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
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.
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?
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.
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
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?
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
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.