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Posted on 05-28-20, 04:06 pm
Mariomaster

Karma: 8528
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Since: 06-09-12
The best way of learning how to do stuff like that is looking at existing level. You could for example look at the warp in retail 1-1 to the underground section.

Anyways, the warp sprite has to be linked to an Entrance via the IDs. That entrance will determine the destination of the warp. The game will crash if the entrance ID for the warp is invalid or the destination specified in the entrance is invalid.
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Posted on 06-05-20, 08:20 am
Paragoomba
Indeed it is, indeed it does

Karma: 336
Posts: 20/68
Since: 03-29-20
So, recently, I made a custom World 6-Castle level. However, whenever I try to actually play the level, the game crashes a few seconds after entering. I'm very sure that all of the entrances, sprites, controllers, etc. are configured correctly, so I'm not entirely sure what the problem is. Any help would be appreciated.

Here's the level:
https://nsmbhd.net/file/FRVBNVtrdILRNgqE/6-16.sarc
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New Super Mario Bros. 2 Anew!
Posted on 06-05-20, 11:42 am
Micro-Goomba
Local mod

Karma: 165
Posts: 11/14
Since: 10-17-16

Explos


Unfortunately, 6-castle contains some hardcoded elements that cause the level to crash if certain elements are edited, such as editing any entrances or adding/removing zones, so if you do want to edit 6-castle it is the least likely to crash if you only change tiles/sprites and avoid changing entrances or other things within the level.
Posted on 06-20-20, 03:22 am (rev. 1 by The_Eggo55 on 06-20-20, 03:23 am)


Karma: 1
Posts: 1/1
Since: 06-20-20
How do I make the enemies not bop or dance when a "Bah" is played in the music? And also, how do I edit the music?
Posted on 06-23-20, 02:07 am (rev. 1 by  explos on 06-23-20, 02:07 am)
Micro-Goomba
Local mod

Karma: 165
Posts: 13/14
Since: 10-17-16

Explos


To edit the "bahp" points, you would need to edit the bbid file associated with the song you want to edit them for. The bbid files are located in "\Sound\BgmInfoData\" of the nsmb2 romfs and can be edited with Koopa Harmony.

For music, you would use citric composer to create new bcstm files.

Both of these are available here: https://gota7.github.io/Citric-Composer/
Posted on 08-03-20, 11:19 am (rev. 1 by Tobi_I7 on 08-05-20, 07:54 am)


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Since: 07-28-20
Is there a plugin from Nintendo, to get a custom worldmap into the game?
Posted on 08-05-20, 01:24 pm (rev. 2 by  Shellbarbecue63 on 08-05-20, 01:28 pm)
Paratroopa
Beginner

Karma: 128
Posts: 95/154
Since: 05-21-20
... Why would Nintendo even do that? You can only get unofficial plugins or just use a 3D modelling tool like Tinker Cad (its a website), make a model in the editor, export it as a .obj file, convert it to bcres or bcmdl, then import it into the game as a worldmap model
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My 2 current NSMB Hacking projects, NSMB Adventure DS, and NSMB Adventure Wii. Download NSMB Adventure here
Posted on 08-05-20, 05:13 pm
Paragoomba
Indeed it is, indeed it does

Karma: 336
Posts: 40/68
Since: 03-29-20
No, that’s not exactly how it works. For NSMB2, the only way to make working models for world maps (or almost everything) is by obtaining Maya 2011-2014, and the corresponding NW4C plugins, which are by Nintendo. Discussion about obtaining them isn’t allowed on the site, as they are SDKs, so, Tobi_I7, you’re on you own for that.
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New Super Mario Bros. 2 Anew!
Posted on 10-26-20, 05:51 pm


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Since: 10-25-20
How do i port an enemy from other games like NSMBW or NSMBU?
Posted on 10-26-20, 10:54 pm
Paragoomba
Indeed it is, indeed it does

Karma: 336
Posts: 45/68
Since: 03-29-20
Can't really do that just-like-that. A feat like that's going to take a ton of custom code, and you're going to find your own model, since it's a completely foreign enemy. Basically, you're going to have to make it from scratch; you can't just "port" things.
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New Super Mario Bros. 2 Anew!
Posted on 10-31-20, 08:16 pm


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Since: 10-25-20
Is there any tutorial of editing/replacing models? Like replacing Mario with a Wario Model?
Posted on 02-28-21, 04:17 am
Micro-Goomba
@jnthndrn

Karma: 25
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Since: 01-04-18
What is the best tool to use to view world map models to edit textures and import models?
Posted on 03-01-21, 02:57 am, deleted by RicBent: This ain't NSMBDS ;)
Posted on 03-02-21, 07:26 pm
Red Goomba
When the

Karma: 55
Posts: 13/37
Since: 05-12-20
Posted by jnthndrn
What is the best tool to use to view world map models to edit textures and import models?

You can use Kukkii (Kurimuu) to import and edit new textures, To view the Worldmaps models you can use Switch Toolbox. Sadly I don't know how to import new models.
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hmm what to say...
Posted on 03-14-21, 05:57 pm


Karma: 1
Posts: 1/2
Since: 10-10-19
How would I go about editing text in the game? Source code/Hex editing maybe?
Posted on 03-14-21, 07:34 pm
Red Goomba
When the

Karma: 55
Posts: 15/37
Since: 05-12-20
Posted by King Mayro
How would I go about editing text in the game? Source code/Hex editing maybe?

To edit the text for NSMB2 you have to use Kuriimu. You can download it by just searching it on the internet.
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hmm what to say...
Posted on 03-15-21, 02:54 am


Karma: 1
Posts: 2/2
Since: 10-10-19
Posted by MarioFalls
Posted by King Mayro
How would I go about editing text in the game? Source code/Hex editing maybe?

To edit the text for NSMB2 you have to use Kuriimu. You can download it by just searching it on the internet.


I have actually tried that, but Kuriimu refused.
Posted on 07-10-22, 12:48 am (rev. 1 by  HD Erick Games on 07-10-22, 12:56 am)
Red Paratroopa
Someone who speaks Portuguese

Karma: 531
Posts: 167/168
Since: 11-02-16
I havent seen many tutorials and the ones I have seen are from like 5 years ago,
also, this and kuribo64 forums seem to be pretty dead regarding NSMB2 hacking...

But anyways, I got a little offtopic there,

My question here is if there is any "simple" way of creating custom Multi track BCSTM, without the need of HEX-Editing to make them work.

ALSO: Is there a way to change which music each level/area uses?

Tools I currently use for multi track bcstm (Audacity, BCSTM.bat as seen in PIC, HxD)



Posted on 09-29-22, 12:06 am


Karma: 2
Posts: 3/3
Since: 11-25-20
How can I extract the background textures? I know already that they aren't 3D like in NSMBW so I wanna have the files to use for other projects
Posted on 02-26-23, 03:33 am


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Posts: 1/2
Since: 02-26-23
so my nsmb2 custom level i made crashes after showing the level intro screen. yes, i am playing on my 3ds, and i followed a gbatemp tutorial called "custom levels & mods (the easier way)." i also used coinkiller to make my level. anyone know why my level could not run? is there something i needed to add that is necessary? my luma3ds is up to date as well. help would be very appreciated
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