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Posted on 01-28-18, 04:18 pm in demo Beyond Super Mario Bros. DS (rev. 105 by  Helios on 07-14-20, 03:54 pm)
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Introduction

Beyond Super Mario Bros. DS is a hack of a hack. It is based on Newer Super Mario Bros. DS, released at Christmas 2017, to take advantage of the ASM hacks installed in the game such as the minecart and the rotation controller. Once ported to the Newer Super Mario Bros. Wii engine, but did not gain as much support. As a result, this hack is still being worked on.

This hack currently uses version 1.06 of Newer Super Mario Bros. DS.

Features

  1. Brand new levels, polished and reviewed before official and public release.
  2. Most of the original tilesets used in Newer Super Mario Bros. DS, with occasional retextured or edited tiles.
  3. Custom level previews using the template provided by Newer Super Mario Bros. DS, including stage names and screenshots.
  4. Release as a full 80-level, 8-world hack if I can form a team. Sorry about that, but it's been 6 months and I only have 9 levels.
  5. Mechanics from various games in World 7 (secret), but not remakes.

Screenshots



Videos

Perfect they are all gone. I'll upload them again later.

Trailer

This too.

Join

  1. Reverse engineering the ASM hacks applied and new sprites used in the original game.
  2. Find the locations of newly added files.
  3. Create various ASM hacks to implement into Beyond Super Mario Bros. DS, suiting the needs of different ideas and levels.

Hiring Level Designers!

If you'd like to apply, please submit a level/video of it made in either SMM, NSMBe, Reggie, CoinKiller, Miyamoto, SMB3 Workshop, Lunar Magic or whatever you have. It must have good level design. If the application is successful, you can choose whether to include the level in the hack or not.
NewerSMBe + My Spritedata


Credits

Basically everything: Newer Team
ASM: Meromero
Graphics: Pokerface (SMW Hacker) & Epic (SMM Modder)
Music
Ed_IT - Mystery House Theme

Downloads

1-World Demo Update 4 (U)
Resources


Progress

World
Name
Status
1-1
Autumn Prairie
100%
1-2
Piranha Cavern
100%
1-3
Tricky Blocks
100%
1-Tower
Walljump Fortress
100%
1-4
Dive & Drive
20% no minecart ...
1-5
Skyscraping Fungi
100%
1-Castle
Outdoor Manor
95%, Preview Screen
1-A
Mushroom Ocean
100%
2-3
Branching Tunnels
95%, Preview Screen
6-5
Solid Rainbow
10%
7-5
Cloudtop Clay
1%, old level remake. Polandball
7-7
Spectacular Shelljumps
60%, kaizo level.
7-A
Norun Perfect
95%, Preview Screen

Copied from my website.

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Posted on 09-17-18, 05:44 pm in remix New Super Mario Bros. DS Mix (rev. 7 by  Helios on 12-25-18, 08:04 pm)
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Logo: New Super Mario Bros. DS Mix


Ancient Project Tape (old post)

As Endless Earth's bugs seem to never end (no offense to  MarioFanatic64), and fixing the fatal problem of the "big level" mechanic is nearly impossible, I am introducing a "new" hack, New Super Mario Bros. DS Mix.

New Super Mario Bros. DS Mix is supposed to be a sequel of the popular SMB3 romhack Super Mario Bros. 3Mix. It is a remix of about 10 different games, from Super Mario Land to New Super Mario Bros. U, using the themes/music from these games. However, none of the levels are remakes, but rather levels created in that "style".

This game will feature:
  • New tilesets (modified and improved to suit the 2.5D experience of NSMB)
  • Ported music
  • A few levels using clones (SM3DW)
  • ASM hacks


New Super Mario Bros. DS Mix will also use Newer DS (1.07) as the base ROM. Huge thanks to  skawo and the Newer Team!

Screenshots and videos:
(I will post the updated ones tomorrow, here are the ones from Ancient Project Tape. Perhaps you can treat this as a preview of what is SMB style.)


Credits: none yet
Release Date: TBD

The unfinished Ancient Project Tape will be released alongside New Super Mario Bros. DS Mix.
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Posted on 01-15-18, 03:43 pm in note and music block NSMB2 Grassland Tileset (rev. 13 by  Helios on 07-08-18, 01:02 pm)
Red Cheep-cheep
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I did not use the board's uploader so I could manage my files easily in Google Drive. Please forgive me.

Update:
I remade the tileset entirely again into a 4-palette tileset! Please give credit if used.

This is exactly what it will appear in NSMBe. I will upload the NMT soon as well.


This is what the following code does. Music block best used to warp the player to another view.
The code below has the characteristics for the note block (NSMBCR) and the music block (uses SMM graphics, acts like SMB3 ones, jump higher). This code will not make you lose anything.
#include "nsmb.h"

void doBehavior(MarioActor* athis, u32 i)
{
        if(i == 0x000100FF)
        {
                athis->yAccel = 17000;
                athis->yPos += 300;
                athis->xAccel = 0;
        }
       
        if(i == 0x000100FE)
        {
                athis->yAccel = 34000;
                athis->yPos += 600;
                athis->xAccel = 0;
        }
}

void hook_0211f840(MarioActor* athis)
{
        u32 x = athis->xPos>>12;
        u32 y = (-athis->yPos)>>12;
        doBehavior(athis, getTileBehaviorAtPos2(x+6, y+3));
        doBehavior(athis, getTileBehaviorAtPos2(x-6, y+3));
}

FF000100 - Note Block
FE000100 - Music Block
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Posted on 02-04-18, 05:02 pm in tutorial Red-Blue Panels (rev. 2 by  Helios on 02-11-18, 07:38 am)
Red Cheep-cheep
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Well, not exactly. I made one of the "clever ideas" in the Wiki, namely "Jump-Switch Platform Level".
This does not go into the tutorial list because this is only a way to present an idea for a level.

Put these things into your level:
Sprite
Raw Sprite Data

168
00 01 FF 01 02 10

167
01 02 00 00 00 10

168
00 03 FF 01 01 20

164
01 04 02 03 00 10

168
00 05 FF 01 02 20

164
01 06 02 04 05 10

167
06 02 00 00 00 11

167
06 04 00 00 00 11

164
03 01 06 00 00 11

167
03 06 00 00 00 11

Please be noted that the trigger IDs 1 to 6 have been occupied by now.

Sprite
Raw Sprite Data
Notes

197
00 02 00 00 30 11
Set to "Stone Block". Put a stone block underneath every sprite of this kind. Breaks after 1st jump.

197
00 02 00 00 41 11
Set to "Wood Block". Do not put a wood block underneath. Appears after 1st jump.

Put "Zone 1" into the level, where no enemies will be able to enter.

This requires no ASM. The downside is that every time the player leaves the ground (or falls) the blocks will switch. Use slopes to solve this.

There may be easier methods, but this is the one I found. If you want an explanation on how it works, check the sprites themselves.

Hope this helps.

Here is a video of an application:

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Posted on 06-24-18, 02:17 pm in Restart
Red Cheep-cheep
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New Super Mario Bros. Community Remix was a dream, and now it is ruined. Nobody really cares about this, and nobody seems to be willing to contribute.

Almost every single ROM hacking boards out there have a community remix hack. Why don't we, NSMBHD, have one? I myself is looking forward to finishing this project, but there seems to be no motivation in the community to finish this. I am willing to make a few levels and continue this great, ambitious project. Why aren't everybody else?

I am suggesting to trash everything we have done so far in the past few years and restart. Reasons:
  1. All of our level designs have improved.
  2. As the release of Newer DS happened just now, the NSMBCR is completely crappy compared to Newer.
  3. We all know more about this game.
  4. Great ASM hacks are released, including the preview screens and actor spawner.
  5. Probably even more.

What we have to do:
  1. Select a leader to supervise the progress. Probably a staff member who visits and posts frequently.
  2. Request people to create levels, tilesets and backgrounds. Motivate people by offering rewards, such as a virtual badge.
  3. Tell people about it. Uploading videos to YouTube, posting in Misc. ROM hacking sections on Kuribo64, Horizon Wii and Red Hat Cafe may help.

Q&A:
  1. We do not have enough people. How can we make it?
    We can tell more people. Millions of people play SMBX, we can tell them.
  2. How about quality control?
    We can first collect levels without control, then select the levels by polls and elections.

I really hope we can bring this project back to life. Thanks for reading.
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Posted on 10-11-17, 03:57 pm in finished Mission: Hurry Up, Mario Bros. (rev. 70 by  Helios on 05-19-18, 04:10 pm)
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You can now speedrun the game at speedrun.com.

Ignore the poll.



1 world, 9 levels, 2 Secret Exits,
27 Star Coins


Important Update: 27 Dec 2017

Mission: Hurry Up, Mario Bros. ~ Peach


Black subtitle might be hidden in dark themes.

Surprise Mario 3 Revolution Replaced

Due to lack of replies / views and  Ninja NAH's "suggestion", I am planning to make something more custom.
This new hack I am presenting has one full world (9 levels, including W1-A and W1-B), and I have not made up my mind whether to make a full hack or a mini hack.

Level Style

  • Each level, except tower (150 sec), castle (300 sec) and 1-B (200 sec), has 100 Mario seconds.
  • After collecting each Star Coin, the player will be forced to the flagpole area through pipes, one-way platforms, special exit warp controllers, doors, etc.
  • There are only four ways to end a level.
    1. Collect none of the Star Coins.
    2. Collect Star Coin 1.
    3. Collect Star Coin 2.
    4. Collect Star Coin 3.
  • Players must do certain actions to get the Star Coin, like missions in Super Mario 64, but collecting 100 coins will not grant you a Star Coin.
  • No checkpoints will be provided for every single level.
  • Levels start off pretty hard, even in World 1.
  • Partial Custom Worldmap

Important Notice

This hack has no intention to copy Super Mario - Star Collect by  poudink. In fact, I designed half of the first world before I realised the hack's existance. Unlike Super Mario - Star Collect and Super Mario: Endless Earth, this hack will not ask the player to select which direction to go upon entering the level. Players will only go in the only direction intended.

Screenshots and Videos


Please view my Google Drive for updates.

Release Trailer:



Credits

RicBent for NSMB Titlescreen Editor, Goombatlas and 1 Mario second = 1 regular second ASM hack
 skawo and  MeroMero for Misc. Patches Thread
 TRS for Rips from Newer NSMB Titles
 MeroMero for NSMBe Build 380
 MeroMero (and  skawo?) for ASM Hacks ready for importing
 skawo for Level Intros with Player Select
All people who have contributed to The free-to-use SSEQ Thread
Newer Team for music resources in Newer Super Mario Bros. DS

Progress

  • World 1-1: Trampoline Frenzy
  • World 1-2: Switched Underworld
  • World 1-3: Autoscroll Rush
  • World 1-T: Sewer 360°
  • World 1-4: Koopa Troopa's Road
  • World 1-5: Bowser's Peak
  • W1-Castle: Bowser's Castls
  • W1-A: Snow Spike's Fault
  • W1-B: Sunset Coast


Downloads

Release 1.01 (US)
  • Covers W1-1 to W1-Castle, W1-A and W1-B (9 levels).
  • Trimmed ROM.
Download: Google Drive
Mirror (Not Recommended): Download: Google Drive

Thank you for viewing!
More information: Official website
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Posted on 01-10-18, 05:52 am in Level Icons (rev. 1 by  Helios on 01-27-18, 07:11 pm)
Red Cheep-cheep
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I am making a World 1 hack with level icon ID edited with RicBent's Goombatlas. So basically:
1-Cannon -> 1-A
1-A -> 1-B
I only changed the icons of the levels, and I didn't mess with the level IDs. So I am still using slot 1-Cannon to make 1-A.

I used  skawo's Custom Level Intros with Player Select, and I made the preview screen for my now known as 1-A level. I inserted the ENPG ID in the slot "World 1: Cannon" in the code's table, and I found it wouldn't show up when I entered my now known 1-A level.

Desperately, I moved the image ID in  skawo's code from "World 1: Cannon" to "World 1: A". I compiled it then I opened the game again, and it worked!

So, the game is not reading which level slot you built your level in, but instead looking at which level icon you are using!

Edit:
I think it also explains why Nintendo made a terrible Tower 2 logo only for one level in one world.
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Posted on 03-10-18, 06:17 pm in v. 1.5 Super Mario Castle 2 (rev. 1 by  Helios on 03-10-18, 06:20 pm)
Red Cheep-cheep
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I have just finished (tool-assisted) your game. I had to say, this game is wonderful, but unfortunately, there are quite a number of bugs.

In World 1-1, the Thwomps are glitchy. They somehow got stuck into the U-shaped moving platforms.
In World 1-3, this should not be intended.
In World 1-4, you can get Star Coin 3 simply by jumping off a bullet bill or a Crowber climbing up to the platform where the Piranha Plant is.
In World 1-5, you probably don't want this.
In World 1-Castle, you can make to the ceiling leading to the boss door without the use of the trampoline.
In World 2-2, this should not be the way it works. Also, there is a wrong door animation.
In World 2-4, are you supposed to play like this? Also, sometimes Bowser Jr. goes into the Whomp.
In World 2-6, this is weird.
In World 2-Castle, just cheese through the whole area.

There are a lot more, but these are enough for this post. I am quite sure more can be found here.
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Posted on 04-08-18, 02:26 pm in One question (may sound stupid)
Red Cheep-cheep
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Often check the pinned threads first.

https://nsmbhd.net/thread/3404-how-to-make-a-post-layout/
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Posted on 04-15-18, 01:01 pm in Super Trump Bros. (rev. 2 by  Helios on 04-15-18, 01:24 pm)
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This is not made by me. Trash this thread if it violates the rules. If this thread is in the wrong forum, please move this, thank you!


So, I recently discovered this. I think it would be great to share!
There is only one level, by the way.

There are new tilesets, retextures, and a new logo. Meant to be funny, so don't take it seriously if your idol is Donald Trump...
And I think the video says it all. Watch the video for more information.

Forgot to say the creator's name here. His channel is RiazorMC.

Also the download is in the video description.
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Posted on 09-13-18, 05:07 pm in demo Beyond Super Mario Bros. DS (rev. 3 by  Helios on 09-18-18, 05:49 am)
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I am putting this hack on hold for roughly two months until another project codenamed Project Tape is complete.

Yes, I know it's generally considered a bad idea to have two hacks at once, but trust me, I know what I am doing.


Information regarding Project Tape


Thread link: remix New Super Mario Bros. DS Mix

The following text is copied from Horizon Wii Discord server.

I am putting Beyond DS on hold for approximately two months due to a new, smaller yet large hack codenamed Project Tape. I came up with an idea like a week ago, and it can only be executed on the vanilla NSMB engine.

Project Tape would be a remake. I know what you are thinking, remakes are boring. But, this time I will spice things up a lot by using ASM hacks, and ideas that have never been shown in other hacks. It's like a brand new mode built on top of old levels. Of course, at this stage you would not believe me, but I don't want to leak more stuff at this moment.

From the codename, Project Tape, I think you would be able to know more about the hack's content and style.
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Posted on 10-15-17, 07:10 am in nsmbw Newer Super Luigi Wii: Dark Moon
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Gamer Boy has updated the game, so the link above is dead. Here is the new link found in the description in the video: Click me.
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Posted on 12-11-17, 01:47 am in Help/Question Asking Thread
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It works now!
I figured out I had some weird settings in Area 2... I set them all to 0.
Thank you for your quick response!

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Posted on 12-25-17, 06:34 pm in Newer DS has been released!
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Posted by RicBent
sequel to New Super Mario Bros. Wii - Newer Super Mario Bros. DS!

Sorry, but according to the official webpage, it is a sequel to Newer Super Mario Bros. Wii
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Posted on 12-27-17, 08:17 am in finished Mission: Hurry Up, Mario Bros.
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I am replacing "Surprise Mario 3 Revolution" with "Mission: Hurry up, Mario Bros. ~ Peach". The levels will be completely custom.
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Posted on 12-29-17, 04:01 pm in One-word-at-a-time-story, take three.
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Posted by Dirbaio
Rules:

- Copy the story, and add EXACTLY 4 words. You can add commas and periods.
- Try to keep the story making sense.

The last time the board has done this is 2011...
I think it would be good to start one again before 2017 ends!
Posted by Dirbaio
There we go!

I was wandering around
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Posted on 01-05-18, 09:03 am in Help/Question Asking Thread (rev. 1 by  Helios on 01-05-18, 09:05 am)
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On the invisible nodes, i.e. World 1-。, there is a patch of empty ground. I would like to do the following things:
Add a patch of empty ground in front of orange mushroom house
Remove patch of ground under the node where the red flying ? block is at.


How do I remove the cannon model from the world map?

Does anyone have the locations of these files? If yes, how to edit the files?

Thank you!
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Posted on 01-13-18, 05:07 pm in Invisible water
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Posted by Sprite Database
Opacity: value at nybble 6-7. Modulo 32. 0 is transparent. 31 has the highest opacity.

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Posted on 01-22-18, 08:04 am in 1-Letter Swap Game!
Red Cheep-cheep
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As always, I hate CHEEP Cheeps.
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Posted on 02-13-18, 05:53 pm in demo Beyond Super Mario Bros. DS (rev. 2 by  Helios on 02-13-18, 06:00 pm)
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This is supposed to be in World 1-3, but it may be too hard for World 1 as the third level...
Please tell me about your thoughts. If it is really too hard, I will put it to World 6 or World 1-5.
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