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Posted on 05-02-12, 03:49 pm in ASMB - Adventure Super Mario Bros. (rev. 41 by ImageBot on 11-21-16, 02:12 am)
Roy Koopa


Karma: 4011
Posts: 1474/2722
Since: 06-26-11



After Fr33ze and I stopped NSHB, we were working on our new hack, called Mario in Nyan Cats World! But then I remembered when I was way younger and made my own first hack. I thought it was noobish, even though many were fascinated. The hack had the name Adventure Super Mario Bros.. Now I want to bring it back to life with  Freeze! We'll use some of my old ideasand maybe we're going to copy a few things of my old hack, too!


Features:


  1. Toad is a playable character,
  2. Completely custom Tilesets in addition to Tilesets from various NSMB games,
  3. New, fitting music,
  4. Upgraded Shell Powerup allows you to fly ,
  5. New world maps,
  6. Some enemies look different (e.g. Tanooki Goomba: ),
  7. Graphically updated/changed things in general,
  8. Clever use of Game Elements to achieve new experiences,
  9. A bit use of ASM for small things,
  10. Actually contains a few levels from our cancelled hack NSHB


Screenshots:














Trailers:







Progress:

World 1: 100%
World 2: 100%
World 3: 100%
World 4: 100%
World 5: 100%



_________________________
See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 12-25-14, 11:50 am in Worldmap editor and all the information you'll need (rev. 1 by ImageBot on 11-21-16, 03:11 am)
Roy Koopa


Karma: 4011
Posts: 2683/2722
Since: 06-26-11
Welcome to the ultimate Worldmap hacking guide, presented by  Freeze and  ray. Long post ahead.

Since some of you did miss the release of the Worldmap editor in our Adventure Super Mario Bros. thread, I'm creating another thread here, including all the information.


Overview:
1. General Information
2. Worldmap structure
3. 3D Model and NSBCA
4. Nodes
5. Paths
6. Bottom screen Position Icon
7. Other Stuff
8. Additional important Information

--------------------------

1. General Information
When starting to research about worldmap hacking, there was one thing we didn't take into account. The ROM region. Therefore everything posted here is usable for USA ROMS ONLY. Next thing: The file you'll need to edit is overlay9_8.bin, which needs to be decompressed to open it in our editor.


2. Worldmap structure
To understand what you are actually editing, you'll need to understand how a worldmap is build up. Nintendo was quite successful making it as hard as possible for us to edit and understand them.
1. Every worldmap uses a move.nsbca (3D model animation data) which is the path that Mario walks on the map.
2. Every worldmap uses a model.nsbmd (3D model) which ALSO controls the transparent paths that light up when finishing a level. We know how Nintendo did those, but we can't replicate them yet.
3. Every worldmap uses a set amount of nodes for visual effects only. Those nodes are the "level points". Those nodes can control which levels are unlocked after finishing one and where the camera goes when unlocking a level.
4. Every worldmap uses a set amount of data-Nodes, which are the fitting partner for the visual Nodes. Those control which images will show up, which area you're going to enter and some other stuff as well as somehow connecting paths between them (seen as Pointer in the editor).
5. Every worldmap uses paths, which control where to go from one node. They're not fully discovered yet (THOSE ARE NOT THE PATHS USED IN NSBCA).


3. 3D Model and NSBCA
Since you now understand how a worldmap is built up, we can continue with the 3D Model and NSBCA file.
Both can be created using the Nintendo NITRO Plugins for Maya or 3DS Max. A 3D model can be created with the latest MKDS Course Modifier too.
When creating paths Mario walks along, you basicially have to create an Animation for every single path. You don't need to include backward paths, since this is done by the data-paths.
Also, when you make an animation go upwards, Mario will automatically make a jump sound and the corresponding animation (cloud of dust as seen in World 3).
I won't go further in detail, so make sure you can find those plugins yourself.


4. Nodes
This little thing is a Node and at this time the only thing you can edit with the worldmap editor. But as you learned before, Nintendo uses 2 kind of Nodes. The ones that are visible (eg. the image before) and the ones that are not visible and only store information used ingame. It's very important to understand that. Now things get interesting. Let's speak about the VISIBLE NODES first (click to enlarge).

Taken from our Documentation

One cell here represents one byte. So a Node entry is 24 Bytes long. The rest is quite self-explaining. This will explain the stuff inside the editor as well.

One thing which is quite important:
The unlockables are not represented as NODE IDs. They actually are PATH IDs. So what you're unlocking is the path and not the Node itself. Since this can be quite confusing, we made a list of the paths used in World 1. Don't forget that those paths are the ones used in the NSBCA file.

Taken from our Documentation

So this was it about the VISIBLE Nodes. Now we can continue with data-nodes, which are a bit more complicated and still not known by a 100%.

Taken from our Documentation

As you can see, one data-Node is 12 Bytes long. The one on the screenshot is the one used for World 1 - Starting point (The black node with an arrow on it).
Marked in red, we have the pointer. It's still not known what it does exactly. But we do know, that every Node from every world uses 0E 02 as 3rd and 4th Byte for the Pointer. We also do know, that Nodes like Mushroom Houses and Starting Points use 5C as 2nd Byte and normal levels use 62.
Marked in green, we got the Area you'll be entering when entering the level. B9 (185 in Decimal) is the last area and therefore an empty one, which is the reason that levels with that ID are not enterable.
Marked in blue we have the level image that shows up when standing on it (eg. X-1, X-2, X-Cannon, and so on). You got the list on the image
Marked in brown we have some settings for the worldmap, which control the behavior of the Node on the worldmap. The list is your friend here, which is incomplete though.
I think this was it for the Nodes.


5. Paths
After we just finished with the Nodes, let's continue with the paths. I'm speaking of the data-paths here and not the ones which declare where Mario is moving to (NSBCA file). Let's take a look at the path leading to 1-1 from 1-Start.


Taken from our Documentation

One path consists out of 4 Bytes. The image is self-explaining, but to understand how the Starting/Ending Node work, you'll need to take a look at that list, which shows the Node IDs for World 1.


Taken from our Documentation

Even though this might sound extremely easy, there are still some paths that seem extremely weird. For example the path from 1-Cannon to 1-Tower:


Taken from our Documentation

As we described there, that path refers to itself and should lead nowhere actually. But it uses the L bit I mentioned in the image before. Also there are paths, that are just
FF 00 00 00
which probably represent a dead end but that is not sure yet.


6. Bottom screen Position Icon
If anyone ever wondered how the fuck the game is placing the "M" or "L" icon on the minimap, here's the answer:
It is saved in the overlay. Even though we only know the offset for World 2 - Starting point, we do speak about it.


Taken from our Documentation

As you can see, it's actually quite simple. Nintendo has one entry for the position of those Icons for every level. The one I just showed stores the data for W2 - Start point.


7. Other Stuff
This is already a lot, but not all. We do know that even the Mushroom Houses, Towers and Castle have a position that can be edited, even though only in Z direction but at least its something. During our research we encountered a lot and this was one of the things but we currently don't know the offsets and need to find them again.


8. Additional important Information
So how does all this help you if you can't edit it? That's the reason why we started making a table for all the offsets, which is incomplete at the moment but we will continue searching for the offsets soon.


Taken from our Documentation

Also, the "Path Data" part is wrong since Nintendo is so insanely stupid that they split "normal paths" (paths for levels) and "special paths" (paths for Mushroom Houses and other stuff). So the offsets in the table are for the "special paths". If you already want some of the "normal path" offsets, check out this image:


Taken from our Documentation

----------------------------------------

That was it. I hope I didn't forget anything. So have fun and enjoy it.
 Freeze and  ray
_________________________
See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 06-28-11, 11:58 am in New Super Hacker Bros. by ray and Fr33ze (rev. 10 by ImageBot on 11-21-16, 02:04 am)
Roy Koopa


Karma: 4011
Posts: 5/2722
Since: 06-26-11


Fr33ze and ray present
New Super Hacker Bros.

This is special Hack of New Super Mario Bros. DS specialized on Texture-Editing. We have already put many things in our hack so far and we are still adding cool things! Perhaps this is the hack with the most Edited Things!

For example (Texture Editing):
-Player Texture hacking
-We made tiles, where Mario/Luigi can go behind.
-We put a Shy-Guy in the game.
-Animated Waterfalls are also inclueded.
-There is also a rain-effect in some levels.
-The End-Of-Level-Castle from NSMB Wii.
-?-Blocks are From NSMB Wii.
-New Level-Icons
-Custom Title-Screen
-Many more things (bouncing jello, new Springboard graphics, and some more)
Some other things


We also replace nearly ALL of the old NSMB DS Tilesets with the new NSMB Wii Tilesets. There are also new musics in the Hack. For example the "Bowsers Road"-Music or the "Dire Dire Docks"-Music. The levels are well designed and fun to play, but they are not easy. Sometimes it is a bit frustrating, because you will loose really often. There are almost no bugs in the game, but if there are some, we thank you for reporting them

At the time, we have released two Betas, but more will come soon. We have also a blog on Wordpress.com: New Super Hacker Bros.
Here you can see always the newest updates in our Change Log and Videos. You can also download the newest betas there.

If you want to see the Trailers of the two Betas, here they are:


Direct Link to Download:
Click!

So....Have fun!

ray and Fr33ze
_________________________
See a lots of creative DS Hacking here
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Roy Koopa


Karma: 4011
Posts: 2196/2722
Since: 06-26-11
Mega-Mario you should really calm down. Not everyone here is as old as you and does have much experience with computers. Of course, its annoying but not everyone knows that shit. When I came to JUL I had only a bit computer experience. And there was no one being that agressive to me. I think sometimes you are going a bit too far. Even you didnt know the stuff from beginning. No one does. I mean Unknown Object wih this, too. I know, I'm no mod but everyone is allowed to have an opinion.
_________________________
See a lots of creative DS Hacking here
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Posted on 12-23-14, 11:01 pm in ASMB - Adventure Super Mario Bros. (rev. 1 by ImageBot on 11-21-16, 03:10 am)
Roy Koopa


Karma: 4011
Posts: 2681/2722
Since: 06-26-11
aka Freeze and ray

WISH YOU MERRY CHRISTMAS FEATURING:
-3-Level Adventure Super Mario Bros. demo
-Worldmap editor by  Freeze and  ray

The video is explaining everything quite good, but it doesn't hurt to read the rest too


To celebrate christmas with you guys,  Freeze and me want to give you 2 presents, as said above
While we haven't been working on ASMB a lot in the last months, we did work hard on figuring out how the worldmap works.
After hours, days, weeks, months of research, trial & error, madness and effort we finally managed to figure out almost everything about the worldmaps except a few small things. Technically we can create complete custom worldmaps now. We were so insanely happy that we decided to create an editor that allows everyone to edit worldmaps, instead of looking trough tons of HEX Code. It currently supports node-editing only, but soon we're going to add other things if we figure out the rest by a 100%. Every needed information can be found in the readme included in the .rar.
@ Dirbaio and  Arisotura:


Let's continue with the ASMB demo. Basicially, ASMB is finished by ~56%. Progress is slow, very slow, but looking back to the last beta, we thought it might be a good idea to give you a small demo to keep you updated. While we are offering you the demo, we basicially offer you the whole ASMB ROM minus the levels. So we would appreciate if you don't take anything from the ROM.
Coming to the demo itself:
It features 3 fully playable level from ASMB and a badly + fast done worldmap for the demo As soon as you finish the first level, the other two are immediately opened so you don't need to play 1-2 to unlock 1-3. Also, secret exits will lead you nowhere. This effect was made with the worldmap editor, so you can do similiar things for your hacks. We replaced every worldmap that was edited with a Peach model to not spoiler anything Also, every level (except the ones that are not edited yet and the first 3) will crash. Have fun with it

Screenshot of the editor and the demo worldmap


DOWNLOADS:
Worldmap editor
ASMB demo (xDelta, US ROM)

With these words we wish you merry christmas.
~ Freeze and  ray

_________________________
See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 06-14-16, 02:50 pm in ASMB - Adventure Super Mario Bros. (rev. 2 by ImageBot on 11-21-16, 03:21 am)
Roy Koopa


Karma: 4011
Posts: 2707/2722
Since: 06-26-11
There hasn't been any progress at all in the last 2 years I guess. But I'm glad to announce that Worlds 1-5 are finished. Only 3 more to go.
Here you have a screenshot of W4-Tower because reasons.



Edit: Also updated first post.
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Posted on 06-28-11, 06:22 pm in tutorial Editing .ncg files with NSMBe 5.2 (rev. 1)
Roy Koopa


Karma: 4011
Posts: 15/2722
Since: 06-26-11
This is a guide for editing the graphics of .ncg files with the NSMBe 5.2

You want to edit the Goomba? Or the Koopa? Or the Bottom Screen? Or... STOP! Read this tutorial first insteat of coruppting your files First of all, you should know, that every .ncg files, has a palette file. These palette files are .ncl's. So open your editor (5.2!!), go to the file browser and open the obj folder.

After that, search for the "l_kuribo256_ncg.bin" file. Make a doubbleclick on it and a new window appears.

Now search in the same folder for "l_enemy_W_ncl.bin". Make on this file a doubblecklick, too. A new window appears again. In this window, click on "Add all". With this, you imported all the stored pallettes in this palette file. The window can be closed now.
Change to the first opened window named "2D Texture Editor" and click on the first line (one of the pallettes) in the extrawindow named "Palettes". After that, click on the image file above "NSMBe4Image2D" This should look like this:

Now, set the first label3 under the palette window to 4. It should look like this:

Sometimes you have to tick "View in 4bpp format" if you want to see something. When all is in counfused colors. Change the palette in the "2D Texture Editor" or import another pallette. You can do this with all .ncg's. Also you can list more than one .ncg in the 2D Texture Editor window. And now: HAVE FUN EDITING IT! I hope I could help you Not all the .ncg's are in the obj folder Feel free with the colors and the tools!
Don't forget the SAVE button

ray
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Posted on 07-05-11, 05:16 pm in sprites MvsL Hacking (rev. 4)
Roy Koopa


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Posts: 83/2722
Since: 06-26-11
I think some of you want to know which enemy's/sprite's you can put into the MvsL levels. So I made a list of the Nsbmd's and nsbtx's.
Here is it I also added a List of .ncg Sprites and the rest which I could not find.





I hope I could help you a little bit and I hope you will test if the "*"marked Sprites work and post it here. Then I will edit the post. Have fun!

ray
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Posted on 05-28-12, 07:13 pm in tutorial Best practices when making NSMB levels (rev. 4 by  gridatttack on 07-24-13, 05:01 am)
Roy Koopa


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Since: 06-26-11
#1 Don't do anything that doesn't make sense.
Don't do anything that doesn't make sense. Meaning, Don't make someone have to backtrack a far way just in order to a complete the level normally. Don't make someone have to kill themselves because they did a certain part wrong or forgot something. And use the coins to make a safe path through the stage, don't make them lead off cliffs or anywhere unsafe.

#2 Kaizo Stuff
Just.....Nobody needs to see that guys, at all. A. Because Kaizo is nowhere near fun in NSMBWii anyway B. It will always turn out ugly, I guarantee so.

#3 Challenging/Fun > Difficult.
Don't make 1 block jumps, because I don't think anyone has ever found those fun. Adding Enemies at every corner doesn't make a level make a level challenging or fun, just the player trying to figure out how to get over that mess.

#4 Levels can't cause lag.
If a level causes any lag to the game at a certain spot, fix that problem up. A perfect example of this issue is too much 3D models at once.

#5 Timer.
If your level is going to be large, it'll be wise to adjust the time limit to reduce the pressure on people playing the level. For very short levels, 300 seconds works, but for the longer levels, especially ones that use auto-scroll controllers, setting the timer to a larger number is heavily recommended. A good value is the double of what it takes you to complete the level.

#6 Sprite usage.
Learn how to use each sprite properly. Do not use the unused sprites, unless they're capable of working in-game; Ex.: Spinning log is an unused sprite, but it works in-game.

#7 No Sprite spam.
Don't spam your level with Sprites/Enemies. It looks just bad and will also slow down the game.

#8 Areas.
Make sure that different areas make sense. Not something like:
1st area: desert
2nd area: forest
(Note: this can be used depending on how you edit and link the areas, so they will be related)

#9 Use a lot of decoration.
While not possible with all tilesets, try to place a lot of flowers or rocks. If there's no such tiles, you can always place a bush or a sign. This helps the overall look of your level.

#10 Coins.
Don't place coins somewhere impossible to get. Also don't create a path leading to a hole. Coins are usually there, to show the Player one or more right ways to get safely trough the level.


I posted only 10, I would know much more but I want the Community to fill these Rules. So go and post! (Some rules taken from RVLution)
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Posted on 08-06-12, 06:53 pm in HEY! YOU! What are you doing in the trash!?
Roy Koopa


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Posts: 1910/2722
Since: 06-26-11
Spam over spam...
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Posted on 08-07-12, 05:44 pm in Say something about who posts before you!
Roy Koopa


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Since: 06-26-11
Likes trolling
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Posted on 06-10-13, 04:08 pm in Newer Super Mario Bros Wii has been released!
Roy Koopa


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Posts: 2462/2722
Since: 06-26-11
Posted by Freeze
Is NSMBW already fully hackable, because this hack has got sprites in it that never appeared in the original game IIRC.


ASM Bitch. ASM.
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Posted on 06-30-13, 04:44 pm in ASMB - Adventure Super Mario Bros. (rev. 1 by  ray on 06-30-13, 04:44 pm)
Roy Koopa


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Posts: 2475/2722
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Meep. Just a small update screen.

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Posted on 07-28-14, 05:35 pm in suggestion BNBL / BNCL support
Roy Koopa


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Posts: 2622/2722
Since: 06-26-11
I don't know how many times I've already asked for this, but can you add support for BNBL / BNCL? I think it might actually not be that much of work.

BNBL


BNCL


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Posted on 06-28-11, 02:06 pm in New Super Hacker Bros. by ray and Fr33ze
Roy Koopa


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Posts: 10/2722
Since: 06-26-11
Posted by NsmB_PrO
Ok, creating this thread was the work, I was going to do first.

I was first
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Posted on 08-06-12, 09:56 pm in Board changelog
Roy Koopa


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Since: 06-26-11
Me, too
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Posted on 08-06-12, 11:35 pm in HEY! YOU! What are you doing in the trash!? (rev. 1 by  ray on 08-06-12, 11:35 pm)
Roy Koopa


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+ o + o + o + + o + o + + + + o o + o -_-_-_-_-_-_-_,------, o _-_-_-_-_-_-_-| /\_/\ -_-_-_-_-_-_-~|__( ^ .^) + + _-_-_-_-_-_-_-"" "" + o o + o + + o o o o + o + + + o o +

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Posted on 10-02-12, 05:01 am in Super Mario 64 DS Custom Level :)
Roy Koopa


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I thought I should share it
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Posted on 11-08-12, 06:11 pm in oct 22 to nov 6 Garmichael's Level Design Contest!
Roy Koopa


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Since: 06-26-11
I was able to find only ONE blind jump (the secret with the red coin ring). And even there have been coins, which usually always lead to a save place. About the camera problems: I think it scrolls perfectly, only the camera at the beginning was a bit crazyif you jumped into the top right corner (I think you know what I mean).

So I have no idea how you can say that the camera and the jumps are a problem.
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Posted on 01-18-13, 07:39 pm in NSMB2 DS Hack!
Roy Koopa


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You need to extract the rar file...
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