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Posted on 11-28-18, 09:57 am in remaster Sarasaland Advance! (rev. 14 by newluigidev on 02-02-19, 11:34 pm)
Nipper Plant


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Posts: 374/417
Since: 08-17-15

After the events of Super Mario Land, Mario never returned to Sarasaland. However, he's back, and all of its kingdoms have had a bit of a "spruce-up" since last time!

Join Mario on his adventure through a remaster of the Game Boy classic, Super Mario Land!

This remaster will recreate, and even add to the original formula that made Super Mario Land great, all in NSMBDS containing:

- All the classic enemies, recreated from their official artworks (plus some others from newer Mario titles!)
- Every song remastered using instruments from NSMBDS, plus other songs from classic Mario titles!
- Every level remastered, to play like a NSMBDS level -- while also keeping the original attributes and gimmicks that made them classic Mario levels.
- Fully modelled world maps

DEMOS
Demo: https://nsmbhd.net/file/ywJoSvLYcqZIDFMW/Sarasaland-Advance-Demo-v1.zip

nds-bootstrap version: https://nsmbhd.net/file/t6gE6LWexIgA50Ip/Sarasaland-Advance-Demo-nds-bootstrap-fix.zip

To fix any patching issues, copy your clean ROM, and open the copy in NSMBe. Then, patch that ROM with the xdelta patch, and it should work.

To play it properly, download this version of nds-bootstrap:
https://github.com/ahezard/nds-bootstrap/releases/tag/v0.12.4

and set "Run in" on the 2nd page of the settings to "DSi Mode".

Screenshots:



Preview 1:



Preview 2:



Checklist:

Levels

Birabuto Kingdom: 100%
Muda Kingdom: 100%
Easton Kingdom: 0%
Chai Kingdom: 0%
Posted on 04-02-17, 12:53 am in Super Mario Bros - A Classic Adventure! (rev. 7 by newluigidev on 05-27-17, 09:56 pm)
Nipper Plant


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Posts: 255/417
Since: 08-17-15





Download BETA 0.1.2!

Hey there! Welcome to the thread for Super Mario Bros. - A Classic Adventure, a hack being worked on by me! This hack intends to re-live what my old hack, Newer Starshine planned to be like when it was fully complete.

Anyway, this hack will feature:

- 5 main worlds, and 1 secret world
- ASM hacks
- 40+ levels, all original
- A completely new soundtrack
*PLANNED FEATURES*
- Custom World Maps (with custom paths)

Screenshots:



Previous Downloads:
Beta 0.1.0



Posted on 02-03-22, 04:30 am in Wario Time! {Wario in NSMBDS Mod} (rev. 9 by newluigidev on 03-02-22, 07:23 pm)
Nipper Plant


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Posts: 416/417
Since: 08-17-15
Welcome to the "Wario Time!" thread! This hack contains:
- Custom abilities
- Custom player models
- Custom sound effects & a custom titlescreen theme
- New collectable!
- Different ways of unlocking World 4 & 7

Can you find all 6 of the gems? Once you do, go to the blue Toad House in World 1!

v3 Trailer




Download v3 here!



v2 Trailer




Credits:
ItzTacos - help with misc. code
DaBrogo - ideas and bug findings
Flizl - Wario and Waluigi small head models
Posted on 02-22-16, 09:27 pm in Newer Starshine (rev. 66 by newluigidev on 01-16-17, 06:47 am)
Nipper Plant


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Posts: 20/417
Since: 08-17-15



Newer Starshine is back! I'll be wiping the slate clean and re-creating in my original concept, of a retro 90's era Mario game, for example a Super Mario World sequel. The game will feature 4 main worlds, and a secret world!
Old Releases:

New Releases/Demos:

The hack will feature:
New levels
New world maps
New music...
and more!

Members
newluigidev: Main developer (Levels, Music ect.)
 explos: Playtesting
grishhung: Music (Original Compositions)


Credits
RicBent - ASM Hacks
 MeroMero - ASM Hacks & NSMBWii Jyotyu Tileset
 skawo - ASM Hacks
Sherry_ - NSMBWii Coast BG & Tilesets
 TRS - NSMBWii & NSMBU Tilesets
Asprok - 'Enemy Base' midi (Castle Theme)
VGMusic: Music (midis)
Justin Ang: Music (Final Boss Theme)
Nintendo: For creating NSMBDS. Thanks guys!!
NSMBe: For creating the possibility to hack NSMBDS. Thanks guys!!


Wanna help out? You can help out in many areas, including:
3D & 2D Graphical Creation
ASM (Maybe)

PM me with your choice. Make sure to include some past work!

Development Pics:



Trailers!:
2017 Announcement Trailer:


Thanks for reading!
Posted on 12-08-17, 03:43 am in Save Editor Tool (rev. 2 by newluigidev on 12-08-17, 03:53 am)
Nipper Plant


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Posts: 299/417
Since: 08-17-15
I'm surprised that NOBODY over the years has ever made a save editor for this game. Well, now there is! NSMBDS SE can edit all 3 files in the game with the following options:

Life Count
Coin Count
Star Coins
Score
Mario/Luigi's current powerup
Inventory item
Bottom Screen BG

It can also unlock all the worlds in the game, as well as all the levels. (Be warned, as unlocking all the levels without unlocking the worlds first results in some small weird things that occur on the worldmap!)

How to use? Dump a .SAV file. (currently no support for other save types) To get your .SAV savefile, you can choose 'Export Backup Memory' in DeSmuME, use TWLTool on your 3DS with homebrew, or however else you wish/know how to retrieve a .SAV save from NSMBDS.

Screenshots:


You can download v1.0 right here:
https://github.com/newluigidev/New-Super-Mario-Bros-Save-Editor/releases/download/v1.0/NSMBDS-SE-V1.0.zip

Oh and, thanks to these awesome people for their help!
 RoadrunnerWMC: Checksum RE & Python script, code help
shibboleet: Savefile documentation
Posted on 10-23-16, 07:45 am in Super Mario Bros. Next - A NSMB2 Mod (rev. 17 by RicBent on 01-08-18, 12:39 am)
Nipper Plant


Karma: 2406
Posts: 168/417
Since: 08-17-15







[Developed by Next Team]
[Formerly named "A Big NSMB2 Mod"]

Super Mario Bros. Next: Halloween Special - Out Now!
Super Mario Bros. Next: Halloween Special is a 1 world mini-hack for NSMB2 Featuring 9 new Halloween themed levels!
Download Now!


Soundtrack - Donations accepted or you can just put in $0

A Major Overhaul of New Super Mario Bros. 2
Super Mario Bros. Next is a big mod of New Super Mario Bros. 2, and is playable legally on any homebrew enabled 3DS system. It is being developed by a group of 6 devoted Mario fans [Next Team] who wanted more out of New Super Mario Bros. 2.
Subscribe to the Next Team channel for updates, trailers & more!!

This mod will be similar to how NewerWii was implemented, but the features we're going to implement will be different.


96 New Levels!
6+ Brand New World Themes!
Custom Graphics! (tilesets, textures e.g)
A Completely Custom OST - including remixes and original compositions!
Screenshots


(In no particular order)
 explos, newluigidev, pumpkin_pips, phosphene, TMolter & FruitSmasher.



The Halloween Special is out now!

If you are willing to help, PM newluigidev or Explos and the team will review it to see if you're eligible for a spot!
We need people who can:
Create 3D Models
Draw 2D Graphics, Art
C++ Coding/ASM Hacking

Thanks for reading! We hope you stick around as special demos, trailers e.g will no doubt be released throughout the development of this mod!
Posted on 12-06-21, 01:04 am in Ice Flower Custom Powerup (rev. 8 by newluigidev on 12-09-21, 09:02 am)
Nipper Plant


Karma: 2406
Posts: 406/417
Since: 08-17-15
Sup y'all, got something I wanna show off and release: a custom powerup. The Ice Flower from NSMBWii/NSMBU. Not all enemies can be frozen, such as the Pokey, which usually can be frozen (but I couldn't figure out how the separate "parts" work so I just made it non-freezable).

The patch includes a modified Jyotyu tileset which has a ? Block and Brick Block at the bottom of the set, which contain the Ice Flower. (1-1 has a Ice Flower ? Block at the beginning of the level)

It's pretty self-explanatory, so no real need for screenshots.

A big thanks to:
 ItzTacos - help with code related to Item class and more
 TheGameratorT - help with misc. code things
 skawo &  RoadrunnerWMC - help with extending the palette of Mario's cap texture and displaying the custom palette

Download!

(patch created using GameratorT's NSMBe mod)

Code repository for those interested: https://github.com/newluigidev/nsmbds-asm
Posted on 12-09-18, 10:47 pm in remaster Sarasaland Advance!
Nipper Plant


Karma: 2406
Posts: 376/417
Since: 08-17-15
Preview 2 time!

Posted on 02-02-22, 06:14 am in tutorialmodel Import custom Mario/Luigi body + head (rev. 3 by newluigidev on 02-03-22, 07:48 am)
Nipper Plant


Karma: 2406
Posts: 415/417
Since: 08-17-15
Got a good one for y'all today - I've recently been working on getting a fully custom Mario body + head model to function correctly in NSMBDS. I figured out how to do it and got Wario's model from SM64DS to function correctly within NSMBDS. This thread will explain completely on how to do that.

If there are any issues, you can send me a message on Discord at jpr#1548

Firstly, you're gonna need to have some things:
SM64DSe - since the only way to get the correct body armature for Mario/Luigi is by exporting the one(s) from 64DS. (This means you will need a SM64DS ROM too).
Blender 2.93 and the blender NNS plugins - these will assist with overall model editing & exporting to NITRO intermediate format.
Autodesk FBX converter - you must convert the exported DAEs from SM64DSe to FBX in order for them to correctly display in-game.
A way to view/edit XML files - I use Notepad++.
G3DCVTR - a converter for the NITRO intermediate format that outputs a NITRO binary file.
Newest version of NSMBe.
Any image editor to create your textures.
TGAConv - to convert your image files into NITRO TGA.

Its smart to create a project folder or somewhere where you can find everything - as well as backing up the model files from NSMBDS/NSMBDS ROM, your SM64DS ROM etc in case anything becomes corrupt during the process.
Also, putting G3DCVTR and its associated files into its own folder is also smart, as you can directly export the IMDs from Blender into there, edit the XMLs, save and then convert using G3DCVTR.

Getting the armature from SM64DS
1. Open your SM64DS ROM, and open any level - preferably the testing level.
2. Select any object and choose the option to "Replace model" (above the object list)
3. A new window will appear that displays the model etc. You now want to select the "Load" option on the top left of the window and choose the "Internal Model/Collision" option
4. Once the file tree window appears, you want to go to "ARCHIVE/arc0.narc/data/player" and select "mario_model.bmd" for Mario's body model or "luigi_model.bmd" for Luigi's body model.
5. The model should appear in the model preview. If it has appeared correctly, go to the "Export" option (at the top of the window) and select "Model" - choose a place to save the DAE.

Converting to FBX
1. Open up the Autodesk FBX converter and select the "Add..." option on the left of the the small window within the main window.
2. Find and choose the DAE file you just exported from SM64DSe.
3. Go to the right side of the small window, and select the "Convert" option (at the bottom-right of the window) - the program will create a FBX in the same directory as the DAE file. (unless you chose otherwise)

Importing the NNS plugins
1. Open Blender and go to "Edit->Preferences" (you may need to open a new project in order to do this - so just create a General project)
2. In the preferences window, go to "Add-ons" and then choose the "Install" option at the top-right of the window
3. Find where you put the blender plugins files and choose them to install
4. Once it has installed, you will need to go through the list of plugins and find "Export: Nitro Intermediate". Tick the box to enable it and close the window. (If it correctly installed, you should be able to find a Nitro Intermediate option in "File->Export").

Importing the armature
1. Open a General project in Blender (if not done so already) and delete the cube, light and camera from the workspace (highlight them by dragging and press the Delete key on your keyboard).
2. Import your FBX file of the 64DS armature via "File->Import->FBX"
3. Delete the mesh, but not the bones/nodes from the workspace - simply select the mesh and press Delete on your keyboard

Preparing & Importing your body model
a) -- Converting your textures
1. Find your copy of TGAConv and open it.
2. Open the texture for your body model.
3. Go to "Edit->Edit Palette"
4. Select "Resize palette" and choose 256 colors - then select "Generate palette" and then "Apply" (if your texture looks bad you need to make sure there aren't a lot of colors)
5. Export the texture via "File->Export"
(This process must be repeated for all body textures - there are 4 of them in the order of: Normal, Fire, Unused, Star - however you only need one of them for now)

b) -- Importing your model into Blender
1. Import your model into Blender into the same project as the 64DS armature - your model should not have bones etc, just the textured mesh
2. Rig your model to the armature - there are millions of tutorials out there, so make a quick Google search and find a good one. (when rigging, make sure the weight is either 0 or 1 - DS models do not support anything else)
3. Once you have rigged your model correctly, select the mesh and go to Material Properties on the bottom-right of the window
(it looks like a red sphere with a checker pattern)
4. Select one of the materials and select the "Create NNS Material" option
5. Under "NNS Material Options", click the dropdown next to the "Material Type" text - and choose the option "Textured + Normals"
6. Then you want to find the TGA image you created using TGAConv. Select the file button (looks like a file icon) and choose the TGA. (It may appear on the model in a weird way - this is fine)
7. Then in the NNS options, click on the Light0 button to enable correct in-game lighting
8. If all looks correct, then go to "Export->Nitro Intermediate"
9. On the right of the window, click on the Intermediate Model Data option and change the Magnification to 1.000, then export the IMD. (I recommend you export to the same folder as G3DCVTR)

Editing the IMD
1. Open the exported IMD in your text editor.
The most important parts you need to worry about are:
a) The model info should look like this:
<model_info pos_scale="0" scaling_rule="standard" vertex_style="direct" magnify="1.0" tool_start_frame="1" tex_matrix_mode="maya" compress_node="none" node_size="16 16" compress_material="off" material_size="1 1" output_texture="used" force_full_weight="on" use_primitive_strip="on"/>

The most important part is the node_size which should be 16.

b) The matrix array should look like this:
<matrix_array size="16"> <matrix index="0" mtx_weight="1" node_idx="0"/> <matrix index="1" mtx_weight="1" node_idx="1"/> <matrix index="2" mtx_weight="1" node_idx="2"/> <matrix index="3" mtx_weight="1" node_idx="3"/> <matrix index="4" mtx_weight="1" node_idx="4"/> <matrix index="5" mtx_weight="1" node_idx="5"/> <matrix index="6" mtx_weight="1" node_idx="6"/> <matrix index="7" mtx_weight="1" node_idx="7"/> <matrix index="8" mtx_weight="1" node_idx="8"/> <matrix index="9" mtx_weight="1" node_idx="9"/> <matrix index="10" mtx_weight="1" node_idx="10"/> <matrix index="11" mtx_weight="1" node_idx="11"/> <matrix index="12" mtx_weight="1" node_idx="12"/> <matrix index="13" mtx_weight="1" node_idx="13"/> <matrix index="14" mtx_weight="1" node_idx="14"/> <matrix index="15" mtx_weight="1" node_idx="15"/> </matrix_array>


c) and the node array (at the bottom of the file) should look like this:
<node_array size="16"> <node index="0" name="mario_all_root" kind="mesh" parent="-1" child="1" brother_next="-1" brother_prev="-1" draw_mtx="off" billboard="off" scale="1 1 1" rotate="0.000000 -0.000000 0.000000" translate="0.0 0.0 0.0" visibility="on" display_size="1" vertex_size="432" polygon_size="296" triangle_size="296"> <display index="0" material="0" polygon="0" priority="0"/> </node> <node index="1" name="skl_root" kind="chain" parent="0" child="2" brother_next="-1" brother_prev="-1" draw_mtx="off" billboard="off" scale="1 1 1" rotate="90.000003 -0.000000 90.000003" translate="-0.0 6.144287 -0.473877" visibility="on" display_size="0"/> <node index="2" name="leg_l1" kind="joint" parent="1" child="3" brother_next="5" brother_prev="-1" draw_mtx="off" billboard="off" scale="1 1 1" rotate="-0.000007 -179.999991 0.000000" translate="-1.35376 0.307129 3.537842" visibility="on" display_size="0"/> <node index="3" name="leg_l2" kind="joint" parent="2" child="4" brother_next="-1" brother_prev="-1" draw_mtx="off" billboard="off" scale="1 1 1" rotate="-179.999978 -0.000009 -0.000014" translate="2.091552 -0.0 0.0" visibility="on" display_size="0"/> <node index="4" name="ankle_l1" kind="joint" parent="3" child="-1" brother_next="-1" brother_prev="-1" draw_mtx="off" billboard="off" scale="1 1 1" rotate="0.000000 -0.000012 -90.000016" translate="2.008301 -0.0 1e-06" visibility="on" display_size="0"/> <node index="5" name="leg_r1" kind="joint" parent="1" child="6" brother_next="8" brother_prev="2" draw_mtx="off" billboard="off" scale="1 1 1" rotate="-0.000007 -179.999991 0.000000" translate="-1.35376 0.307128 -3.537597" visibility="on" display_size="0"/> <node index="6" name="leg_r2" kind="joint" parent="5" child="7" brother_next="-1" brother_prev="-1" draw_mtx="off" billboard="off" scale="1 1 1" rotate="-179.999978 -0.000009 -0.000014" translate="2.091308 0.0 0.0" visibility="on" display_size="0"/> <node index="7" name="ankle_r1" kind="joint" parent="6" child="-1" brother_next="-1" brother_prev="-1" draw_mtx="off" billboard="off" scale="1 1 1" rotate="0.000000 -0.000012 -90.000016" translate="2.008301 -0.0 1e-06" visibility="on" display_size="0"/> <node index="8" name="spin" kind="joint" parent="1" child="9" brother_next="-1" brother_prev="5" draw_mtx="off" billboard="off" scale="1 1 1" rotate="0.000000 -0.000000 0.000000" translate="0.972412 -0.0 -0.0" visibility="on" display_size="0"/> <node index="9" name="arm_l1" kind="joint" parent="8" child="10" brother_next="12" brother_prev="-1" draw_mtx="off" billboard="off" scale="1 1 1" rotate="179.999991 -89.999989 0.000000" translate="2.949951 -0.032715 4.125" visibility="on" display_size="0"/> <node index="10" name="arm_l2" kind="joint" parent="9" child="11" brother_next="-1" brother_prev="-1" draw_mtx="off" billboard="off" scale="1 1 1" rotate="-179.999978 -0.000009 0.000024" translate="2.747559 0.0 -1e-06" visibility="on" display_size="0"/> <node index="11" name="wrist_l1" kind="effector" parent="10" child="-1" brother_next="-1" brother_prev="-1" draw_mtx="off" billboard="off" scale="1 1 1" rotate="-0.000010 -0.000007 0.000018" translate="2.250001 0.0 1e-06" visibility="on" display_size="0"/> <node index="12" name="arm_r1" kind="joint" parent="8" child="13" brother_next="15" brother_prev="9" draw_mtx="off" billboard="off" scale="1 1 1" rotate="179.999991 89.999989 0.000000" translate="2.94995 -0.032715 -4.125" visibility="on" display_size="0"/> <node index="13" name="arm_r2" kind="joint" parent="12" child="14" brother_next="-1" brother_prev="-1" draw_mtx="off" billboard="off" scale="1 1 1" rotate="-179.999978 -0.000022 -0.000024" translate="2.747559 -0.0 0.0" visibility="on" display_size="0"/> <node index="14" name="wrist_r1" kind="effector" parent="13" child="-1" brother_next="-1" brother_prev="-1" draw_mtx="off" billboard="off" scale="1 1 1" rotate="-0.000010 -0.000004 -0.000018" translate="2.249999 -0.0 0.0" visibility="on" display_size="0"/> <node index="15" name="face_1" kind="effector" parent="8" child="-1" brother_next="-1" brother_prev="-1" draw_mtx="off" billboard="off" scale="1 1 1" rotate="0.000003 -0.000000 0.000003" translate="4.27661 -0.0 -0.0" visibility="on" display_size="0"/> </node_array>


(You don't need to change the scale, rotate or translate data, keep it the same as what was exported)

To create the correct data for the fire/unknown/star palettes, do the following:
a) Go to the tex_palette_array at the top of the file.
b) Change the "color_size" from 256 to 1024.
c) Copy the existing data within the array and paste it at the end of the data (
0000 0000 *copied data goes here* </tex_palette>

OR you can:
a) In blender replace the textures with TGAs of your fire, unused and star textures and export them to separate IMDs one by one.
b) Open the exported IMDs, and copy the data from the tex_palette array from each of the IMDs, and then paste them into the base IMD in order of (fire, unused, star). (make sure color size is 1024)

Once it looks correct, save the file.

(For the small body, you can simply copy the IMD and name it something else, otherwise resize in blender, export and copy the editing from the big body IMD).

Converting to NSBMD
1. Open a command window within the folder that contains your IMDs and g3dcvtr.exe/its files
2. Type in this command: "g3dcvtr *big_body_model*.imd *small_body_model*.imd -s -o *output*.nsbmd"

Replacing the in-game model **MAKE SURE YOU BACKUP THE ORIGINAL FILES**
1. Open your NSMBDS ROM with NSMBe, then go to the "ROM File Browser" tab
2. Go into "root/player" and select "mario_model_LZ.bin" for Mario's body model or "luigi_model_LZ.bin" for Luigi's body model.
3. Replace the file with your NSBMD, and then Compress the file

Test the model out in-game - if it works, awesome!

If the body's textures are broken - then you need to open the body model in NSMBe, export all the textures using "Export all textures + palettes", edit the image in your editor and then reimport using "Import all textures + palettes" and then "Save all".

If it works, then lets move onto the player head & cap!

With the head, follow the exporting process for the body, import it the same way, rig it the same way, convert the textures same way etc

If you don't want the eyes to animate, then you can simply export and convert to NSBMD the same way as the body, and it should work fine. Just replace the:
- head_cap_LZ.bin file for head and cap
- head_nocap_LZ.bin file for head without the cap
- deadhead_LZ file for deadhead
- deadhead_n_LZ file for deadhead w/o cap (this is never used so you don't need to replace it)

Otherwise:
**You need to make sure there are different polygons for the eyes and for the remaining part of the head for your head model or else it will not work.**

Editing in Blender
1. Go to the Material Properties and make sure there are 2 materials (if not press the + button and create 2 NNS materials): the first one for the eyes, second one for the rest of the head - import one of your eye TGAs into the eye material and the head TGA into the head material

Then go ahead and export to IMD.

Editing the IMD
1. In the tex_image_array, it should look like this:
<tex_image_array size="5"> <tex_image index="0" name="mario_eye.1" width="32" height="16" original_width="32" original_height="16" format="palette16" color0_mode="color" palette_name="mario_eye.1_pl" path="C:\Users\\Documents\wario-mod\wario_eye-0.tga"> <bitmap size="128">1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1133 2333 3333 2222 1111 1111 1111 1111 3231 3233 5555 2888 2222 1111 1111 1111 2311 4323 3355 4448 1888 dddd 3333 1113 2111 4372 7635 4446 4444 cd55 332c 1113 3111 7007 8848 4448 4444 dd55 339c eeee 3111 0002 4870 4444 4444 dd55 339c eeee 3111 0722 0000 4487 4444 ad55 0009 ee76 3111 1112 0007 7000 999a 66aa 0000 e700 1111 e111 6731 0000 0000 0000 0000 1700 1111 1111 1111 0077 0000 0000 0000 1170 1111 1111 1111 7111 0000 0000 7000 1117 1111 1111 1111 1111 7721 7667 3377 1111 </bitmap> </tex_image> <tex_image index="1" name="mario_eye.2" width="32" height="16" original_width="32" original_height="16" format="palette16" color0_mode="color" palette_name="mario_eye.2_pl" path="C:\Users\\Documents\wario-mod\wario_eye-0.tga"> <bitmap size="128">1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1111 1133 2333 3333 2222 1111 1111 1111 1111 3231 3233 5555 2888 2222 1111 1111 1111 2311 4323 3355 4448 1888 dddd 3333 1113 2111 4372 7635 4446 4444 cd55 332c 1113 3111 7007 8848 4448 4444 dd55 339c eeee 3111 0002 4870 4444 4444 dd55 339c eeee 3111 0722 0000 4487 4444 ad55 0009 ee76 3111 1112 0007 7000 999a 66aa 0000 e700 1111 e111 6731 0000 0000 0000 0000 1700 1111 1111 1111 0077 0000 0000 0000 1170 1111 1111 1111 7111 0000 0000 7000 1117 1111 1111 1111 1111 7721 7667 3377 1111 </bitmap> </tex_image> <tex_image index="2" name="mario_eye.3" width="32" height="16" original_width="32" original_height="16" format="palette16" color0_mode="color" 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In order to get the 3 other sets of data for the eye textures, simply export 3 more separate heads from blender with the following type of textures:

First one should be eye(s) wide open
Second one should be eye(s) half open
Third one should be eye(s) closed
Fourth is death eye(s), but the game doesn't seem to use this as it already has the deadhead, so you can create dead eyes or copy the data from one of the other eyes.

The tex_palette and material arrays must also look like this:
<tex_palette_array size="5"> <tex_palette index="0" name="mario_eye.1_pl" color_size="16">0000 3259 1dd5 2e38 77bd 6f5a 0843 150c 56b5 460f 41ac 3658 72cc 5273 325a 4eda </tex_palette> <tex_palette index="1" name="mario_eye.2_pl" color_size="16">0000 3259 1dd5 2e38 77bd 6f5a 0843 150c 56b5 460f 41ac 3658 72cc 5273 325a 4eda </tex_palette> <tex_palette index="2" name="mario_eye.3_pl" color_size="16">0000 3259 1dd5 2e38 77bd 6f5a 0843 150c 56b5 460f 41ac 3658 72cc 5273 325a 4eda </tex_palette> <tex_palette index="3" name="mario_eye.4_pl" color_size="16">0000 3259 1dd5 2e38 77bd 6f5a 0843 150c 56b5 460f 41ac 3658 72cc 5273 325a 4eda </tex_palette> <tex_palette index="4" name="wario_head_pl" color_size="256">02fd 027b 027b 025b 62f8 1110 071d 023a 02fd 131d 173d 0219 169b 0218 025b 62f7 39b0 02dd 32da 5109 2a12 029c 029c 025a 1a36 4d2a 2214 031d 025a 027a 5cc7 3d6e 22bb 4277 60a5 0eba 02bd 0efd 0a39 5ef7 416d 0aba 0afd 6b7c 3eba 58a6 618c 77bd 61ad 5ca5 02bc 6f9d 471a 6ed6 06fd 2214 675a 6673 4c64 5484 5d4b 229a 333d 73bd 433d 6610 4d8b 577d 1edc 5694 4484 4dae 56b5 571a 1659 3def 231d 637d 1abb 21f2 0219 3afc 2212 01f8 01f7 6f9c 4b3c 0a3a 0218 4ab8 6719 106c 0c4a 0c4b 104b 186a 186c 146b 292c 2d6d 31ad 20cc 2d4d 2d4c 35ad 318e 35ce 39ce 39ee 4e73 4e74 737c 6f7b 739c 673a 6318 56b6 4610 6739 4210 0889 0469 0047 0888 0867 0046 048a 0467 0068 08ac 08ad 08ab 04ab 08cd 10f0 14ad 04ac 0cf0 0cad 0cce 0cef 1531 1111 1131 1132 1532 5a78 3259 3239 21d4 2a17 08ce 0ccf 3a7a 1dd4 2618 325a 048c 0ccd 2217 2a18 21d5 0c45 0403 0003 0002 3531 3955 3d96 367a 11b5 048b 10ee 1971 21f6 327a 2617 004b 000a 088f 21f7 0000 55dc 49ba 45b9 49da 0910 0823 2a39 2e39 0007 046d 2618 0009 1552 49bb 4599 1dd6 15d6 0049 0004 0008 000a 048e 19b5 002b 0ced 1153 0974 0000 0421 0000 0842 0488 1df7 15b7 004d 000d 002f 0cf2 0c63 19b2 1d92 0050 2616 00b2 0071 1d94 0000 0000 30f0 4178 4598 15b5 006e 002c 08f2 2e5a 3d35 3d36 4156 2a38 0090 0d12 28cf 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 </tex_palette> </tex_palette_array> <material_array size="2"> <material index="0" name="mat_eye" light0="on" light1="off" light2="off" light3="off" face="front" alpha="31" wire_mode="off" polygon_mode="modulate" polygon_id="0" fog_flag="off" depth_test_decal="off" translucent_update_depth="off" render_1_pixel="off" far_clipping="off" diffuse="31 31 31" ambient="31 31 31" specular="0 0 0" emission="0 0 0" shininess_table_flag="off" tex_image_idx="0" tex_palette_idx="0" tex_tiling="repeat repeat" tex_scale="1.0 1.0" tex_rotate="0.0" tex_translate="0.0 0.0" tex_gen_mode="none"/> <material index="1" name="mat_head" light0="on" light1="off" light2="off" light3="off" face="front" alpha="31" wire_mode="off" polygon_mode="modulate" polygon_id="0" fog_flag="off" depth_test_decal="off" translucent_update_depth="off" render_1_pixel="off" far_clipping="off" diffuse="31 31 31" ambient="31 31 31" specular="0 0 0" emission="0 0 0" shininess_table_flag="off" tex_image_idx="4" tex_palette_idx="4" tex_tiling="repeat repeat" tex_scale="1.0 1.0" tex_rotate="0.0" tex_translate="0.0 0.0" tex_gen_mode="none"/> </material_array>


**THE ONLY NAMES THAT MUST BE THE SAME ARE THE "mario_eye.*num*" NAMES**

For the head to have the correct palette, it follows the same process as the body, except color_size should be 512, head texture should have 256 colors when creating the texture with TGAConv.

Once it looks correct, save, export etc (redo if you want a proper small head) and import into the game

If all looks correct ingame, congrats, you made your first custom Mario/Luigi model!

Again, any issues and you can contact me on Discord at jpr#1548 - thanks for reading and enjoy!

And here's the Wario mod!
Posted on 01-13-18, 11:41 pm in More Levels Hack in Mario vs. Luigi! (rev. 2 by newluigidev on 01-14-18, 12:05 am)
Nipper Plant


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Since: 08-17-15
Well, something that many people have wanted for ages (I guess), here it is! This ASM hack adds 5 more levels to Mario vs. Luigi mode. To load these new levels, simply press SELECT while configuring the match settings, and you'll hear the 1-UP sfx play, indicating the new levels are loaded. There will be a NSMBe fork that adds the 5 levels to the level list in the editor, making it easier to edit the new levels.

Video:



Download: https://nsmbhd.net/get.php?id=buCEC8sdB09Gs3xs

Credit to RoadrunnerWMC and Skawo for help.
Posted on 11-19-16, 10:17 am in Newer DS Release :D
Nipper Plant


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Watch this YouTube vid & find out how to download:
https://www.youtube.com/watch?v=dQw4w9WgXcQ
Posted on 02-27-17, 05:26 am in Request Anything! (rev. 3 by newluigidev on 04-11-17, 07:19 am)
Nipper Plant


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Since: 08-17-15
This thread is for requests on ANYTHING, except for tilesets & BGs which need to be drawn. (I suck at drawing ) You can even request ASM, as long as it's simple. (like simple custom sprites & code edits) I will also post my own creations, if I feel like it, and add the requests from others in this post. I will only take 1 request at a time, so don't nag and then get triggered if I don't reply.

Tilesets


BGs


Music


ASM


Models


Other Files (Logos, In-game images ect)
Posted on 01-28-18, 08:34 pm in Misc. patches thread (rev. 1 by newluigidev on 01-30-18, 08:00 pm)
Nipper Plant


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Auto-Run

Use this nsmb.h: https://nsmbhd.net/get.php?id=udc73BCXlMYd9CJg

Code:

#include "nsmb.h"

void hook_0211F840()
{
        MarioActor* mario = (MarioActor*)getPtrToPlayerActor();
        mario->xVelocity = 0x2000; //Change this value to change how fast Mario/Luigi run.
}


Video:



Makes Mario/Luigi continuously keep walking through-out the entire level, like in Super Mario Run.
Posted on 11-03-21, 09:59 am in New Super Mario Bros. "demo build" (29/03/06) (rev. 7 by newluigidev on 11-03-21, 12:01 pm)
Nipper Plant


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Since: 08-17-15
It's been a good while since I've posted on here. I went on hiatus for a bit due to getting bored with my last hack, Sarasaland Advance (and really bored with hacking all together). Anyway, for the last couple months I've been working on a little project with the free time that I have. Here's how it goes:

I'm sure you all know the SM64 "every copy is personalized" legend. Well this hack kinda takes the ideas developed within that. Basically, this hack is a lost demo build of the game, which was supposed to be showcased in game stores and whatnot in March of 2006. Anyway, the game resembles most of the final game, with 3 levels being playable: 1-1, 1-2 and 1-4. One of the levels contains a secret which will eventually lead to a Wario Head boss. That's all I can reveal without giving too much away.
Here's some screenshots which don't spoil too much:



and of course, the download:
Download Here

Credits:
TheGameratorT, ItzTacos and Ed_It (from NSMB central discord) for help with programming stuff
Flizl (from NSMB central discord) for help with the Wario Head model
Posted on 06-12-16, 04:10 am in Newer Starshine (rev. 1 by newluigidev on 06-12-16, 04:11 am)
Nipper Plant


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Since: 08-17-15
Here it is, World 2 Beta!
Read the 'Readme' for more info.
Download!
Video:
Posted on 10-29-17, 01:17 am in Name of NSMB Hacks
Nipper Plant


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It's dead, so use the name.
Posted on 09-30-15, 09:06 am in New Super Mario Bros - Summer Special (rev. 2 by  Arceus on 10-01-15, 02:02 pm)
Nipper Plant


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Posts: 6/417
Since: 08-17-15
So this is my FIRST BETA for my new mini-hack, New Super Mario Bros - Summer Special . It will be a 1 world hack containing beach and water themed levels inspired from Super Mario 3D Land. I will be releasing the first beta for the hack today. I will finish v1.0 by Friday/Saturday. Anyway here is the .nmp patch for you to play 1-1, 1-2, 1-3 and 1-Tower/Fortress:
Here are some screenshots:
Posted on 04-18-16, 07:34 am in Newer Starshine (rev. 2 by newluigidev on 04-18-16, 07:58 am)
Nipper Plant


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Since: 08-17-15
When  skawo releases the right version of the BootCredit and it works. (sorry of emoji overload, too excited)



Btw  skawo thanks. You're a lord. ALL HAIL  skawo!

Edit: I uploaded a 'Preview' about it here
Posted on 06-24-16, 10:26 pm in Britain leaving the EU
Nipper Plant


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I literally woke up to this whole thing. I don't really give a shit so I went back to my room lol.
Posted on 07-25-16, 08:22 am in Newer Starshine (rev. 3 by ImageBot on 11-21-16, 03:22 am)
Nipper Plant


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Since: 08-17-15

As Mario says: I'm a back!

Thats correct if you're seeing what I'm seeing! Newer Starshine's ROM has been re-discovered in my PC. (Lots of folder deep in...). So the hack is back on track! Overall %: 23.
Edit: With the xDelta problem, use DeltaPatcher: http://www.romhacking.net/utilities/704/. It happened with me too. If you experience more problems, I'll update the patch. (Untick "Checksum Match" in the settings of the application.)
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