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Posted on 03-19-14, 03:42 pm (rev. 1 by JasonP27 on 03-19-14, 03:46 pm)

Lava Lotus
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This is for general discussion and questions regarding sprite editing, new sprite ideas etc. Please keep it on topic. This is not for requesting sprites, but you can make suggestions on what sprites can be made. If I, or other members capable of creating sprites do create a sprite from one of your ideas, you cannot expect it to be only for you. Anything we release will be for any and all to use. Also, do not expect others to compile the sprites into the Newer Source for you.

So, to start off the discussion, I'd like to bring up a couple of sprites I've started to make.

1. Cactuar - a Final Fantasy enemy that I've imported the model of. and have done a few incarnations of during my initial phase of learning. It is unknown what I will do with enemy, but I think I'll make him a basic enemy, I don't need to overly complicate the thing.

Cactuar v1 - https://www.youtube.com/watch?v=3r4O2SnWDsc

Cactuar v2 - https://www.youtube.com/watch?v=K7dXAFfeTjw

Cactuar v3 - https://www.youtube.com/watch?v=iXN2oMXT8n8

Cactuar v4 - https://www.youtube.com/watch?v=uOFVVvwW_mY

2. I edited the Special Event sprite to make it also be able to add time.

Spawn Block and Add to Timer hack:

https://www.youtube.com/watch?v=kbggt9zv5p8

3. Custom Block Maker - a sprite which allows the level designer to take any tile from any tileset (like the Tile God hack) and create a block with it (like a ? or brick block), that can spawn any actor* from the top (if hit from below) or bottom (if hit from above). Currently, you cannot give the spawned actors any sprite settings (they will spawn with all 0's for raw data). This will likely end up evolving before release to remove a LOT of actors that don't work or don't make sense spawning from a block. That will allow me to either allow some settings to be set by the level designer, and/or, I can hard-code some default settings for the spawned actors.

started as "Spawn Block" which was just a ? block that spit out Bob-ombs:

https://www.youtube.com/watch?v=FxtAtBF3CTQ

here is the current iteration that allows selection of tile and which actor to spawn:

https://www.youtube.com/watch?v=A2S8miE4Z4o

4. Clock - requested by MalStar1000, the clock sprite is more focused on the timer. It will do the following: It can activate an event, it can be triggered by an event, you can choose between 8 colors, you can set it to add any amount of time you wish, and you can choose to remove time instead of add it to the timer. Now, if I were to make it up to Newer Team standards, it would have hard-coded settings, i.e. certain colors add certain amounts of time, and only color Red removes time... consistency is important, but I also believe that choice is too. Therefore I leave the decision on how to implement the sprite to the level designers and hack makers. But, I do suggest some things people try to keep consistent (order of colors is how I believe the order of amount of time is awarded... i.e. black is lowest amount, gold is highest.) RED SHOULD ONLY REMOVE TIME. But the designer can make it add. Untested (only really finished the coding today). Not sure the model I've been given will work.

5. Next? I don't know yet. I want to import Petey Piranha and make him a boss. I might do the same with a larger version of Cactuar that can shoot needles... but I have much to learn still. My commitment to sprite editing and creation is strong, but I'm not sure how far I can go. I'm hoping to even start reverse engineering. It all depends on a few factors which are not clear to me at the moment. We'll see what the future holds, but I'm hoping it's bright for NSMBW hacking and sprite editing/creation.

Most times people think up really insane complicated sprites. Don't do that. Think of things that are useful. The easier it is to do, the more likely I or someone else is likely to code it.

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Posted on 03-19-14, 03:49 pm
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So how could one of those be used fpr reggie or the game itself?
Posted on 03-19-14, 04:01 pm

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How to Do a triggered event block?
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Posted on 03-19-14, 04:20 pm (rev. 1 by JasonP27 on 03-19-14, 04:30 pm)

Lava Lotus
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@TTElizabeth - Well, it's gonna depend on a few things, which I need to discuss with Ninjifox and Tempus. There are a few possibilities at the moment. Here's what I want to occur regarding NSMBW Hacking from here on out.

1. NSMBW Sprite Database cloned and a "Newer+" version created, which outlines Newer sprites and any new ones created.
2. New sprites created are to be reviewed and tested before added to this database.
3. The sprite table is currently limited to the sprite numbers that already exist. Which means any sprites created have to replace one of those sprite numbers or be spawned by the actor spawner. Ninjifox and Tempus can make it possible to add sprite numbers if they either move the sprite table, or create a pointer or something like that. If they do that, sprite numbers will not be a blockade in the creation of new sprites.
4. I want this topic to be the start of a new sub-forum if this gets popular enough and enough progress is made.
5. I'm hoping to learn some reverse engineering with help from Ninjifox and Tempus and megazig. Once again, a lot of this rests on how much they are willing to put into furthering the cause. I understand they are busy and I can't expect them to do everything, which is why I am more than willing to learn and pass on what I learn where possible.
6. Ninjifox has to make the Clang way a reality for all. It has to work, on Windows. If he cannot get it to work on Windows, I will make it my business to learn how to install Linux, and compile Newer there with Clang, and then create a tutorial step by step. I want everyone to be able to do what I do, legally.
7. In almost all cases, all that will need edited in regards to Reggie is the spritedata.xml... which can be either done by trusted members via the Sprite Database website, or by the way it's been being updated now, via different members releasing different versions with different information and settings... here's to hoping Ninjifox takes to my Newer+ Sprite Database idea.
8. An idea has come about, which once again relies on Ninjifox/Tempus being willing to make it possible, but it would allow someone to create a sprite and compile just the sprite to a .bin, that can be added to the base Newer game (once edited to support "DLC"). So rather than having to compile the whole game whenever someone creates a sprite, one can just download the compiled .bin of the sprite and add it to the NewerRes folder for example.

@SuperYoshi1000 - Events are dealt with via dFlagMgr_c ... I only just learned how to code event flags with nybbles 1-2 and 3-4 today. To make a sprite event triggered, one has to create a function that checks the spriteFlagMask if dFlagMgr_c::instance->active(spriteFlagNum & 0xFF) (for checking if the event number stored in nybble 3-4 is active)
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Posted on 03-19-14, 04:47 pm

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Can I post suggestions for some options to add to Nintendo's sprites?
If so, here are they:

- An option to make the Star Coin event triggered
- An option to make the Star Coin rotation controlled
- An option to make the Arrow Sign Boards movable by environment (like in NSMBU) (I don't know whether or not this is difficult, it probably is...)\

If not, I'll delete this post and post it in the place where it belongs.
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Posted on 03-19-14, 04:54 pm

Lava Lotus
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1. Option to make Star Coin event triggered - not necessary as it can be spawned with necessary settings via Actor Spawner... so for all intents and purposes this can be achieved already.
2. Rotation control implementation would require either complete reverse engineering of the Star Coin sprite, and the addition of Rotation control to it, OR, a new sprite created which does the same thing as a Star Coin, and can be rotation controlled.
3. Arrow Signboards would probably be easy, but again would either need reverse engineered first, or a new sprite created which mimics them, and then simply making them react to whether there is solid tile under them, and if not fall.
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Posted on 03-19-14, 05:07 pm

Nipper Plant


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Is it possible to program the game so that you can make any bubbles in the multiplayer mode? I think that's lame.
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Posted on 03-19-14, 05:09 pm

Lava Lotus
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Is it possible to program the game so that you can make any bubbles in the multiplayer mode? I think that's lame.
what do you mean? so that you can make any bubbles? what bubbles? player bubbling can be disabled by the Special Event sprite already.
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Posted on 03-19-14, 05:14 pm

Nipper Plant


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Is it possible to program the game so that you can make any bubbles in the multiplayer mode? I think that's lame.
what do you mean? so that you can make any bubbles? what bubbles? player bubbling can be disabled by the Special Event sprite already.
I mean the bubbles that you can do with the A Button.
For the special event, you can turn off the player does not come back.
That should still work, I want that you can not create more bubbles themselves.
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Posted on 03-19-14, 06:43 pm

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Can you try to remake Boom Boom someday?
Posted on 03-19-14, 07:10 pm

Lava Lotus
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Can you try to remake Boom Boom someday?

I can probably code the necessary behavior into a sprite to act like Boom Boom, but I cannot create a 3d model and animations for it. So it's not likely to happen.
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Posted on 03-19-14, 07:29 pm (rev. 1 by BiasedYoshi on 03-19-14, 07:29 pm)
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Ehm i remember on mariomods or so was this sprite for the mega goomba.

Could there be a possibly ability to replace the mega goomba with this? http://www.spriters-resource.com/fullview/19553/
Since you said for now it should be a replacement for a sprite so yeah...
Posted on 03-19-14, 07:33 pm

Lava Lotus
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that might be doable... it would only require a new texture for the Goomba and a custom sprite made that mimics the custom behavior... whatever that is.
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Posted on 03-19-14, 09:00 pm
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This would be great since the download doesn't work anymore.
Posted on 03-19-14, 10:33 pm

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Can there be a new behavior for the bomb-bomb so when it's sees mario it starts to lit up (about to explode) and chases him left to right? (Like in mario 64)
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Posted on 03-20-14, 03:40 am

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I think this will take a while if it happens.....
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Posted on 03-20-14, 02:34 pm

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Can you try to remake Boom Boom someday?

I can probably code the necessary behavior into a sprite to act like Boom Boom, but I cannot create a 3d model and animations for it. So it's not likely to happen.

Maybe it the Model can be ripped from NSMBU/SM3DL someday.
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Posted on 03-21-14, 02:37 pm

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Another sprite request from the New Luigi Team: The Warp Box from SM3DL. When someone touches the Warp Box they dissapear into it and after a moment the camera pans to where the other Warp Box is (maybe it could use the Connected Pipes engine). I actually have a model for this (it's a retex of the flipblock) but if anyone would like it they can have it
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Posted on 03-22-14, 11:44 am

Lava Lotus
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Not sure I can do that, that would probably require some reverse engineering. Using the connecting pipe code would be the way to do it though, a cross between connected pipes and Special Exit controller. I'll take a look through the code and see if I can find anything related I can use to put something together. If not, don't hold your breath on Ninjifox or Tempus making it. In any case, placing the box with an SEC and location would suffice.
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Posted on 03-22-14, 11:48 am

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Jason, are you able to create a Boss? If so, could I drop in a Request for a custom Boss?
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