appear below the player and make them (more?) transparent

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wait i got an idea on how to possibly implement it. see how in Sonic, to simulate transparency, the waterfalls have some sort of transparent columns? maybe doing something like that could work, for both the swimmable and non-swimmable tiles. but for the ones that are swimmable, they could have an actor going in front of the player (higher z-layer) which has every other column that the tiles have (making it appear opaque, but with only half of the columns appearing in front of the player)

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what do y'all think?

neon talon
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If you want something to be stylized as transparent just erase 50% of it in a checkerboard pattern

lapis bough
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that could also work i guess

lone jetty
sour kettle
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also its only a bump if it doesnt contribute anything meaningful

lapis bough
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more like sorry if anyone expected actual progress

near elk
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:c

zinc rivet
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Could u send the sdats in my dm? Im extracting some from roms but its a really annoying process

rapid abyss
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JPG

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LEAVE

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YOU COULDVE REDIRECT THE MESSAGE

lapis bough
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sheetposting on my thread i see... mariodoubt ndyWOKE
(/lh)

rapid abyss
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IM COMPLAINING

lone jetty
lapis bough
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i guess

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anyway since i'm still stuck on that stupid "trip", there's still no progress on the hack

lapis bough
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not very useful "bump" but

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i think it's better than reusing the nsmbwii theme, and i like this one too so

zinc rivet
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I like this song

lapis bough
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yes same

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and Cloudie agreed that it could fit both as a castle theme and as an airship theme

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(tho we're keeping the original castle theme because it just sounds so good)

zinc rivet
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Wait true this is good for airsbip

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Airship*

lapis bough
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yea that's why we thought it would be a nice choice

lapis bough
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LET'S FREAKING GO!!!

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i solved the crash on real hardware/melonds that would happen whenever the player enters a level

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the crash was caused by Skawo's "clones die individually" code hack. removing it (from the source folder then compile) fixes it

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unfortunately, this was (along with the other clone fix) the code hack i was relying on for the double cherry "custom powerup" (which would basically just be spawning another mario/luigi clone with the actor spawner), so i don't think we'll see it in the hack sadly

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if somehow the code gets fixed to work on real hardware with ncpatcher (it worked fine in the old template it seems), then maybe the double cherry "powerup" could still be done in the hack. but for now at least the real hardware crash is fixed

zinc rivet
lapis bough
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yeah true

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tho i already have 2 very old uncompleted requests already so i would probably have to close them first
-# the fact that there are 2 open at once shows how much they've been forgotten

zinc rivet
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Iirc i have some old open threads too, i didn't closed then cuz some already got done after, and some i just dont really care about anymore, i just didn't closed the eerie actor thread cuz i kinda want it still too, iirc one of the stuff u asked was those endless earth like cutsceened

lapis bough
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yes

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the other one were resizeable lifts on tracks, but i think i might as well suggest directly why these are for, instead of doing some sort of composite kind of thing

zinc rivet
lapis bough
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okay then. thanks

zinc rivet
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Yw! ^^

lapis bough
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also i might ask you specifically to do a request later (a 3d model and probably animations)

zinc rivet
lapis bough
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but since it seems to be a bit complicated, might as well probably make it into its own track-controlled actor (also because i would be forced to make the player spawn on the lift right away from a pipe if i want all of them to start moving at once, by making them move automatically)

lapis bough
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okay so i had a new idea for a phase of the final boss, probably the last phase (because by logic it should be last, it'll make sense when i'll explain it)

near elk
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well are you gonna tell us or what 😭

lapis bough
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sorry i was in another thread

near elk
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ye I saw

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its ok

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dw lol

lapis bough
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okay so this was the lore + first 2 final boss phases

near elk
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wtf there's lore ???

lapis bough
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I'll re-explain the 2nd phase and then explain the 3rd new one

lapis bough
near elk
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damn it's good !

lapis bough
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thanks!!

near elk
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yw ;3

rapid abyss
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can someone do tl;dr of this conversation 😭

lapis bough
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1st phase:
It's pretty much just the vanilla game's final boss. You fight Bowser and Bowser Jr., and killing them is optional because you have to press the switch.

But when you press it, you release the 8th and last Rainbow Star... or at least that's what you think. The cage opens from below, but instead of the star slowly going down, it's the cage that falls down on Mario and Luigi (only one of them in-game most likely. both in the cutscene).

Then a cutscene plays where Bowser snatches all the 8 Rainbow Stars from the Mario brothers, to... possess them all I guess? But these stars have a far too large power, especially when reunited together, and can become very unstable. The foolish Bowser is once again playing with forces he cannot control. (just like in Color Splash for example), And the fabric of reality starts to break apart.

lone jetty
rapid abyss
lapis bough
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I was actually confused and thought you were talking about what I was typing because it's long text

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anyway i'll finish writing the second phase

zinc rivet
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Oh btw u said u would try to fix a crash on smth, if its not the one u fixed yesterday, here's a reminder ^^

lapis bough
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it was the one i fixed yesterday, but thanks for the reminder!!

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^-^

lapis bough
# lapis bough **__1st phase:__** It's pretty much just the vanilla game's final boss. You figh...

2nd phase:
Bowser has become far too powerful (and huge), but at the same time loses complete control of himself. The 2nd phase of the fight starts.

Bowser's Endless Tower shatters as Bowser got all this seemingly unlimited energy. Debris fly around in multiple directions, while we can see the background of Bowser's Mines (World 8). Mario/Luigi has to jump from platform to platform, while avoiding Bowser's fireballs and claws (realistically the claws would be very complicated to do in a custom bossfight tho). The player has to go left, to reach the first Star Fragment, which also deals damage to Bowser.

Since these Rainbow Stars are both incredibly powerful and unstable, touching that fragment teleports both Mario/Luigi and Bowser to World 7. The player has then once again to collect another Star Fragment. This repeats for each world, becoming increasingly difficult and destroyed, until arriving at World 1, where the player collects the 8th star fragment. (not sure if the fragments end up forming one/two full stars though, or not at all)

near elk
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damn this sounds like Sonic lore

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but Yoshis island

near elk
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it sure does

lapis bough
# lapis bough **__2nd phase:__** Bowser has become far too powerful (and huge), but at the sam...

3rd phase:
This one is inspired by the "Mario running for his life" because of Illy making it in her hack.

After Mario/Luigi attacks Bowser with the 8th Star Fragment, Bowser gets defeated and loses the Rainbow Stars. However, the stars are still in a very unstable state, especially after launching fragments at them (well, at Bowser, but you get the idea). So the Rainbow Stars continue their unstable shenanigans, this time to the point of literally destroying reality as a whole.

This is when Mario/Luigi has to run for his life (pun intended), as the black void advances to the right. The player is now either in World 1 or World 8 (not sure yet, could also be random), with some enemies (btw forgot to say that the previous phase has a few enemies too), and has to collect the 8 Rainbow Stars spread across the area, without missing any.

If the player fails to collect all the Rainbow Stars, the black void inevitably reaches the player, since it becomes increasingly faster. (or the player doesn't go fast enough and dies from the black void)

If the player collects all 8 Rainbow Stars, everything freezes and the screen fades to white. A cutscene (probably, not sure yet) plays, showing Mario and Luigi recovering the stars, and holding them, to restore what has been destroyed. They then return to their respective kingdom, separate so their huge unstable power never get reunited ever again.

See lore for slightly more details i guess. Also I feel like the ending is kinda lackluster, so I (or we) might add more details later

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Oh wait, new idea for the cutscene:

Mario and Luigi get too exhausted to be able to run further, and hold the Rainbow Stars in desperation, to the point of crying, while facing the black void. At this moment, when all hope is lost, the stars' shine brightens, and the black void stops right at the two brothers' feet, while they were unable to open their eyes in what they thought was their last moments.

After a few seconds, realizing that, to their surprise, the void hasn't consumed them, they, one brother after the other, open their eyes. With relief in their eyes, they notice that the black void is slowly moving backwards, retrieving everything it had consumed. It seemed like the Rainbow Stars felt the brothers' desperate cries, and obeyed to the wish of their holders at this precise moment.

Then the rest of the cutscenes play where everything gets restored and everyone is happy and all of that.

lapis bough
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honestly i'm kinda proud of that cutscene idea. like it has that bit of suspense at the beginning of it which fits as a continuity of the fight i think

near elk
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damn thats so peak for a NSMB hack XD

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great job !

lapis bough
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thanks!!

sour kettle
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tho can i give critique

lapis bough
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sure

lapis bough
sour kettle
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i feel like having effectively a quicktime event (that is, having to collect all 8 stars in one go) during the 3rd phase of the boss can feel somewhat punishing if you fail

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being as youll have to do phases 1 and 2 again to get another shot at it

lapis bough
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yeah... that's true

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maybe putting checkpoints or something could work better, but i'm kinda afraid that doing so will make the whole fight too easy

lapis bough
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kinda wanna make a custom sub nohara with extra stuff

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i have planned some things already

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most likely using the nsmbu sub nohara (more vibrant colors and a "sharper" look imo, which i like a bit more and would probably fit the rest of the hack more)

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and adding stuff like blue pipes and diagonal pipes (like in smw)

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not sure if i can fit anything else tho. making all of this fit already seems a bit challenging and would require some optimization

trim palm
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But the flag 😭

lapis bough
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what flag 😭

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oh you mean the flagpole? yeah it'll be included ofc

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the base will be the one from nsmbu, while the pole itself will be the one from meromero's nsmbwii sub nohara v2

trim palm
lapis bough
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it's removed

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most custom jyotyu tilesets remove it to reuse the tiles for other stuff instead

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and it wouldn't fit the castle's shape (it would still be visible)

trim palm
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RIP to a real one LuigiSalute

lapis bough
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it wasn't there in TRQ to begin with tho

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i used meromero's patch as a base, which included the custom Wii jyotyu which didn't have the flag

trim palm
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DS fortress needs some more love

lapis bough
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true

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actually my initial idea was to reuse the original end-of-level castle + making a gray variant (for secret exits) but i also kinda wanna do the nsmbu one

trim palm
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What do people even tend to have to use the extra model tiles for

lapis bough
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secret exit walls variation is the main use

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then depending on the tileset, it can be for tiles with snow, or even for other stuff such as custom pipe colors (which Illy did and the idea i'm gonna copy)

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so yeah usually for stuff that gets more use

trim palm
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How do those custom pipe colours work with the mega mushroom πŸ€”

lapis bough
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they just don't break

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and in TRQ the mega mushroom is most likely only gonna be used in some restricted areas that are designed for it, just like nsmb2

trim palm
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oh

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Ig that also frees up all those broken pipe tiles then?

lapis bough
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no it doesn't

zinc rivet
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The broken pipe tiles could be used for another pipe color ig

lapis bough
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because the areas where the mega mushroom is usually (will) have pipes that can be broken (for example 1-2)

zinc rivet
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Ohhh

trim palm
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I see

lapis bough
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also i'm not fully sure about that "bottom screen item on a used block" idea actually...

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like it just feels a bit off. maybe it's because it lacks some kind of background to differentiate it from the bottom screen bg

zinc rivet
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The used block would be nice imo

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What if

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U added a used block as the bg

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And replace every item with a non used block

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So when u touch it uses the block

lapis bough
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that... would be a bit weird tbh

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unless you know what's in the block

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i think i'll probably just add a white background shape or something, and see if it works

lapis bough
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still have to change the "door" frame a little bit tho because it's only 1-2 pixels to shift and they take up "3d" tiles slots

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sometimes i would rather change something to make it more optimized than making it 100% accurate

lapis bough
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i'm gonna love nitropaint so much when it'll be time to import the graphics

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(because the color is most lies gonna compress even more otherwise)

lone jetty
lapis bough
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importing the whole graphics directly?

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idk how to do that with tileset. i only k ow how to compress it properly before importing it with nsmbe

lone jetty
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Check Purps tutorial

lapis bough
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okay

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i'm guessing it's on nsmbhd?

lone jetty
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Yup, he also posted it on #1207793065524199455

lapis bough
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okay thanks, i'll check it out once the graphics are done

lone jetty
#

It's a much more complex and time consuming procedure, but it gives better results than when using NSMBe only

lapis bough
#

tiling in the map16 is gonna be a pain tho...

#

not me just realizing i could have taken the "source" file for the castle instead of using the nsmbe extracted version

#

technically both work. the nsmbe extracted version has the graphics already put in place in a way that is pretty much optimized. the "source" version have them in a more "visible" way, but need to be retiled so they take up less place and fit in the bitmap

#

but i'm probably not gonna bother redoing it since there are already other colors that'll get added, and most importantly because i had to manually modify some of the door frame so it would take up less tiles (and i don't feel like doing this again)

lapis bough
#

okay i have an issue

#

precisely with the castle snow. it's technically available on the "source" image, but not only optimizing it is kind of a pain (but i can deal with that), but the snow just... would feel weird i think

#

like, it would not be consistent with the snow of the tileset

#

i could tho maybe use Frosty's signboard code hack to make a snow texture and place it on top. this is already gonna be the case for the ground, so why not for the upper parts of the castle?

#

i wanna send a screenshot but wifi on pc is absolute garbage

#

-# yes gd reference. not my fault tho, my keyboard suggested it

#

freaking finally

#

the sub nohara tileset graphics currently look like this

zinc rivet
#

Oooooo giant pipe

lapis bough
#

the shapes on the top-right are for pipes

lapis bough
#

they were used in the 1-SwitchPalace tileset but i thought it would be better to include them in the sub nohara instead

#

anyway, about the snow, it's probably better if it's made from scratch (or i can just reuse it from the unfinished snow summits tileset)

#

the bottom part of the castle won't need the snow because it'll be covered by the "signboard" actor with a snow texture (for the whole ground). same for the forest

zinc rivet
#

I love the w5 on this mod lol

lapis bough
#

thanks!!

#

we really need to showcase 4-1 and find at least a placeholder song

#

because i would probably like if the song was a cover of an existing one (more precisely the one that we used on our gd level "Updating" since it was one of the inspirations for the w4 theme)

lapis bough
trim palm
lapis bough
#

the game doesn't care about which tileset they're in actually

trim palm
#

Is the pole also model tiles or how does that work

lapis bough
#

the pole are just regular tiles

#

and they get destroyed by the flagpole actor with the mega mushroom (what really happens is that a "box" of tiles gets destroyed based on the flagpole actor's placement). but apart from that they're just regular tiles

#

you could even place flower tiles from the grassland tileset and the game won't even care

#

the reason why they were in the jyotyu tileset was because it's used in every level

#

only the "destroyed base" tiles that appear after you destroy the flagpole are hardcoded to spawn, and they are always 2 specific tiles from the jyotyu

lapis bough
trim palm
trim palm
#

I assume the flag that falls down is actually a big model then?

lapis bough
#

destroyed from the mega mushroom? yes

#

tho the flag itself (black/red) if not destroyed is the only part that is a model

#

pls hepl........ 😭

#

it's taking more time than the rest of the tileset...

lone jetty
#

Why don't you take the extended version of DM's Sub Nohara? It's in the archived resorces channel

lapis bough
#

dang it

#

i've been using the non-extended version

#

(from nsmbhd)

#

but the main reason was for the snow to be consistent with the snow summit tileset

#

i mean technically i have this, but i decided not to use the snow from it

lapis bough
#

well dang i guess

#

still probably gonna be more consistent, and i'm mostly done anyway

lone jetty
#

Alright

#

The only problem with the extended DM's version is that the toride textures aren't properly set and you can see the player in front of the caslte for a few frames

#

I actually need to fix that in my Sub Nohara

lapis bough
#

the snow is done. just gotta retile this and in a (hopefully) optimized way

#

i feel like there's some style clash tho :/

junior junco
lapis bough
#

just gotta merge the layers and import this part with a copy of the rest, then optimize it

#

tho i'll do it later when i have time

#

i feel bad now for Cloudie who made the snow from for the snow summits tileset... ;-;

edit: for* not from. i guess Lanza is not the only one confusing the two lol

lapis bough
#

probably gonna finish this tomorrow

#

dang i'm kinda excited to add the blue pipes lol (probably the main reason why i wanted to redo the sub nohara lol)

zinc rivet
#

im still happy af with the king bill and animated checkpoint lol

lapis bough
#

lol

#

i mean yeah they seem pretty cool

zinc rivet
zinc rivet
blissful pulsar
trim palm
zinc rivet
#

Yup, Already did

trim palm
#

Oh cool

zinc rivet
#

It looks really better nkw

#

I didn't noticed wen i made it first time lol

trim palm
#

Can you send an image in your thread or something

zinc rivet
#

Sure

#

Lemme put the game in my phone

lapis bough
#

also technically i can have 5 pipe colors

#

using Ztardust's method, and Frosty's arrow signboard for the pipe joints (i could also implement it in the jyotyu when i'll redo it)

#

i feel like purple pipes could be nice as a 5th color. tho at the same time having black pipes could probably work better in airships

#

so i'm not sure which to choose...

#

looks like this now!!

#

i think the graphics are pretty much done. i dont think there's much to add (or at least don't have ideas for it)

rapid abyss
#

nsmb styled snow jyotyu...

#

shouldn't be hard

lapis bough
#

??

#

so you're asking me to make it nsmbds-styled only when i'm done??

#

or you're probably just imagining what it could look like, kinda as a "what if?", idk

blissful pulsar
lapis bough
#

yeah i should

blissful pulsar
#

something like a white could work or smt

#

or lighter cyan

lapis bough
#

tho that'll also mean change it in the existing texture that has the blue pipe...

#

you know what, i'll just select by hue

zinc rivet
#

I like the pipes!

lapis bough
#

thanks!!

rapid abyss
#

I got an idea that I might do

lapis bough
#

to show what i mean:
image 1: green-ish removed
image 2: green-ish kept

lapis bough
blissful pulsar
# rapid abyss I got an idea that I might do

doubt it would be something β€˜usable’ tho cause you won’t be able to use a non-snow one on other levels but it’d be neat (if I get what u mean by β€˜snow jyotyu’)

lapis bough
#

tho i'm a bit afraid for the compression of the colors

lapis bough
#

added switch palace stuff

sour kettle
#

why not give switch palace its own tileset

lapis bough
#

because switch palaces are outdoors

sour kettle
#

ah gotcha

lapis bough
#

they're level remakes using existing tilesets most of the time

#

or i could make a special tileset for each level, but that would take up 4 tileset slots

#

or you just gave me an idea actually. i could make the switch palaces finish in a separate area that has its own switch palace tileset, using the "area overflow but better" feature (and hoping that the music doesn't break)

#

because yes for some reason the music just breaks with it sometimes and it sucks

lapis bough
zinc rivet
#

Im happy to see this thread active

lapis bough
#

that's nice to hear!!

zinc rivet
#

What if

#

U add every switch palace tileset into 1 slot

#

So u can use only views

lapis bough
zinc rivet
#

I see

lapis bough
#

i feel like it's a bit compressed... (this is all bitmaps exported from nsmbe, after compressing it with nitropaint as a texture)

#

(no compression for comparison)

#

removing the switch palace stuff doesn't make the compression better (probably because nitropaint sets it to 256 colors)

#

there's something i have to fix but i gotta redo a bunch of stuff to fix it, and i don't feel like doing it right now

lapis bough
#

oh well turns out i have 2 extra "3d" tiles that are unused

trim palm
#

Which are those

lapis bough
#

the sub nohara tiles

trim palm
#

There are unused model tiles in the subnohara

lapis bough
#

some of them are 2d planes rendered in the 3d engine to cover mario/luigi when he enters the castle

lapis bough
trim palm
#

oh

#

Code hack to extend it?

lapis bough
#

to extend the sub nohara yes

#

and he made the nsmbwii tileset to go along with it

trim palm
#

So then he'd have 12 model tiles free, I'd imagine?

lapis bough
#

why?

trim palm
#

Cause I assume he got rid of the flag

lapis bough
#

not really, because he made secret exit and snow variations

trim palm
#

Ah

lapis bough
#

so he used most of them (and yes sacrificing the flag animation)

#

but i don't need as many so i'm using some of them for blue pipes instead

trim palm
#

Let me guess, he had a 3x3 to cover Mario for both fortress colours, and then you're now using 2 of the 3 tiles that he didn't use

#

Cause one of those 3 tiles is the one that adds the flag

lapis bough
#

no it's twice 2x3 to cover mario (and using partial solid tiles), and twice 2x3 for pipes

#

twice for the first one so i can have both brown and gray variations, and for the pipes it's the tiles needed for both vertical and horizontal ones

lapis bough
#

yes

#
  • the 1-2 tiles meromero didn't use
trim palm
#

That'd be 26 tiles then

lapis bough
#

(more like 1 tile because the second one is a white square and i have no idea which texture it loads, or if it even loads one)

#

so yeah 25 tiles

trim palm
#

Where do the extra 4 come from

#

I thought subnohara had 21 tiles

lapis bough
#

meromero's code hack

trim palm
#

So he just added more tiles

lapis bough
#

yeah

#

and changed the existing ones

#

how it looks in-game rn (i still gotta replace the textures)

trim palm
#

So you can just add a whole bunch of extra model tiles with code?

zinc rivet
#

Ill make nsmbu cannon

#

πŸ€”

trim palm
#

From the game that doesn't have the same type of cannons?

zinc rivet
#

Ill make it yellow

#

Or red, idk

#

It will just look like nsmbu ones

trim palm
#

NSMBU cannons don't serve the same purpose

#

Well, I guess there isn't much of a difference in how the top looks, so idk

#

You do need to have a block with the world on it tho

zinc rivet
#

In ssmb it will serve as a world unlocking method instead of warp, since it will make w4 to w5 (w5 is on space) or w5 to mushroom kingdom

lapis bough
zinc rivet
#

Oh

#

Sorry its your thread

lapis bough
#

nsmbu doesn't have cannons that send you to a specific world

#

also this is the secret test room in 1-1 to test all worlds

trim palm
#

It has cannons in the castles that shoot you at the boss

lapis bough
lapis bough
trim palm
#

So there are unused model tiles that can be made functional with code?

lapis bough
#

pretty much

#

idk if they technically work with the castle tileset by default tho. i know some do

lapis bough
#

well... some stuff is done, some stuff isn't yet

lone jetty
# lapis bough because yes for some reason the music just breaks with it sometimes and it sucks

From what I've noticed, there are two area overflow methods:

  • The first one involves connected pipes and you can teleport to any area from the current world
  • The second ones involves setting a higher area value than the number of areas the current level has, this lets you teleport to any area from any world (including the unused levels)

The first one seems to be the one that causes issues with the music, so if I were you, I would try the second method if possible

#

I can't really confirm this tho, this is pure speculation, but I can guarantee you that I've never had any issues with the area overflow and the music (and I tend to use the area overflow bug very often)

zinc rivet
#

I always use the second

#

When i used with pipe it gave me a error

#

With music

#

It didn't played

lapis bough
lone jetty
#

If you try the second method you shouldn't really have any issues with the music, make sure you don't have the "Connected pipe" box enabled

lapis bough
#

wait i didn't know you could teleport in the unused levels tho. i thought those were completely unrecognized by the game

lone jetty
lapis bough
#

also this also means that if i can't use the first method properly, there are some stuff that i had planned that i couldn't

lapis bough
zinc rivet
#

Actually u can teleport to unused levels on vanilla too

lapis bough
#

i didn't know

lone jetty
#

Now you know already MarioOkay

lapis bough
#

but i kinda prefer to show everything at once

lapis bough
lapis bough
lapis bough
# lapis bough how it looks in-game rn (i still gotta replace the textures)

i feel like i could use the remaining "3d" tiles for stuff like blocks that get destroyed and hide something (such as a star coin) behind them

extremely specific i know, it was actually something i wanted to do in the bonus room of 3-3 but couldn't because tiles rendered by the 2d engine cannot hide stuff rendered by the 3d engine

lapis bough
#

newerds code is brokeeeen

#

i tried patching the "door retexture" code and it just doesn't work

#

also i tried modifying the code (it's in asm) to add more variations (for example doors with a star for Peach's Castle), but i couldn't make it work

junior junco
#

its skawo code

#

thats all i can say

lapis bough
#

yeah i should have expected it lol

#

wait i forgot to convert the copy into ncpatcher i'm so dumb 😭

#

(first attempt was converted into ncpatcher, the one with extra variations)

#

well uh turns out it's the original code that is faulty. it doesn't wanna patch

#

how surprising

vague breach
#

Seems simple enough for me (especially compared to what Rainie did yesterday ;-;)

lapis bough
#

okay time for...

#

new sub nohara

#

diagonal pipes and 5 pipe colors!!!

zinc rivet
#

OOOOOOOOOO

#

How u added more colors?

blissful pulsar
#

sub nohara I think

lapis bough
#

sub nohara for the purple pipe (kinda inspired by Illy's btw), and Ztardust's method for the blue pipes

#

and since Ztardust's method requires to also use the pipe joint, it's now placed with Frosty's "arrow signboard" actor

#

Downsides of this combined method:

  • The end of level castle cannot have snow on the 3d tiles
  • The purple pipes cannot be used on extended tilesets, unless the graphics from the bitmap used for the purple pipes are also empty on the extended tileset (i'll probably have to modify the existing extended tilesets for this)
  • The pipe joint is now part of the "extra signboard" actor, and has to manually be placed (and also requires the code hack of course)
  • Inaccurate visuals in-editor
#

tho it's not that much and i think it was worth doing it

#

btw it looks like this in the editor

zinc rivet
#

Confusing but nice!

blissful pulsar
#

clear pipe marioready

lapis bough
#

yeah it's a bit confusing. tho we put descriptions for the "objects" of the tileset

zinc rivet
#

Btw:
Pipe joint dont need to have a 3d tile

#

Cuz mario gets invisible when he enters the pipe

#

Even when its a conected pipe

lapis bough
#

they do if the pipe is only 1-2 tiles long

zinc rivet
#

Ohh yea

#

Forgot about this

lapis bough
#

but yeah i knew that mario becomes invisible. that's also why it's sadly not possible to make clear pipes

zinc rivet
#

Yea

wary frost
#

uhh Rainie and Cloudie???

#

can you please explain 4-1??

#

why does it feels like a world 8 difficulty level??

lapis bough
#

what 😭

wary frost
#

the checkpoint is too early in the level

#

and the bonus room for the 2nd star coin is way too difficult

#

like wdym if you fail 3 precise jumps in a row you die???

lapis bough
#

yeah true i shouldn't have made it too difficult

#

didn't know the checkpoint was an issue tho, thanks for pointing it out

zinc rivet
#

Tho dificulty star coins are nice tho

wary frost
#

uhh not this one?

#

you have to jump on 3 scuttlebugs (is that how the spiders are called??) in a row without falling into the poison, and there's a slope ceiling for the 3rd jump

#

it's just... not in my world 4 please

#

and the way the scuttlebugs are placed sometimes makes it difficult to avoid them

#

i'll change all of that right now

zinc rivet
#

Yea that would be nice on w7/w8 but not on w4

wary frost
#

yeahhh...

zinc rivet
#

This mod is really nice, i like it :>

lapis bough
#

thanks a lot <3

zinc rivet
#

Yall are creative af ngl

wary frost
#

yeaa thxx

zinc rivet
#

Yw!! ^^

wary frost
#

uhh i think i got an idea?

#

making the bonus room part of another view of the same area, and if you fall down then you just fall back into the main level

lapis bough
#

that could work, yeah

#

also it would get rid of the music problem (for this area at least)

wary frost
#

yuh

lapis bough
#

well i think it's time to try to make a midi from this

#

wdym there's a folder called "crap", which contains a file of the same name, in kirby mass attack 😭

lapis bough
#

the fact that it's an sseq makes it easier to choose the instruments accurately, since you can listen to the channels separately in nitro studio

#

also the instruments of kirby mass attack strangely match the ones from the "general default" soundbank (which some midi editor have by default or require that you install). i don't think that's a coincidence...

#

my guess is that the developers of Kirby Mass Attack used this kind of file as a base for their music

lapis bough
#

i can't really decide for the main instrument

#

which one do y'all like more?

#

(the only difference is the main instrument that starts at the beginning)

zinc rivet
#

I like version C

lapis bough
#

to import this midi, and the "grassland" theme from yoshi's safari, i'll have to make custom soundbanks (so i'm guessing custom sbnk and swar)

#

and i don't think i feel like doing it right now

#

also because idk how to do it and how much time it'll take

lone jetty
#

If you're using instruments from other SBNK's all you have to do is extract the PCM instruments and import them all in a new generated SBNK

lapis bough
#

for the newly generated soundbank, do i just try to create one from nitro studio? (and then import the instruments)

lone jetty
#

Yes, but I recommend you to do it in a placeholder SDAT and once you're done, export the SBNK and SWAR and replace them in your current SDAT

lapis bough
#

okay

#

so i guess what i can do is save a copy

#

does the swar just gets the new swav files when you import the instruments in the sbnk?

lone jetty
#

Yes

lapis bough
#

okay then

#

and so i'm guessing i have to link the sbnk to the corresponding swar beforehand, right? (i did this already)

#

also why doesn't it let me select the new swar? is it because it's empty? or because i didn't save after creating it?

#

yeah it seems like i had to save first. or maybe i opened the sbnk before creating the swar, idk

lapis bough
lapis bough
lone jetty
#

It is more convenient to create a SBNK and SWAR from scratch instead of replacing the instruments in an existing one, so what you do is to create them in an placeholder SDAT so that they're ready to be replaced in your current SDAT without having to create new ones unnecessarily

lapis bough
#

oh

#

well i don't need to replace any

#

or more like, i keep importing/creating new stuff in the sdat instead of replacing stuff

#

which is... probably not the best thing to do... i should really try to optimize/unbloat it at some point

#

actually i'll do it once i'm done with the 2 sbnks

#

(2 because the other one is for the yoshi safari grassland theme)

#

also, one thing i'm doing is to keep the instrument id the same as the one it was in the original sbnk (when possible or when the number isn't too high), so it's easier when i make the midi/sseq

#

oh well... i just realized i could just import the instruments like that for the forest theme (Dark Clouds from Kirby Mass Attack), making it 1:1 accurate with the original

#

doing it right now, but i'm not sure which version to use between the original and the sseq i'm making (which uses instruments from nsmb except for one that is from the original)

#

yeah it's even a bit easier than giving new instruments to each channel in lmms

lapis bough
#

okay so it just gives me an error while trying to import the midi for some reason???

lapis bough
lapis bough
#

okay so, the 2 sseqs seem to work!! (in nitro studio at least). tho the loop isn't perfect so i gotta fix that

lone jetty
lapis bough
#

well the swar of the original is higher than 128kb. the one with the new instruments isn't tho

#

i have the sound heap increase code hack so i think it plays more than 128kb

blissful pulsar
#

all the wavs are left on really high quality settings too so if possible try to compress them a bit in something like audacity, thats what i did when taking samples from kma

lapis bough
#

yeah i could compress them with audacity

#

tho extracting them from the sbnk allows to extract only the swavs you need i think (tho i probably need to confirm that)

lapis bough
#

i kinda wanna finish the desert tileset

#

the thing is that i gotta add torches... and that'll be complicated...

#

like for that, there needs to be animated tiles, and extra tile slots when there are almost none of them left. and i also have to do the "base" of the torch (what the fire will be on)

#

that alone kinda killed my motivation for the tileset actually

#

i could probably just copy-paste part of the pillar for the torch base, but then i'll have to know which tiles to replace and whatnot

lapis bough
#

uhh how many frames do the conveyor belts have? 8? so i make the tiles for the torch animation already

#

looking like this so far btw

zinc rivet
lapis bough
lapis bough
#

i'll probably check later

zinc rivet
#

I really like this idea, it remembers me of tbose smw small cutscenes after beating a castle but better

lapis bough
#

yes it's heavily inspired by them actually

#

just with drawn images instead of animations

zinc rivet
#

Smw is a great inspiration for this hack and honestly i think its pretty based, smw is a really nice game

lapis bough
#

heck i think even the music is gonna be the same

zinc rivet
lapis bough
lapis bough
#

i need to learn how to draw the Mario Bros tho i think...

zinc rivet
#

Its pretty easy to draw mario actually, i always use sm64 model as reference when i need to draw it

lapis bough
#

i mean drawing both Mario and Luigi in a consistent artstyle and with a "proper" anatomy (""proper"" because the mario bros do NOT have proper anatomy), along the other things that should be around them during the cutscenes

#

but i guess using a model could help, yeah

lapis bough
#

the world list so far

#

also i feel like it would be nice to have 1 or 2 levels in world 5 that are underground, but sometimes in some sort of cave that has holes to the outside (kinda similar to the old world 2 idea of Sakura SMB, my inspiration for this actually)

lapis bough
#

life's been busy lately. hopefully some progress soon

lapis bough
#

oh yeah btw i had wanted to redesign 1-1, but i kinda want it to introduce a custom powerup: the super leaf. and so i kinda feel like i would kinda need to wait for it to redesign it (tho i still can redesign the level and wait for the powerup)

#

for the powerup, i either wanted to try coding it myself (which will probably happen in a year or something), or request it. i think it would also require the "extended powerups" code

#

if someone does it though, it would be really nice, and i would really appreciate it. and whoever does can take as much time as they want, even one year if they wish. tho i'm still not fully sure if i want someone to do it, or (kinda unrealistically) try to do it myself at some point

lapis bough
#

i kinda wanna pin skewer2 for the bird and flower actors

#

the birds would fit world 7 very well (probably with a custom texture too tho)

lime lava
#

@maiden leaf

lapis bough
#

well, someone else did. thanks bloemfondu i guess

#

-# i think i mostly just didn't dare to

maiden leaf
#

dw I don't mind pings

lapis bough
#

it was also just for asking in general. i think i don't really like to ask other people if i can use their stuff if they're not in a public resource thing

lime lava
#

dw bester it's okay

lapis bough
#

also i think i'll say it here and now, i actually prefer that people call me "Rainie" from now on. i've began to feel a disconnect from "Bester" for a few months now

#

i'm still fine with "Bester" but i prefer "Rainie"

lime lava
#

make it obvious then please

#

but sure i'll try not to forgert

lapis bough
#

if i kept it as "BesteRainie72" it was mainly to avoid confusion and people not knowing who i am. also because i wasn't fully sure about the change at first

trim palm
#

You could change your server nickname while keeping the username

#

Shouldn't be too hard to recognise you anyway, since "Rainie" has always been in your username, and not changing pfp certainly goes a long way as well

lapis bough
#

it has been my username for a few months only. it used to be "TheBester7" with a different pfp, and that's why i kept "Bester" in the name when i changed the whole thing

trim palm
#

oh

#

uh

#

Long enough?

rapid abyss
#

@lapis bough how your world map icons look like btw

#

curious

lapis bough
#

i was gonna ask you for help but later

#

i feel like they look pretty "flat" shading-wise

rapid abyss
#

@lapis bough

rapid abyss
#

damn i love sending wrong screenshtso

lapis bough
#

wow you made the buildings look more 3d. that's really cool, thanks

lime lava
#

W jouner

rapid abyss
#

look at the flowers on the old one or especially building on behind

lapis bough
#

bumping the thread uselessly with no progress yet once again

#

but just wanted to say that the other day, Cloudie and I were playing "NSMB DS Deluxe (goofy hack)", and got some ideas for it that we wanna reuse

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1st screenshot: the star coin. interesting and challenging, requires either a koopa shell or precise jumping
2nd screenshot: spin blocks in 1-Tower. we kinda wanted to redo the second half of 1-Tower because it's currently a bit boring, and feels a bit out of place with the first part

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anyway enjoy the lack of progress i guess

half vector
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Rainbow quest content yipee MarioPraise

lapis bough
trim palm
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What's the challenge with the star coin

half vector
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Oh wait it's a repurposed messages from Shuriken team Mariover

lapis bough
trim palm
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Ah

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I'm not too familiar with DS exclusive mechanics

lapis bough
trim palm
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It is a bit cursed how a semisolid platform goes in front of solid terrain tho

lapis bough
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yeah because it's an actor rendered by the 3d engine

trim palm
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I know

blissful pulsar
lethal vortex
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download?

lapis bough
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you literally bumped a thread that hasn't had activity for a month, to ask for a download, in the rawest and most effortless way possible?

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there's no download available for this hack at the moment. no demo, and no final release

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anyway since you bumped the thread i guess i'll just share stuff later, even tho it's mostly complaining about the lack of progress, the issues, and such

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Progress lately are:

  • Font change (pop happiness)
  • Switching w6 and w7 numbers (temporary?)
  • New ideas
  • Attempted to import new code hacks but it broke because Will Smith updated the reference (and probably other stuff with me changing arm9.bin)
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yeah that's all the progress there has been in a month. barely worked on the hack, things are messy, all over the place. i'll probably explain more later

empty jungle
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The RtDL font? Based

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Hoping things go smoother soon btw

lapis bough
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rtdl?

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i'm talking about the one used in games such as paper mario and mario galaxy

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wait it means Return to DreamLand (just looked for it). and, yeah seems to be the same font

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i should really try more nintendo games other than the mainline mario series...

lapis bough
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anyway time to rant i guess

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the hack is in an incredibly broken state right now. there are also some other personal reasons (combined with the hack being broken) that make it so we (well especially i since i tend to be the one who works on it the most) don't have motivation for the hack for now. and it has kinda been like this for a while now...

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it feels like every time there's an attempt at progress, no progress is really being done, because it's either making a broken sseq that doesn't end up working, or spending 6 hours to try to make a code hack work properly and then it just doesn't work at the end

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there are also a lot of things and issues overlapping each other. and things that need other things to be done first (main example being that some levels need to have their tileset be made first, but making tilesets takes time and can be demotivating)

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i'll just transfer some messages now i guess

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(the "clean overlays" that were shared by either ItzTacos or TheGameratorT, i don't remember)

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no idea if it's related to the modification of arm9.bin or the code reference being updated

maiden leaf
# lapis bough

maybe I replaced nitro wav, which would have modified the firstWavID value

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double check that

maiden leaf
lapis bough
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anyway, working on this tileset i guess

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(inspired by Frosty Cake's and my gd level Dreams)

fresh grotto
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Bacani

lapis bough
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?????

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i expected someone to say something meaningful after no progress shown in over a month. not some gibberish

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unless it means something (related to progress shown) in another language (in that case, sorry)

half vector
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Sorry for the ping :(

lapis bough
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the gd block is supposed to be put in the center of the larger 2x2 block (same thing for the question mark and such)

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a bit like how the star currently is in the middle of the 2x2 block

lone jetty
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I didn't notice the __ block, lmao, that's a neat addition

lapis bough
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thanks

cedar minnow
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PEAK πŸ”₯

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what's the size (in pixels) of mario and luigi heads for the ones-up ?

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@lapis bough

lapis bough
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WHY THE HELL DID YOU PING REPLY ME 3 TIMES

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wait sorry...

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why the hell did you ping reply me 3 times, one of which seems to be a ghost ping, and bump this thread after it didn't have activity for 20 days??
edit: the ping is in a separate message

lapis bough
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like come on. i hate ping replies, especially when i'm not expecting them. and here i get 3 at once (2 ping replies and one ping). i thought i got a dm or something

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i mean i check this server every day. damn it, just be patient next time

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you're also replying to old and sometimes outdated stuff

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i'm not sure what do you mean by "the size of mario and luigi heads for the ones-up", do you mean on the life counter?

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you could have asked in #nsmb-chat . no idea what the size of the heads are, but the size of their texture is 24x24. so if you wanna make a custom one, that's your limit

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also do NOT ping reply if you wanna reply again

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just... sorry for sounding rude. i just woke up and such, and this really annoyed me at first. you weren't even disrespectful or anything to deserve this (just pinged me a lot and kinda unnecessarily though, but that probably doesn't count). so once again, sorry

i'm really glad you like the hack so far though <3

lapis bough
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might make a bit of progress today, idk

half vector
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Cool marioready

lapis bough
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with every other hack now having hand-drawn tilesets, i'm starting to worry if TRQ should not do the same (for every tileset, since some are already hand-drawn)

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at the same time making hand-drawn tileset is kind of a pain, and probably one of the reasons why progress on this hack has been slow

lapis bough
lapis bough
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giving up the hack or smth idk. never being able to make progress, custom tilesets are a pain to do, etc

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not giving up but like not doing it for now, i'm so tired, and at this rate it feels like progress is never being made

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anyway, forget what i said, i think i'll just show what has been made lately (not much)

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beginning of 6-4, wip and very early so some stuff is missing (eg. coins)

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(switch palace tileset earlier btw)

lapis bough
rapid abyss
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bro has peach castle in w1, this is fucking peak

lapis bough
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isn't peach's castle in w1 usually? (nsmb ds, wii, 2)

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also thankss!!!

rapid abyss
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3d model

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and you have probably "special" level there

lapis bough
lapis bough
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might be good to have a code hack to make the model always appear (but not the path), regardless of whether the game is beaten or not

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(because it replaces the blue toad house)

lone jetty
# lapis bough

Replacing the blue Toad house by a Peach Castle is a neat idea, tho, I feel the model should be moved a little bit since it's directly touching the node

lapis bough
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yes i had pointed out this issue (on the ssmb server)

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JPG said she'll try to move down the model tho

lapis bough
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she said that a few hours ago

vernal chasm
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the SMW colors fit this mod super well

lapis bough
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thanks!!

lapis bough
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speaking of which, idk if anyone noticed, but the blue shell too was changed slightly to match the smw palette more

lapis bough
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the "double intro screen" issue is still here tho. even tho the code isn't different from the old source it seems. maybe messing with the arm9.bin to add the custom font caused this issue? idk

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what happens basically is that the screen appears twice. and one of the two times both actually can be skipped by waiting (each of both can by pressing A). so it's as if it played both situations one after the other for some reason

sour cove
sour cove
lapis bough
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yes, by modifying existing models (the original toad house and the end-of-world castle), and creating custom textures for them

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tho the toad house is now replaced by Peach's Castle

sour cove
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This hack looks incredible πŸ˜„ Are you going to release it this year?

lapis bough
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unfortunately it's kinda unlikely. the majority of levels still need to be done, and same for like more than half of the remaining tilesets. it also needs a few code hacks that are yet to be made. so i don't really expect it to be done this year