Pages: « 123456 »
Posted on 11-17-16, 04:33 pm

Bullet Bill
Normal user

Posts: 354/523
Since: 03-06-16

Last post: 25 min.
Last view: 7 min.

Quick-E-Links:
Nope. I try to go into the background with SZS Explorer, and get brought into another program that doesn't allow me to create a new texture

I'll try another editing program and let you know if I find somethng
Posted on 11-17-16, 06:22 pm

Red Goomba
Dankest Memer Alive

Posts: 22/35
Since: 09-10-16

Last post: 54 days
Last view: 19 days

Quick-E-Links:
1. So Reggie Next has this problem where it won't save a level if it has more than one path in it, which I'm pretty sure was already known. It will save, however, when using the older Reggie. This is fine, but it gives me a problem when using more than one connected pipe. Whenever I set the direction for the connected pipe to exit out of, then save the paths in older Reggie, it changes all the exits to all the pipes to "up." This means that I can only make connected pipes that are exiting up, unless there is only one in the level. Is there a way to solve this issue? Sorry for the long description but I wanted to be as thorough as possible.
Since the fix seemed to have disappeared, I decided to look into it. The bug was quite easy to fix, actually. Open reggie.py (in a text editor or IDLE) and seach for "def SavePathNodes(self, buffer, offst, nodes):". Right after this, add the following line (on a new line, making sure it's on the same indentation level as the code following it).
buffer = bytearray(buffer)
I couldn't find "def SavePathNodes(self, buffer, offst, nodes)", the closest thing i found is "def WritePathNodes(self, buffer, offst, nodes)". Is that where i have to put the new line?
_________________________
Hacks i'm playing:
Newer Wii: 100% completed, hard mode unlocked, gg
Newer DS: Not even released yet, LOL
Next: Not even released yet, LOL
Newer U: Not even released yet, LOL
Posted on 11-17-16, 07:58 pm

Rex
I don't really have faith in humanity.
Posts: 372/528
Since: 08-24-15

Last post: 5 hours
Last view: 5 hours

Quick-E-Links:
Nope. I try to go into the background with SZS Explorer, and get brought into another program that doesn't allow me to create a new texture

I'll try another editing program and let you know if I find somethng

You're supposed to create it with an external program and then import it
Posted on 11-17-16, 08:47 pm

Bullet Bill
Normal user

Posts: 355/523
Since: 03-06-16

Last post: 25 min.
Last view: 7 min.

Quick-E-Links:
No, I already have the image I want to add. It's a cloud that is supposed to go onto the bgb_0702 thing. The cloudis already made, but the method you told me to use didn't work.

Posted on 11-17-16, 08:59 pm

Rex
I don't really have faith in humanity.
Posts: 373/528
Since: 08-24-15

Last post: 5 hours
Last view: 5 hours

Quick-E-Links:
Well you have to edit the model to insert it in. Just create a polygon and apply the texture to it. BGBs are bidimensional so it shouldn't be an issue. You can use Kentalin's Model Viewer or BRRESViewer to edit the model.
Posted on 12-09-16, 10:47 pm

Red Paratroopa
Normal user

Posts: 107/174
Since: 03-16-16

Last post: 20 hours
Last view: 12 hours

Quick-E-Links:
So, how much modifying would it take to give Player 1 the ability to choose from any character in NSMBWii? (Like Players 2, 3, & 4 can.) Is it hard-coded?
_________________________
| Project ???
Posted on 12-09-16, 11:32 pm

Baby Luigi

Posts: 141/346
Since: 06-10-16

Last post: 1 day
Last view: 1 day

Quick-E-Links:
Would require ASM, methinks.

Don't quote me.
Posted on 01-04-17, 01:32 am
Normal user
Posts: 5/14
Since: 07-12-16

Last post: 15 days
Last view: 3 hours

Quick-E-Links:
2 questions:

1. In Newer Wii, how were those screenshots that show before a level starts taken? How could I make my own?

2. I've used RoadrunnerWMC's Level Info Editor tool to change level/world names, and I get that the Display name is what the symbol in game is shown as, like a Tower or Castle. But I can't find some icons, like a Ghost House or Red Toad House. I've tested display numbers 1-42 and the two I mentioned, along with some others were none of them, so does anyone know where I can find all the symbols?
Posted on 01-04-17, 02:27 am

Bullet Bill
Normal user

Posts: 425/523
Since: 03-06-16

Last post: 25 min.
Last view: 7 min.

Quick-E-Links:
1. Take any old .png image and convert it to a .tlp (there's more but I forget the rest)

2. I think the files that you're looking for are in the "Fonts" but I don't know of an editor that can easily edit them
Posted on 01-09-17, 10:25 pm
Administrator
Posts: 163/171
Since: 08-11-15

Last post: 5 days
Last view: 3 days

Quick-E-Links:
Editing fonts is a pain. There's a viewer, but it doesn't save, so you'll have to hex-edit.
Posted on 01-15-17, 01:39 am
Newcomer
From RVLution

Posts: 4/4
Since: 10-12-16

Last post: 103 days
Last view: 1 day

Quick-E-Links:
MeTheMarioMan, to make a Newer level preview image, convert a PNG to a TPL (the standard NSMBW image format), name it like the level file you want it to correspond to, and put it in Newer's "LevelSamples" folder. You can view (but not edit) fonts with RoadrunnerWMC's BRFNTify-Next. The fonts are located at, for example, US/EngUS/Font/mj2d00_PictureFont_32_RGBA8.brfnt for the font used in the vanilla game to display level names. The Ghost House is digit 0 and the Red Toad house is digit 3. I don't know how this works in Newer, though.

Posted on 02-12-17, 11:22 pm
Swanky Internet Text

Posts: 2/3
Since: 02-12-17

Last post: 72 days
Last view: 1 hour

Quick-E-Links:
How do you add a map made in Koopatlas into Newer?
And how would you make that map replace Yoshis Island (like how you start there after you make a new file)?
Posted on 02-12-17, 11:46 pm

Bullet Bill
Normal user

Posts: 465/523
Since: 03-06-16

Last post: 25 min.
Last view: 7 min.

Quick-E-Links:
In Koopatlas, you need to export your map file as a .kpbin file that the Newer engine will read. To replace existing maps in the game, just rename you map to the map the corresponds with the map you want to replace
Posted on 02-15-17, 11:25 pm
Swanky Internet Text

Posts: 3/3
Since: 02-12-17

Last post: 72 days
Last view: 1 hour

Quick-E-Links:
Having some trouble with the newer world maps.

I link the nodes together and make sure the maps have the same name.

In game when entering from Yoshi's island (the first picture) the screen transitions but just leads back to
Yoshi's Island and not the second map (Tunnel.kpbin)
Does anyone know how to fix this?
Posted on 02-15-17, 11:37 pm

Bullet Bill
Normal user

Posts: 468/523
Since: 03-06-16

Last post: 25 min.
Last view: 7 min.

Quick-E-Links:
Koopatlas is very buggy. Try jiggling the dial a little and then try again. It should work after that
Posted on 02-16-17, 09:00 pm
Lost Jackpot Causing Inevitable Miracles

Posts: 7/7
Since: 03-04-16

Last post: 71 days
Last view: 14 days

Quick-E-Links:
There should be a text file in the folder where you put the maps. Add the name of your map there. I've had issues like this back when I made maps myself, and this was one potential cause.
Curiosity is but a selfish desire, announcing candidacy in an election of greediness.
Posted on 03-03-17, 01:59 am

Bullet Bill
Normal user

Posts: 477/523
Since: 03-06-16

Last post: 25 min.
Last view: 7 min.

Quick-E-Links:
Does anyone know how I can properly add in my own music into Newer's world maps? The music I added in is all fuzzy and glitches, plus it doesn't loop correctly even though I made sure to loop it in Brawlbox

Also I forgot how to change the hardcoded effects (like the snow and lava particles) so if someone could help me with that too it would be really helpful
Posted on 03-03-17, 04:43 am

Baby Luigi

Posts: 236/346
Since: 06-10-16

Last post: 1 day
Last view: 1 day

Quick-E-Links:
Newer's world map music uses a form of multi-channel BRSTM. It has to be all the same length as the Newer original world map themes, it's what I'm guessing.
Posted on 03-03-17, 01:19 pm

Rex
I don't really have faith in humanity.
Posts: 475/528
Since: 08-24-15

Last post: 5 hours
Last view: 5 hours

Quick-E-Links:
All the map sounds need to be 2 channel and have the same exact loop point. To change such loop point you need to edit AdPCMInfo with AdPCMInfoGen (on ZementBlock's GDrive). Just put all the map sounds in a folder together with the script then run it.
Posted on 03-03-17, 09:28 pm (rev. 1 by Toms on 03-03-17, 10:00 pm)

Bullet Bill
Normal user

Posts: 478/523
Since: 03-06-16

Last post: 25 min.
Last view: 7 min.

Quick-E-Links:
Where exactly do I find this AdPCMinfo file thing? I'm not seeing it anywhere in the game's files

EDIT: nvm found it in the NewerRes folder
Pages: « 123456 »