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Treeki
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blarg
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 Bandit Internet dog person
Posts: 2/817
Since: 12-01-09
Last post: 244 days
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Reggie has finally been released after 4 months of work! For more info and the download link, click the picture above  _________________________
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Treeki
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blarg
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 Bandit Internet dog person
Posts: 3/817
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Hi. I'm Treeki. I hack NSMBW. 
I guess that's really all I have to say. _________________________
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Treeki
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blarg
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 Bandit Internet dog person
Posts: 4/817
Since: 12-01-09
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Hey Romaap, are you going to do some NSMBWii game hacking too? I know you're familiar with game hacks. I doubt it, i can't get any debugger working on NWMB. =( I wish I had something better to use than Dolphin's debugger what is Gecko's debugger like? _________________________
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Treeki
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blarg
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 Bandit Internet dog person
Posts: 5/817
Since: 12-01-09
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You'll just have to make a new topic in NSMBWii hacking for now This. Once the forum grows more, we'll add extra subforums for hacks and that stuff. Right now, it's small enough that there isn't much point in fragmenting it further. _________________________
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Treeki
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blarg
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 Bandit Internet dog person
Posts: 6/817
Since: 12-01-09
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Cool, I'm also at GBA,
Just don't start about backup launchers here  Hey tj_cool, I'd like some help launching my backups. Can you please give me a guide on how to construct a cannon so I can launch my backups into space?  _________________________
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Treeki
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blarg
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 Bandit Internet dog person
Posts: 7/817
Since: 12-01-09
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The mushroom houses of World 9 are not unused. Not sure who said they were. They can only appear through a single player toad rescue, and to get a different type, the finishing digit of the timer is what matters. Reggie says they are in the level list Fixed for the next release. The level list was the first thing I did for Reggie (before I even finished the game) and I forgot to update it for W9  _________________________
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Treeki
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blarg
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 Bandit Internet dog person
Posts: 8/817
Since: 12-01-09
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To have a tileset show up in Reggie, just put it into the Stage/Texture folder that you extracted from your disc for the editor. _________________________
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Treeki
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blarg
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 Bandit Internet dog person
Posts: 9/817
Since: 12-01-09
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Found where the objects are, but what object do I use to generate a level entrance?
I would also like to know if ID's, and Destination ID's matter when creating entrances.
Thanks for the help, and congratz to Treekie! The ID does matter for entrances - if it's the start of the level, you will need to specify the ID in Area Settings. If the entrance isn't at the start, its ID will need to be specified as the destination for ewhatever exit leads to it.
Also, it's spelled Treeki.  _________________________
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Treeki
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blarg
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 Bandit Internet dog person
Posts: 10/817
Since: 12-01-09
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Yeah, it's a legit disc. The problem is that Riivo doesn't load the custom level 1-1, just the original form the disc. :?
EDIT: Now, it worked without changing arc name. In order for Riivolution to know what file to replace, your level's filename must match the original filename on the disc (01-01.arc, for example). If you rename them to anything else, it won't work. _________________________
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Treeki
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blarg
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 Bandit Internet dog person
Posts: 11/817
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Path support is coming in a later release of Reggie - we have most of the format figured out, but editing for paths would have taken quite some time to code in. _________________________
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Treeki
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blarg
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 Bandit Internet dog person
Posts: 12/817
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What are the sprite areas that you can paint? Are they areas which you can have sprites move in and not go out of that area?
Thanks! Some sprites use these to define where they will operate. Lava/water can both be set to show only inside a specific sprite area, for example (as opposed to covering the entire level). The spawners for various objects (like volcano rocks) will only activate while Mario is inside their attached area/location. _________________________
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Treeki
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blarg
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 Bandit Internet dog person
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Which tiles got overwritten for the borders and letters ? None, the text tileset uses the unused space from Pa0_jyotyu.arc. _________________________
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Treeki
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blarg
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 Bandit Internet dog person
Posts: 14/817
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THANKS for the answer! So, with that, we can have mid-air water/lava? *grins* Yes. Look at 8-6 for an example. _________________________
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Treeki
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blarg
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 Bandit Internet dog person
Posts: 15/817
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Question: When scrolling with the mouse, did you forget to program the scroll ball's right movement? (I.E the scroll ball's X axis, because, when I scroll with it, it does go left, but not right.) My mouse can't scroll left/right, so I have no way to test this. The scrolling isn't my code, it's Qt's (the toolkit I used to make Reggie with) so I'm not sure if I can fix it easily. _________________________
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Treeki
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blarg
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 Bandit Internet dog person
Posts: 16/817
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All I can think of is that Ninty is planning a follow-up NSMBWii, which will most likely include Custom level editing features and quite possibly online play. That said, the big N might even make servers to share custom levels and whatnot. Reggie! custom levels are like chop-stix all up their noses. They don't want to be beat, but unfortunately for them, hackers are way ahead of the game (no pun intended). If they actually do this, I can't wait to see the half-assed job they'll do.
I have no doubt that they will completely restrict the editor and make it practically unusable for anything other than basic levels. A third-party PC editor like Reggie is the only possible way - I just can't see Nintendo allowing use of things like rotation controllers and events. _________________________
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Treeki
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blarg
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 Bandit Internet dog person
Posts: 17/817
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I don't use OS X (Tempus is responsible for the Mac build) so I'm not sure what could be wrong.
Deleting your Reggie settings file might help. I'm unsure where it's created on OS X, but it should be in one of these:
- $HOME/Library/Preferences/com.Reggie.Reggie Level Editor.plist
- $HOME/Library/Preferences/com.Reggie.plist
- /Library/Preferences/com.Reggie.Reggie Level Editor.plist
- /Library/Preferences/com.Reggie.plist _________________________
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Treeki
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blarg
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 Bandit Internet dog person
Posts: 18/817
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Just copy the whole thing and ctrl+v in reggie.
(Paste it into some txt file and look for spaces it won't work with them)
Also the moving blocks are quite nice....
I haven't worked so much with events yet... is there a maximum number of how much of these you can/should use ? Event numbers 1-64 are usable. 1-33 keep their state everywhere in their level, but 34-64 are deactivated if you change zones. _________________________
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Treeki
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blarg
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 Bandit Internet dog person
Posts: 19/817
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Hi, I'm new to this. Just a question, but how did you guys even dump the sprites? Brawlbox can't even read the model data of this. What tool do you guys use? They were taken from hi-res screenshots of the game by Pop006. _________________________
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Treeki
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blarg
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 Bandit Internet dog person
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I'd like to know how to use "Environments" like when i open up a level that uses Environments correctly it would have a purple rectangle, to show where the Lava, Water, Etc. but i dont know how to show that purple box. Please Help Those are called locations/sprite areas. Click the Sprites tab, scroll to the top of the list, then click "Paint New Sprite Area/Location".
Then create the Lava/Water sprite, place it nearby, click the sprite and select the "Location ID" option - it must match the ID of the location you created.
and i straight dont know how to make Warp Pipes(that are enterable) or the Zones where they go Please Help :?: To make entrances/exits for pipes, click the Entrances tab in the palette and then rightclick on the level field. Check Nintendo's original levels so you can get an idea of how they work. _________________________
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Treeki
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blarg
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 Bandit Internet dog person
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Check your zone settings as well - they are closely related to the camera code.
I'd try to test it, but I can only play on Dolphin  _________________________
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