#NSMB - Extended Powerups

1 messages · Page 1 of 1 (latest)

flint spire
#

The main goal of this project is to bring existing Powerups from other Mario games (Propeller Cap, Super Leaf etc.) into NSMBDS.
This mod expands the amount of Powerups slots available, meaning modders won't need to replace/modify existing Powerups to create custom Powerups.

This isn't in a releasable state yet, but I plan on releasing a public Github for this once I get a bit of time and cleaned up a few bits.
If you'd like to contribute suggestions, code, models etc. towards a Powerup, please do!
For now, I'll only be adding existing powerups, no custom ones.

Short clip showing the new Powerup slot (early version of Propeller Cap): https://www.youtube.com/watch?v=jO2tk3teifc

#

Also shout out to @hidden nebula for his work on the Iceflower, it helped me get started on this!

carmine flare
#

impressive work

shadow shale
#

god's work, especially given the repo is public

steep bay
#

whats the code look like rn? As I want to see how your doing it because im having a problem were the player gets stack in a grow animation with the extended states

stray lodge
#

🔥🔥🔥

tardy sequoia
#

yooo this is looking sick so far, awesome job

stray lodge
#

I'll contribute my boomerang if jpg lets me

carmine flare
#

@leaden berry ping cause youll prolly wanna see this anyway

steep bay
leaden berry
flint spire
leaden berry
#

Since i did a cursed thing

#

(2 textures and palletes)

flint spire
leaden berry
#

And idk if (probably its possible) if its possible to change both textures and palletes

leaden berry
flint spire
#

Right now I'm only interested in adding existing powerups from other games, custom ones would be way after

leaden berry
#

Gotcha

steep bay
#

its probably best to have them all for any random checks that we may miss

flint spire
#

Yeah I skipped all that.

Instead, I ncp_over my new table over the dword_2122CA0 array.

Then, I recreated the following table below it ledgeWalkAnimSpeeds, which only has a single pointer to repoint. This frees up some memory that we can extend the table to, around 5 new powerup slots or so.

#

For a permanent future solution though yeah, we'd want a better solution than this because this solution is limited to about 6/7 new powerups.

tardy sequoia
#

are you planning on making this open source?

flint spire
#

Yep, once it's cleaned up

tardy sequoia
#

the ''add more powerups instead of replace'' part, not the powerups themselves lol

tardy sequoia
flint spire
#

Still some lacking things, like the new model not rendering on the world map etc.

#

Right now, it's just in a non-crashing state lol

vocal harness
#

Wow. Was That The New NSMB Mod With New Powerups. I Would Love That!

steep bay
#

how did you do the subscreen graphics btw

flint spire
#

The 64x64 mushroom sprite was reduced to 32x32, for extra room for new sprite slots (not ideal). Then some powerup checks and some custom drawBNCLSpriteSub calls.

#

So that still needs to be expanded so we can use 64x64 for all sprites

steep bay
#

ahh ok

tardy sequoia
#

would it perhaps be possible to put the custom powerups on their own .ncg and .ncl?

#

tho i heard that the ui in code is tedious to deal with so

steep bay
#

yeah, oam is painful

flint spire
#

Very, probably the trickiest part so far

steep bay
#

I could never pull it off

flint spire
#

Temporary fix for now, but once I figure out how to expand the bottom screen .ncg, we can support 64x64 sprites

steep bay
#

oh its ledge related stuff

#

and you rewrote the ledge walk anim speed

flint spire
#

Yep, I rewrite that table:

#

So once 5+ powerups are added, this will have to be changed

steep bay
#

thats a smart way of going about it

#

probably better then having every reffrence to the powerup table changed

flint spire
#

For now anyways 😄

#

Where do you currently hook in your custom powerup logic? Right now I'm using a crappy global class for testing

steep bay
#

well umm. The red star stuff is all still attached to an actor and the blue shell modifications are in playerUpdateMain...

#

Im using shity places too

stray lodge
steep bay
steep bay
celest needle
#

PLEASE LET ME DO THE SUPER LEAF 😭
(its actually one of my main motivations to learn how to make code hacks)

#

i planned it for my hack, but knowing myself and knowing that i dont know how to make code hacks yet, this might take a year i guess? idk

#

i probably overreacted 😭

flint spire
flint spire
celest needle
#

no

#

what i meant is that i actually planned to make the super leaf for my hack in the future

#

(and i guess i could have made it for this "power up pack"?)

steep bay
flint spire
#

Item

celest needle
steep bay
#

yeah I need to make my redstar one still

flint spire
celest needle
#

and i think setting myself a goal could help (in this case making code hacks)

flint spire
#

I think I'd also like to make the Mushroom, Fireflower and BlueShell use 3D models instead

tardy sequoia
#

I actually wanted to try doing that for every powerup aswell since I made some models a while ago, but I lack coding knowledge and the models are a lil unoptimized regardless lol

flint spire
celest needle
tardy sequoia
flint spire
celest needle
#

oh ok

flint spire
#

Will definitely need proper models when it's ready

celest needle
tardy sequoia
#

tho even then sprites aren’t bad

#

but models would look better and can even have cooler animations

steep bay
#

It’s also useful for powerups that’s graphics won’t fit into a 16x16 space

flint spire
#

Also much easier to add 3D models, 2D sprite stuff is surprisingly finicky

steep bay
#

That too

tardy sequoia
#

oh interesting

#

does the same apply to nsbtx polygons in either of those? (talking about pipes and mushroom platforms for example)

steep bay
#

those are easy, they use the 3d engine

flint spire
#

Some model & texture improvements for Mario. The powerup itself still looks pretty rough though.

steep bay
#

i was trying to write code to also create an item for the redstar instead of an actor but I have this problem. I was basing it off nlds ice flower code

#

I also moved all the redstar flight code from the actor to a playerhook

#

I guess I cant call c++ functions like this from lines of asm

hidden nebula
#

this now makes me want to make an inventory on the wm

leaden berry
teal lagoon
#

This is gonna be a very interesting project

steep bay
#

probably pretty broken with the reserve powerup system though

hidden nebula
#

there are ways to make both work

soft ermine
#

I think she meant OP broken

tardy sequoia
leaden berry
hidden nebula
fallow panther
#

Thought it was a port of power ups from Mario vs Luigi online

steep bay
soft ermine
steep bay
#

i think im going to need help getting the item part working

#

im not smart enough for it

#

My other option is to use the current red star actor and make the boo block spawn it or smth

flint spire
steep bay
#

this is what I tried, its based on nlds code. I think Im going to try writing my own code for it, ill probably do it all in asm

flint spire
#

Which function are you having trouble with?

steep bay
#

I dont know tbh, I think I just need to restart and not base it off nlds code

flint spire
#

My code atm is still a bit weird for consuming, probably just be easier to rewrite some of these tables

#

I'm focusing on the crash bugs rn, there's just one or two more world map related crashes left to fix

#

After that, I'll clean up all these consume calls

steep bay
#

I’m going to look into the item part after school today. I think I should be able to pull it off

flint spire
steep bay
#

nice

#

this is what my current system is like. Decided to just redo the whole inventory item spawning thing so I can make it do whatever I want

flint spire
#

Looks pretty good, is the star still a custom actor?

steep bay
#

yeah, just going to make them spawn out of boo blocks probably

#

and I could probably tie what the boo block spawns to some random bit of stage data

#

thats unused

flint spire
#

If you make it an item, you could probably just overwrite the Blueshell block with whatever item you want for that level

#

But either works

mystic sundial
#

hey, y'know how in the 2-player mode of NSMB2 has the "go into the bubble button"? would a system like that be replicatable with this?

steep bay
#

Why would you want that in a single player game

flint spire
mystic sundial
flint spire
leaden berry
flint spire
leaden berry
#

Oki 😉

steep bay
#

Did you ever get around to writing code to load the custom powerups reserve textures on the world map? Im just asking to see if I can deal with less oam crap

flint spire
#

It's the bottom screen one in level that has the hardcoded limit

steep bay
flint spire
#

Use this hook too to draw the OAMAttr you want (on the World Map):

void call_020CF630_ov_08(int rectangleNumber, GXOamAttr *entries, OAM::Flags flip, int palette, int unk1, Vec2 *scale, int unk2, s16* rotCenter, OAM::Settings priority, int xOffset, int yOffset)
{
}
steep bay
mystic sundial
flint spire
#

Yup, NLD gave me permission to add it, I just haven't had time to work on this lately sadly

steep bay
#

Nice, atleast you dont have to worry about making it a tiny graphic

gray acorn
#

Sorry for bumping the thread, but how's the hack going?

leaden berry
#

#1401307142459228390

gray acorn
#

Ah so it turned into co-op?

leaden berry
#

This project was for cooop

gray acorn
#

A

stray lodge
#

classic jpg, spreading misinformation

leaden berry
#

Wait its not for coop? 😭

celest needle
#

i think it's more like, the projects kinda merged, i think

gray acorn
#

ª

flint spire
#

I was using co-op as a base but I might also have it as a separate thing patch, will have to see how the base ROM work goes for the co-op hack

#

Everything I code is always co-op compatible these days

graceful willow
#

demo playable?

flint spire
#

Not atm, never got around to finishing this sadly. Whenever I do come back to it, it will probably be merged into the co-op hack instead!

distant magnet
#

🙁

buoyant oak
#

man this is cool

#

sucks its not being worked on now

soft ermine
#

NSMB - Extended Powerups

flint spire
#

Whenever I come back to NSMBDS stuff, I'll pick this up again. No time to atm sadly.