#NSMB: The Rainbow Quest
1 messages Β· Page 8 of 1
okay so, very weird bug: the game just crashes when dying for some reason??
in 4-Tower specifically?
yeah doesn't happen on 4-1 either
weird didn't happen this time
okay so it only happens when dying from a pit it seems (which can happen because of camera bounds). very weird
yeah... no idea why it happens
ehh tired from working on the lvl for todayy
too much problems... why didn't i start with a more simple level... π
2nd half should be fine, but whyyy are the features sooo buggyyy... π
uhh also happens when you return to worldmap???
it seems to be a ram overload bug or something. but it's weird, there aren't even that many objects in the level
weirdd
wait it could be the amount of chunks with stuff in them. lemme test smth
still happens... so weird
well there goes the motivation for the hack today...
there's a serious problem with the hack for some reason
trying to play levels on real hardware, and some melonds versions (not fully sure, haven't tried in some time), crashes for some reason
and now it also crashes when dying or leaving the level, sometimes in 4-Tower (seems to be at a specific spot)
could this be some sort of ram overflow or something? no idea
i genuinely need help with that please
If you don't mind sending me your source code, I can take a look at it and do some debugging
Hope it's not my code that's the problem lol
okay i'll try sending it later today
Nah ur code is good
for some reason i feel like there's a chance the "song heap increase" code hack could be responsible
Thanks but I still make mistakes
thatβs one of the code hacks that makes mvsl not work in flower journey
u should definetely test
rip some of the songs then. luckily i know how to sseq now
That code crashed my rom once
I think i still have it, but its a very problematic code hack
makes sense
since it messes with ram stuff
not sure if it explains the 4-Tower crash tho, because this level uses nwavs. tho it could also be the case
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
WHY the hell is discord taking too long to start on pc??
i just wanna showcase a small thing
finally...
here!! feel free to give some feedback please
Sounds good!
thanks!!
i may try to convert it into an sseq tomorrow. should be easy tho because all sounds are from the same soundbank
cant believe i've been playtesting with an older, less accurate, melonds version for a while
realizing now because i've downloaded the most recent version (while the other one was a few years old)
also, removing the "sound heap increase" code hack doesn't solve the crash
i'll give it to you in dms rn
i'm not (or was not) fully sure about this. what do y'all think? and what do you think should be improved/changed?
OOOOO SOUNDS GOOD!!
wow thanks!!
(i didn't make the midi obviously)
i think i should reduce the volume of some instruments
why does this (with slight improvements) sound good in lmms but kinda sounds like crap in nitro studio...
seems to sound better in-game than in nitro studio but i'm not sure
seems to sound pretty good in-game, except maybe for some parts. but not as good as in lmms
sounds like crap in nitro studio tho
In MelonDS and real hardware, the song will sound exactly the same as it sounds in NitroStudio, DeSmuME doesn't emulate music accurately
i actually tried in melonds
Some instruments tend to sound really crappy when they're very low pitched, that might be why
and it sounds different than in nitro studio
yeah seems to be why. low pitched or high pitched
i also feel like having several instruments play at once doesn't help (they probably contribute to the music sounding worse)
this tho sounds good both in-game and in nitro studio, but is a bit too quiet, even after increasing the volume of both the channels and some notes in lmms (you can't go above 127 in volume in nitro studio)
Usually when you have too many instruments playing at once, some of them will get muted at times in NitroStudio, but that shouldn't happen in game, that's just a NitroStudio issue
oh so that's probably why it sounds worse in nitro studio
Also, if you want to turn up the volume of the tracks even more, you can open the track in the piano roll editor from LMMS, select all the notes, and move these lines up, this will increase the volume of the notes
yeah that's what i did (also the whole channel), but they still sound pretty quiet
i'll try increasing the volume even more i guess
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
Oooooo cool!!!
piranhazilla
lmao
thanks!!
i'm not fully sure about it tho, and sometimes the high pitched notes decide to not sound very good
LMFAO
YO WAIT
BESTER
YOU ACIDENTALLY MADE A REFERENCE
FOR THIS WORLD BOSS
should i fix it tho?
damn this Is cool af
here's the 4-Tower crash with the crash debugger, in case it helps (also crashes on desmume so the issue might be different than the other one)
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
uhh nevermind...
still crashes in some places unfortunately
Ninetie made more of the level and at some point when dying the game crashes again
uhh why does it still not work...
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
Whats happening btw
uhh??
it keeps crashing after dying for some reasonn???
yeah it's weird
Oh wait yea, it theres too much actors in a level, the game crashes when teleporting/warping or dying
Show a pic of the level (if possible ofc)
i didn't place a lot of objects tho...
I had this problem in 2-train becuase of the weels
Oh i see
Weird π€
Theres any custom actor in the level?
Or a boss spriteset enabled
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
i'm guessing probably
Do this
Export the level
Create a test level with a hole
And jump in it
If the game dont crahses
It was the objects
i also feel like maybe the game loads stuff differently with vertical levels
Remember to delete everything from the level, But export it as a backup
it only crashes sometimes, and seems to depend on where you die
Hmm i see
if you die at the beginning for example, it works fine
crapp...
At least it seens to be
do i have a curse orr???
Nah this is nsmb fault
the first level i work on already has problems π
yeah i guess you got unlucky
Change the actors ig
i guess we could try removing the stone blocks and changing the sprite sets, to see if the game handles it
Nah its just cuz she probably didn't knew about the limitations
tho you'd have to change the sections that rely on the stone blocks
tbf the same thing would have happened to me
First remove the blocks only to see
Cuz if it still crashes then its the snakeblock/piranha plant
But yea those blocks are a bit bad to work with
the snake blocks?
why did i choose complicated elements for my first level ππ
The Stone ones
Theyre not hard, but problematic, i worded wrong lol π
oh, you mean they cause issues easily?
the snake blocks are HELL
Yea
okay then
Snake blocks are hard to work because of paths
they start breaking even with paths
Yea
if their first direction is not right, they break, which is very limiting
Cant forget when i placed a snake block and paths, but when i jumped im it fell down
kinda my fault for this one i think, i never remove sprite sets, only change the ones i need
sorry
nah it's okayy
Yw! ^^
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
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
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
Weird, that shouldn't be supposed to happen
well it did solve the issue sooo
also there were like 5 unused sprite sets
(by unused i mean the sprites were not used/going to be used for the level)
new deco graphics on the w1 map!
OOOOOOH, SUPER COOL!
thanks!!
Btw how w2 look
Tho I feel like the hills might be suffering because they are conscious
The hills have eyes theory
Nah lmfao
i mean it is the case in smw
And smb3
Theyre fake eyes
no i mean in one of the end of castle cutscenes
The worldmap looks great
Fr
Tho, have you tried using Nitro Paint for editing its textures? Asking this since the skybox looks compressed as hell
only for the recently imported one
actually not exactly
(with timestamp)
https://youtu.be/cCK0WwUVl48?t=1m16s
Here's a collection of all 7 castle demolition animations in Super Mario World!
Don't miss the outro at 3:04: "Accident at Work"
outta curiosity howd the old one look
for comparison
What alt is for
alternate levels
ah gotcha
nice
Ohhh
oh also the node points. not fully sure about this change but i used JPG64's rather than the ones from newerds
Wii is the level name ui in the centre?
what?
do you mean Why
oh π
well idk, i felt like it could be nice, so i wanted to try. not sure if i should revert it back tho
damn this model lacks of vertex colours lol
It was made in sketchup
I'd say it looked better in the corner
from this crash data it looks like it's crashing when trying to initialize the touchpad???
except that function should only be called when the game starts so idk
I don't trust this code at all
does it even work?
it's replacing data (that should just be a number) with asm
outta curiosity whas tge code supposed to do
how so? does it just change the file id that gets loaded?
could use illy's code in that case if so
Yea i think it does
it shouldn't work though
@lapis bough could you send me nsbmd of it?
it's fixed. the problem was the sprite set
i think it was made by Illy? pretty sure it does work in world 3 rn, haven't changed the values for the other stuff
later. tho i should probably remake that model at some point
also forgot to say. it was made in sketchup, and i had a lot of difficulty converting it (i had to use another software rather than blender and the "normal" method)
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
yo these look sick
Ooooooo
these look even better :0
great work !
thanks!!
incroyable
merci!!
:D
in vacation so no progress for a few weeks
(kinda sorry for bumping the thread i guess)
btw 4-Tower is about half-done
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
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
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)
what do y'all think?
If you want something to be stylized as transparent just erase 50% of it in a checkerboard pattern
that could also work i guess
You should not be sorry for bumping your own thread, lol
also its only a bump if it doesnt contribute anything meaningful
more like sorry if anyone expected actual progress
:c
Could u send the sdats in my dm? Im extracting some from roms but its a really annoying process
sheetposting on my thread i see...

(/lh)
IM COMPLAINING
JPG's fault for ping replying me for a message from two months ago 
i guess
anyway since i'm still stuck on that stupid "trip", there's still no progress on the hack
not very useful "bump" but
i think this is gonna be the airship theme of the hack
https://youtu.be/-MYzyaZ1GXU
Composer: AndrΓ©s Yagua
Download link -- https://nsmbhd.net/post/56200/
i think it's better than reusing the nsmbwii theme, and i like this one too so
I like this song
yes same
and Cloudie agreed that it could fit both as a castle theme and as an airship theme
(tho we're keeping the original castle theme because it just sounds so good)
yea that's why we thought it would be a nice choice
LET'S FREAKING GO!!!
i solved the crash on real hardware/melonds that would happen whenever the player enters a level
the crash was caused by Skawo's "clones die individually" code hack. removing it (from the source folder then compile) fixes it
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
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
Why dont u request a more stable version of this code? Since its skawo code, and we shouldnt trust it very much
yeah true
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
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
yes
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
I plan requesting this for ssmb later too, if it gets finished i share with u
okay then. thanks
Yw! ^^
also i might ask you specifically to do a request later (a 3d model and probably animations)
Oooo yea i remember this one
Oki! I can do any model or animation stuff u want, just ask for it ^^
the reason why i asked for this was actually so i could do some sort of ||bone coaster, like in nsmbwii/u||. since they're made of small platforms (which could be recreated with a retexture code hack that is already patched), what i needed was the ability to place the resized platforms on tracks
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)
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)
well are you gonna tell us or what π
sorry i was in another thread
okay so this was the lore + first 2 final boss phases
wtf there's lore ???
I'll re-explain the 2nd phase and then explain the 3rd new one
yes!!
damn it's good !
thanks!!
yw ;3
can someone do tl;dr of this conversation π
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.
Dawg, it's just like 10 messages, lol
I was actually confused and thought you were talking about what I was typing because it's long text
anyway i'll finish writing the second phase
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 ^^
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)
Sounds nice!!
it sure does
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
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.
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
thanks!!
sounds cinematic
tho can i give critique
sure
also thanks!!
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
being as youll have to do phases 1 and 2 again to get another shot at it
yeah... that's true
maybe putting checkpoints or something could work better, but i'm kinda afraid that doing so will make the whole fight too easy
kinda wanna make a custom sub nohara with extra stuff
i have planned some things already
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)
and adding stuff like blue pipes and diagonal pipes (like in smw)
not sure if i can fit anything else tho. making all of this fit already seems a bit challenging and would require some optimization
But the flag π
what flag π
oh you mean the flagpole? yeah it'll be included ofc
the base will be the one from nsmbu, while the pole itself will be the one from meromero's nsmbwii sub nohara v2
The one on the fortress
it's removed
most custom jyotyu tilesets remove it to reuse the tiles for other stuff instead
and it wouldn't fit the castle's shape (it would still be visible)
RIP to a real one 
it wasn't there in TRQ to begin with tho
i used meromero's patch as a base, which included the custom Wii jyotyu which didn't have the flag
DS fortress needs some more love
true
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
What do people even tend to have to use the extra model tiles for
secret exit walls variation is the main use
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)
so yeah usually for stuff that gets more use
How do those custom pipe colours work with the mega mushroom π€
they just don't break
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
no it doesn't
The broken pipe tiles could be used for another pipe color ig
because the areas where the mega mushroom is usually (will) have pipes that can be broken (for example 1-2)
Ohhh
1-2 already has these
I see
also i'm not fully sure about that "bottom screen item on a used block" idea actually...
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
here for example, except that i wanna add a used block below
https://cdn.discordapp.com/attachments/1208478549380431872/1353007397668524134/hud_graphics_06.PNG?ex=68bf8c15&is=68be3a95&hm=e86455d9fb97f878b74ec6bd3a98412703b3d484bd9438ea466025e384f1f23b&
The used block would be nice imo
What if
U added a used block as the bg
And replace every item with a non used block
So when u touch it uses the block
that... would be a bit weird tbh
unless you know what's in the block
i think i'll probably just add a white background shape or something, and see if it works
well turns out DM's nsmbu sub nohara is not a v2, which means that it should actually be easier to optimize the whole sub nohara!!
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
sometimes i would rather change something to make it more optimized than making it 100% accurate
i'm gonna love nitropaint so much when it'll be time to import the graphics
(because the color is most lies gonna compress even more otherwise)
Trust me when I tell you that once you start using Nitro Paint to import graphics, you'll never ever want to import graphics directly in NSMBe again
importing the whole graphics directly?
idk how to do that with tileset. i only k ow how to compress it properly before importing it with nsmbe
Check Purps tutorial
Yup, he also posted it on #1207793065524199455
okay thanks, i'll check it out once the graphics are done
It's a much more complex and time consuming procedure, but it gives better results than when using NSMBe only
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)
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
Oooooo giant pipe
the shapes on the top-right are for pipes
yes diagonal pipes like smw
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
I love the w5 on this mod lol
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)
probably gonna remake it from scratch
Flag poles work in other tilesets?
yes. they're just regular tiles
the game doesn't care about which tileset they're in actually
Is the pole also model tiles or how does that work
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
okay this part is such a painnnn
Is it hardcoded what tiles are used for the broken base?
...maybe I should read the entire thing before asking questions
I assume the flag that falls down is actually a big model then?
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........ π
it's taking more time than the rest of the tileset...
Why don't you take the extended version of DM's Sub Nohara? It's in the archived resorces channel
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
oh i see it now
well dang i guess
still probably gonna be more consistent, and i'm mostly done anyway
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
i think that's because of the edge of the doorframe
the snow is done. just gotta retile this and in a (hopefully) optimized way
i feel like there's some style clash tho :/
Reminds me that I need to cut my castle model in half so the player is fully behind it and doesnβt have any pixels sticking out
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
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)
im still happy af with the king bill and animated checkpoint lol
i already played like every level just to see the checkpoint in diferent levels lol
indeed
wow lol
honestly Iβm excited seeing so much activity in this thread lol, itβs great to see yβall making some progress n showing us more things
Have you tried rotating the texture yet 
Yup, Already did
Oh cool
Can you send an image in your thread or something
oh nice to hear then!!
IKR
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)
??
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
btw im just realizing could you change the βlightestβ color in the blue pipe? It seems to be a shade of green
yeah i should
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
I like the pipes!
thanks!!
why would I ask anyone apart from frosty or jpg
I got an idea that I might do
actually i kinda wanna keep it. it kinda adds more color to the pipe, and making it white doesn't give it the same "vibrant-ness" as the other pipe colors
to show what i mean:
image 1: green-ish removed
image 2: green-ish kept
i think i'll pass this time. it seems to be too long and i don't think i'll have the motivation
fair fair
doubt it would be something βusableβ tho cause you wonβt be able to use a non-snow one on other levels but itβd be neat (if I get what u mean by βsnow jyotyuβ)
i feel like adding tiles (white bricks, pillars) for switch palaces might be good
tho i'm a bit afraid for the compression of the colors
added switch palace stuff
why not give switch palace its own tileset
because switch palaces are outdoors
ah gotcha
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
PLEASE someone help fix that, it has been an issue with a bunch of levels in the hack
Im happy to see this thread active
that's nice to hear!!
Oh its weird cuz i got the same issue before
What if
U add every switch palace tileset into 1 slot
So u can use only views
if you mean combining all the themes, that's pretty much impossible (not enough space nor colors)
I see
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
oh well turns out i have 2 extra "3d" tiles that are unused
Which are those
the sub nohara tiles
There are unused model tiles in the subnohara
some of them are 2d planes rendered in the 3d engine to cover mario/luigi when he enters the castle
no it was just not used by meromero who had made the code hack to extend it
So then he'd have 12 model tiles free, I'd imagine?
why?
Cause I assume he got rid of the flag
not really, because he made secret exit and snow variations
Ah
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
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
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
2x3 twice, twice is 24 tiles?
That'd be 26 tiles then
(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
meromero's code hack
So he just added more tiles
yeah
and changed the existing ones
how it looks in-game rn (i still gotta replace the textures)
So you can just add a whole bunch of extra model tiles with code?
From the game that doesn't have the same type of cannons?
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
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
Yea ofc
???
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
It has cannons in the castles that shoot you at the boss
oh yeah true
not quite. the tileset already has them. meromero's code hack simply adds more of them by reusing and replacing unused model tiles
So there are unused model tiles that can be made functional with code?
pretty much
idk if they technically work with the castle tileset by default tho. i know some do
well... some stuff is done, some stuff isn't yet
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)
I always use the second
When i used with pipe it gave me a error
With music
It didn't played
i actually tried both for 4-1 and the issue was the exact same. however it seemed like the music didn't get cut if the area was "nearer" (for example warping to an area from 4-2 instead of 4-5)
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
wait i didn't know you could teleport in the unused levels tho. i thought those were completely unrecognized by the game
i think i still had the issue
You can, Newer DS did this in some levels
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
pretty sure newerds has a code hack to change the relocation of areas tho
Actually u can teleport to unused levels on vanilla too
i didn't know
Now you know already 
i'm sure it would have gotten more hype if i had shown 1-2 screenshots
but i kinda prefer to show everything at once
oh wait this also means i can do some nice stuff by using the unused levels
i think what's left to do is:
- replacing the pipes and pipe joint textures
- adding 5 new textures in the signboard nsbtx: pipe joint, 2 snow textures, and 2 forest grass 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
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
yeah i should have expected it lol
wait i forgot to convert the copy into ncpatcher i'm so dumb π
(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
hmm i'm currently doing the blue pipes
Seems simple enough for me (especially compared to what Rainie did yesterday ;-;)
sub nohara I think
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
Confusing but nice!
clear pipe 
yeah it's a bit confusing. tho we put descriptions for the "objects" of the tileset
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
they do if the pipe is only 1-2 tiles long
but yeah i knew that mario becomes invisible. that's also why it's sadly not possible to make clear pipes
Yea
uhh Rainie and Cloudie???
can you please explain 4-1??
why does it feels like a world 8 difficulty level??
what π
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???
yeah true i shouldn't have made it too difficult
didn't know the checkpoint was an issue tho, thanks for pointing it out
yw sib
Tho dificulty star coins are nice tho
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
Oh π
Yea that would be nice on w7/w8 but not on w4
yeahhh...
This mod is really nice, i like it :>
thanks a lot <3
Yall are creative af ngl
yeaa thxx
Yw!! ^^
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
that could work, yeah
also it would get rid of the music problem (for this area at least)
yuh
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 π
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
i can't really decide for the main instrument
version a
version b
version c
which one do y'all like more?
(the only difference is the main instrument that starts at the beginning)
I like version C
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
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
for the newly generated soundbank, do i just try to create one from nitro studio? (and then import the instruments)
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
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?
Yes
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
well i ended up using the original instrument instead, extracted directly from Kirby Mass Attack
Correct
also why do you think it's better to do it in a placeholder one?
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
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
okay so it just gives me an error while trying to import the midi for some reason???
the downside is that the filesize of the swar is larger than one you would find in nsmb, so it may not play without the "sound heap increase" code hack (at least for this song)
fixed!! i just had to close all windows of nitro studio and reopen it
okay so, the 2 sseqs seem to work!! (in nitro studio at least). tho the loop isn't perfect so i gotta fix that
Remember that the SSEQ, SWAR and SBNK cannot be higher than 128KB in total, otherwise the SSEQ is not gonna play in game
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
all of kirby mass attack's audio is like, in one swar π
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
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)
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
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
Ooooooooo
not me realizing that it has duplicate tiles that i missed...
is on the wiki
i think
i'll probably check later
I really like this idea, it remembers me of tbose smw small cutscenes after beating a castle but better
yes it's heavily inspired by them actually
just with drawn images instead of animations
Smw is a great inspiration for this hack and honestly i think its pretty based, smw is a really nice game
heck i think even the music is gonna be the same
Ohhhhh neat!
yeah it is. never finished it tho... (never 100%d it. and the time i did reach the final boss, it was too hard for me)
thanks!!
i need to learn how to draw the Mario Bros tho i think...
Its pretty easy to draw mario actually, i always use sm64 model as reference when i need to draw it
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
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)
life's been busy lately. hopefully some progress soon
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
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)
@maiden leaf
well, someone else did. thanks bloemfondu i guess
-# i think i mostly just didn't dare to
dw I don't mind pings
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
dw bester it's okay
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"
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
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
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
i was gonna ask you for help but later
i feel like they look pretty "flat" shading-wise
@lapis bough
wow you made the buildings look more 3d. that's really cool, thanks
W jouner
I generally cleaned out everything and removed every unnecessary detail, for the future just know that you want to make this kind of icons as much clean as possible, and visible, ofc i still added some one the railling even tho they're unnecessary but yeah.
look at the flowers on the old one or especially building on behind
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
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
anyway enjoy the lack of progress i guess
Rainbow quest content yipee 
barely. it's just 2 small ideas
What's the challenge with the star coin
Oh wait it's a repurposed messages from Shuriken team 
it's a purple mushroom. if you remember them from the base game, they tilt sideways once you step on them
here for example (tho the pipe and the wall make it easy enough)
It is a bit cursed how a semisolid platform goes in front of solid terrain tho
yeah because it's an actor rendered by the 3d engine
I know
I thought it was part of the tileset and was impressed by the pipe getting layered behind ππ₯
download?
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?
there's no download available for this hack at the moment. no demo, and no final release
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
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)
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
rtdl?
i'm talking about the one used in games such as paper mario and mario galaxy
wait it means Return to DreamLand (just looked for it). and, yeah seems to be the same font
i should really try more nintendo games other than the mainline mario series...
also thanks <3
anyway time to rant i guess
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...
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
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)
i'll just transfer some messages now i guess
(the "clean overlays" that were shared by either ItzTacos or TheGameratorT, i don't remember)
no idea if it's related to the modification of arm9.bin or the code reference being updated
maybe I replaced nitro wav, which would have modified the firstWavID value
double check that
please send said error messages
changed the firstWavID to the right one. i'll try to patch again later and send the error messages
anyway, working on this tileset i guess
(inspired by Frosty Cake's and my gd level Dreams)
Bacani
?????
i expected someone to say something meaningful after no progress shown in over a month. not some gibberish
unless it means something (related to progress shown) in another language (in that case, sorry)
It's Filipino but it doesn't seem to mean anything. By the way, I have to say I really like the new blocks, although I would add a border to the Geometry Dash block (I guess it's just a work in progress).
Sorry for the ping :(
the gd block is supposed to be put in the center of the larger 2x2 block (same thing for the question mark and such)
a bit like how the star currently is in the middle of the 2x2 block
I didn't notice the
block, lmao, that's a neat addition
thanks
PEAK π₯
what's the size (in pixels) of mario and luigi heads for the ones-up ?
@lapis bough
WHY THE HELL DID YOU PING REPLY ME 3 TIMES
wait sorry...
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
no idea
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
i mean i check this server every day. damn it, just be patient next time
you're also replying to old and sometimes outdated stuff
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?
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
also do NOT ping reply if you wanna reply again
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
might make a bit of progress today, idk
Cool 
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)
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
also we had made a little bit of progress the day after
giving up the hack or smth idk. never being able to make progress, custom tilesets are a pain to do, etc
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
anyway, forget what i said, i think i'll just show what has been made lately (not much)
beginning of 6-4, wip and very early so some stuff is missing (eg. coins)
(switch palace tileset earlier btw)
Imteresting
bro has peach castle in w1, this is fucking peak
and bros* (if you're talking about the mario bros), sibs* (if you're talking about us/the rainbowies)
not fully sure if there'll be a "special" level. but you should at least be able to enter peach's castle as you would with a toad house
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
(because it replaces the blue toad house)
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
yes i had pointed out this issue (on the ssmb server)
JPG said she'll try to move down the model tho
she said that a few hours ago
the SMW colors fit this mod super well
thanks!!
speaking of which, idk if anyone noticed, but the blue shell too was changed slightly to match the smw palette more
oh btw this is fixed now. it could have been the firstWavID because i set it to the correct one now
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
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
That castle is so cute
This toad house as well, did you create them by yourself? π
yes, by modifying existing models (the original toad house and the end-of-world castle), and creating custom textures for them
tho the toad house is now replaced by Peach's Castle
This hack looks incredible π Are you going to release it this year?
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