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MnSG
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blarg
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Posts: 1/272
Since: 04-16-10
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Hello there. My full account name is Mario & Sonic Guy, but I also go by the abbreviations, M&SG or MnSG.
Anyway, I've been around various gaming forums, and have made various discussions along the way. I'm a member of SmashBoards, Kitty Corp., the Mario Kart Wii forums, and even the Super Mario Wiki.
Over a year ago, I've been doing texture hacks for SSB Brawl, and I found it to be quite entertaining. Recently, I got word from the Elite Smash Hackers website about hacking NSMB Wii, and I decided to check it out.
Apparently, I found it to be quite amazing that there's a way to do your very own custom levels in NSMB Wii, all thanks to Reggie and Riivolution. Therefore, I decided to do up my own custom levels. I hope that my work will be appreciated here.
P.S.: I found this out when Elite Smash Hackers member, Lexx, mentioned about it; New Super Mario Bros. Wii has just EXPANDED. _________________________
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MnSG
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blarg
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Normal user
Posts: 2/272
Since: 04-16-10
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Here are some things that I found out with Yoshi.
1: You won't lose a life immediately by touching the poison water with Yoshi. You'll first lose Yoshi, and then lose a life; you'll drop into the poison water as soon as you lose Yoshi.
2: Unlike in Super Mario World, Yoshi isn't immune to the Munchers in this game.
3: Yoshi CAN grab the Sledge Bro's hammers, and the Boomerang Bro's boomerangs with his tongue. He can even use those weapons against enemies. _________________________
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MnSG
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blarg
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Posts: 3/272
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I ran into a similar dilemma with the non-flat lava. You can't place it on a sprite location or else it'll disappear if you go too high; applies only to non-castle and non-tower levels. Likewise, ascending liquids will run into that dilemma too.
The only time that you can use the sprite locations for the water and lava is if their tops are flat, and they remain stationary. _________________________
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MnSG
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blarg
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Posts: 4/272
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Teetering Stalagmite Platform Sprite

Yoshi can stand on the Teetering Stalagmite Platform, but it won't tip over. The platform only tips over when Mario stands on it while NOT on Yoshi. _________________________
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MnSG
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blarg
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Posts: 5/272
Since: 04-16-10
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I too was wondering about the lava waves in World 8-3. However, if the the Flat Top check box is ON, the lava will act like the other Flat Top lava from the other levels.
Amusingly enough, my Thwomp Caverns level has an area designed to have that kind of lava. _________________________
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MnSG
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blarg
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Normal user
Posts: 6/272
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I recently finished a new level, but whenever I try to play it, my game freezes before the level even begins. I've never ran into a problem like that before, and I don't even know what I'm doing wrong to cause the game to crash.
Here's a download link to my newest custom level. It is designed to replace World 6-6, and because of that, it has a secret exit.
http://www.megaupload.com/?d=KOT0T15D _________________________
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MnSG
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blarg
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Well I sure felt stupid there. I'll try it out, and if it works, I'll upload the level here, but there might be some changes to it as well.
Edit: It works now. Expect the level to be uploaded here soon. _________________________
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MnSG
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blarg
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Posts: 8/272
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I did spot a couple things to keep note of.
While Yoshi can spit out Buzzy Beetle shells, that's not the case with Spike Tops (Yoshi can actually eat Spike Tops completely), which is quite strange; Spike Tops are related to Buzzy Beetles after all. Also, Yoshi can temporarily take out a Giant Dry Bones without doing a ground pound, but you don't earn any points for doing that.
And just like with the Poison Water, if Yoshi touches the Lava, it counts as damage instead of an instant life loss. _________________________
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MnSG
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blarg
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Normal user
Posts: 9/272
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A lot of my levels do focus on giving enemies that rarely ever appeared in the original levels more common appearances.
For some examples, in the original game, the Hammer Bros. only appeared in World 1-3, while the Boomerang Bros. only appeared in World 2-1. Likewise, the Missile Bills and Missile Banzai Bills only appeared in World 9-3, while the infamous King Bill only popped up in World 9-8.
All of those mentioned enemies get to be in the spotlight more often in my custom levels, and they'll even pop up in Towers, Castles, and Airships. _________________________
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MnSG
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blarg
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Posts: 10/272
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Choose the entrance point that you want to modify, and select it. A box should pop up, giving you the ability to set an ID, the type of entrance, and which entrance ID that entrance leads to. You can even decide whether or not the entrance is enterable. Now, the following are the kinds of entrances that I know will work.
Normal entrances are used as starting points and midway points. They can also be used with the "Special Exit Controller".
Door Exit entrances are used with any type of door (except for the "Closed Door" sprite). Their main use is for doors that you want enterable, but they can also be used with the fake "Ghost House Doors" (in which the door wouldn't be enterable).

Closed Door

Ghost House Door
Door Entrance entrances are mainly used with the "Closed Door" sprite. These kinds of entrances usually aren't designed to be enterable.
Pipe entrances are used with normal pipes. The entrances either face up, down, left, or right. There's also a "Connected Pipe" option, but that's an unused command, so avoid using it.
Mini Pipe entrances work exactly like Pipe entrances, except for that they're used with mini pipes.
Vine Entrance entrances are used with paths involving vines.
Boss Entrance entrances are mainly used in boss areas. For example, they're used in Tower boss fights. _________________________
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MnSG
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blarg
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Normal user
Posts: 11/272
Since: 04-16-10
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Here are some things that I've spotted...
Sprite 90 - Wind Physics and Sound: There's a checkbox that reads "Possible Value 7". Apparently, when I checked that box, it caused the wind to blow left instead of right.
<sprite id="90" name="Effect - Wind Physics and Sound">
<value nybble="5" title="Time Active" comment="Amount of time that the wind is on"/>
<value nybble="6" title="Time Deactive" comment="Amount of time that the wind is off"/>
<list nybble="7" title="Wind Direction" comment="Affects the direction that the wind will blow.">
<entry value="0">Right</entry>
<entry value="1">Left</entry>
</list>
<value nybble="11" title="Movement ID" comment="Known matched sprites - 284"/>
<list nybble="12" title="Force of Wind">
<entry value="0">None</entry>
<entry value="1">Low</entry>
<entry value="2">Normal</entry>
<entry value="3">High</entry>
</list>
</sprite>
Sprite 92 - Bullet Bill Launcher: When the value for "Unknown Value 6" is set to 0, only one Missile Bill will appear at a time when the "Homing" checkbox is checked. Also, if there are any Bullet Bills on-screen, a Missile Bill will not be fired until all Bullet Bills are off-screen. When the value for "Unknown Value 6" is set to 5, more than one Missile Bill will be fired from the Missile Bill Launchers (as shown in World 9-3).
Sprite 299 - Cannon - Multi-use: For the Cannon Direction, value 0 is for the ground, while value 1 is for the ceiling. Bomb direction, 0 is right, while 1 is left.
<sprite id="299" name="Cannon - Multi-use">
<value nybble="7" title="[camera Related]" comment="0, 2 (Used as 2 in 8-38 A1) might fire along path. '15' locks it to camera srcolling '2' to camera zoom"/>
<value nybble="8" title="Shot Delay" comment="Seconds to delay between shots (Only for Bob-omb ammo types)"/>
<list nybble="9" title="Ammo Type">
<entry value="0">Cannon Ball</entry>
<entry value="1">Bob-omb; Low arc</entry>
<entry value="2">Bob-omb; High arc</entry>
</list>
<checkbox nybble="10" title="Rotating Cannon" comment="[better Desc Needed] Rotates cannon after shot(Like a security cam)"/>
<list nybble="11" title="Cannon Direction">
<entry value="0">On the Ground</entry>
<entry value="1">On the Ceiling</entry>
<entry value="2">???</entry>
<entry value="3">???</entry>
<entry value="4">???</entry>
<entry value="5">???</entry>
<entry value="6">???</entry>
<entry value="7">???</entry>
<entry value="8">???</entry>
</list>
<list nybble="12" title="Bomb Direction">
<entry value="0">Right</entry>
<entry value="1">Left</entry>
</list>
</sprite>
Sprite 401 - Gigantic Spike Pillar - Down: The checkbox that reads "Unknown Value 7" seems to control the volume level of the Spiked Pillar's sound effects, based on how close you are to it. If unchecked, the Spiked Pillar's sound effects can be heard at its loudest, regardless of where you are.
<sprite id="401" name="Gigantic Spike Pillar - Down">
<checkbox nybble="7" title="Sound Effect Volume Modifier" comment="If checked, the pillar's sound effect volume level will depend on how close you are to it. If unchecked, the pillar's sound effect volume level will be at its loudest, regardless of how close you are to it."/>
<checkbox nybble="8" title="Unknown Flag 8 (1)"/>
<checkbox nybble="8" title="Unknown Flag 8 (2)" mask="2"/>
<value nybble="9-10" title="Unknown Value 9-10"/>
<value nybble="11-12" title="Unknown Value 11-12"/>
</sprite>
Sprite 404 - Gigantic Spike Pillar - Up: Same as Sprite 401.
<sprite id="404" name="Gigantic Spike Pillar - Up">
<checkbox nybble="7" title="Sound Effect Volume Modifier" comment="If checked, the pillar's sound effect volume level will depend on how close you are to it. If unchecked, the pillar's sound effect volume level will be at its loudest, regardless of how close you are to it."/>
<checkbox nybble="8" title="Unknown Flag 8 (1)"/>
<checkbox nybble="8" title="Unknown Flag 8 (2)" mask="2"/>
<value nybble="9-10" title="Unknown Value 9-10"/>
<value nybble="11-12" title="Unknown Value 11-12"/>
</sprite>
Sprite 406 - Boss Controller - Bowser Jr. 3rd Battle: I don't know why, but for some strange reason, this sprite doesn't seem to work with the custom levels. Strange, considering that it works with the original level (World 8-Airship).
This thread needs more sprites:
<sprite id="125" name="Chain Link Koopa - Horizontal">
<checkbox nybble="11" title="Red Koopa" comment="Faster than Green Koopa"/>
<checkbox nybble="12" title="Behind Fence"/>
</sprite>
<sprite id="126" name="Chain Link Koopa - Vertical">
<checkbox nybble="11" title="Red Koopa" comment="Faster than Green Koopa"/>
<checkbox nybble="12" title="Behind Fence"/>
</sprite>
I ran into a mistake with your data. Nybble="11" is for "Behind Fence", while Nybble="12" is for "Red Koopa". _________________________
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MnSG
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blarg
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Normal user
Posts: 12/272
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There is a mere exception for a certain file from the Brawl ISO. The file, adventure_common.arc, is actually a compressed PAC file, which is used specifically for the Subspace Emissary. _________________________
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MnSG
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blarg
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Normal user
Posts: 13/272
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I looked at your level, and spotted something that you missed. Your auto-scrolling controller is event activated, so you need to add a sprite which will activate that event.
Add sprite 33 (Event Controller - Zone Enter) to the same zone as the auto-scrolling controller, and that should do the job, as long as the Event IDs match between the two.
Tip: Look at some of the auto-scrolling levels, such as World 5-5. You'll notice that sprite 33 is usually paired with sprite 91.
Also, the Super Guide Block is useless with the custom levels, so you can pretty much ditch it.
Lastly, you may not want to place the starting point too close to the zone borders. _________________________
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MnSG
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blarg
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Normal user
Posts: 14/272
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I finished up another custom level, but my game crashes before the level even begins. It replaces World 8-Airship.
Edit: I did up another level, which works, but sadly the Bowser Jr. 3rd Battle controller isn't working.
Attachment: 08-38.arcGame crashes before this level loads. 18.88 KiB — Downloaded 279 times
Attachment: 08-38.arcWorks, but the boss fight isn't working correctly. 12.44 KiB — Downloaded 294 times _________________________
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MnSG
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blarg
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Normal user
Posts: 15/272
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Then there's something in your level that's causing the crashes. You'll have to hunt it down, even if it means having to redo your work all over again. _________________________
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MnSG
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blarg
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Posts: 16/272
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Just don't touch World 2-Castle, because there's no way to properly modify it right now. _________________________
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MnSG
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blarg
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Posts: 17/272
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Has anyone ever had a problem with instant death when entering a new area? Upon going thru my pipe I can see a zoomed still of my custom area, hear the pipe entrance but Mario immediately dies out of sight and I go back to main world map. ????
One of my levels ran into that problem, but that was only because one of the sprites wasn't working correctly. It was an area where sprite 406 (Bowser Jr. 3rd battle Boss Controller) is used.
Now I have a question: Is it possible to make it so that, you tilt the wiimote, and it controls the rotation controller: swaying?
I highly doubt it. Only the sprites that are in the "Wiimote Platforms" category can be controlled by the Wii Remote's motion sensor. _________________________
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MnSG
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blarg
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Posts: 18/272
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WEN I HAVE RISING LAVA THE LAVA IS NOT THERE ITS INVISABLE AND SO I DONT KNOW HOW TO FIX IT
CAN SOMEONE HELP ME?
Rising lava does not work properly when placed in a sprite area. Likewise, the lava from World 8-3 doesn't work properly in a sprite area either. This also applies to rising water and rising poison water. _________________________
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MnSG
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blarg
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Normal user
Posts: 19/272
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I should probably point out that the lava in World 8-3 will only have the wave effects if the "Flat Top" checkbox is unchecked. Otherwise, the lava will behave in a normal manner. Just look at my Thwomp Caverns level for a reference.
I have a suggestion. How about a section on using vines as exits and entrances? I find it a little confusing myself.
Also, I thought you set the first door to "Door Exit" and the second door to "Door Entrance." I may be wrong, though.
You set door entrances as "Door Exit" for any door that you want enterable. Of course, you can set a Ghost House Door as "Door Exit", and make it non-enterable if you want it to be a fake door.
"Door Entrance" is primarily used for the Closed Door sprite, since that door isn't enterable anyway. _________________________
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MnSG
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blarg
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Posts: 20/272
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At the final boss the fireballs at the beginning won't hurt you.
If I recall, Yoshi can't be used in boss fights. However, that information can be understandable if Bowser's fireballs appear outside of boss rooms.
Doesn't work with the big green door of the final boss (Not sure, though, someone should check that.)
To add to that, Yoshi can't enter ANY doors of any kind. Please add that too, since that note is missing on the primary post.
Also, Yoshi can't jump on Thwomps; doing so will damage the player, losing Yoshi during the process. _________________________
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