Posted on 01-19-16, 03:19 pm (rev. 1 by  Arceus on 01-20-16, 02:23 pm)
We do what we must because we can

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Another small release but this time with a cool new music!

Changelog:
- Final Boss music is finally working (Thanks to Sharks!)
- 4-4 has been frozen
- 7-GH Exit is a bit more spooky
- 3-GH has been tweaked
- rain is a bit more rainy
- fixed texturebug in 4-T
- fixed another mini-mario bug in 2-castle

Download

I added a video for this:

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Posted on 02-04-16, 07:46 pm
Death by cuteness

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Things I noticed so far in this new revision:
_W2-Tower doesn't play the victory theme.
_W3-Castle is set to begin at entrance 1 rather than entrance 0.
_W3-Castle doesn't play the victory theme.
_Mario does the moonwalk when walking the path south of 4-1.
_W7-Castle doesn't play the boss theme.


Fixes proposed:
_You can change the bottom background of W2-Tower from 6 to 65.

_Change W3-Castle Entry Point from entrance 1 to entrance 0. (No really, MeroMero?)

_I can see in NSMBe that overlay 0 is already decompressed, that's good because for the next fix you'll need to go to offset 0×2F0BC in said overlay.
The list of 14 numbers you see there are the authorized backgrounds by the game that load the bosses and victory theme.
Change the first 2D into 0B, this will allow W3-Castle to function optimally, assuming you keep the current backgrounds for this level.
Then change 3E into 32, this will allow W7-Castle to function optimally, assuming you keep the current backgrounds for this level.

_Look there for the 4-1 path fix: http://nsmbhd.net/post/37709/
You might also see new ASM hacks that could pique your interest.

_You might want to export the Sky Tower tileset from slot 38 to slot 58, since the latter goes unused in your hack.
This would allow you to put a red door in that tileset.



That's all for now, enjoy your birthday.
Posted on 02-05-16, 06:13 pm
We do what we must because we can

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Thanks for mentioning these
I have fixed them and will release a fixed version soon.. I'm thinking about something I want to implent so I'll see when it will be published.
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Posted on 02-09-16, 12:24 pm
Death by cuteness

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Other things that didn't click on me earlier:

2-3
The secret exit uses the normal end-of-level castle.




7-Ghost House
There's a mistake on the flagpole base.




5-Castle



Problem: when reaching this section, you can take advantage of the way NSMB spawns the sprites.

With that I mean that you can position yourself close enough to spawn the Spiked Ball while at the same time being far enough to not spawn the Expandable blocks.
This is the fix I propose (you don't need to change the sprite data of the Spiked Ball).



Either that or you can place invisible solid unbreakable tiles where the expandable blocks are located.



There's also a thing concerning the mountain tileset, look:



It seems that some of the objects are only loosely planted to the ground.
My advice would be to use this tile directly under:



Which is what you did for some decorations in 7-5 for example.
So this goes for the flagpole, the end-of-level castle, the bushes, the arrow signboards, pipes, and other things I might forget.




That way it looks like those objects really are solidly planted to the ground
Posted on 02-09-16, 05:26 pm
We do what we must because we can

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I wonder how I could even release this without you letting test it xD

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Posted on 02-10-16, 07:28 pm
Death by cuteness

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Lol.
To be fair even NSMB devs didn't get away with it either (despite, I'm presuming, having a team dedicated to bug-testing).
Look at this for example:





From  Hiccup:



Also if you look at W7-Ghost House Area 3 on a vanilla game, you'll see that View 0 only has a height of 176 pixels, instead of the intended 192.

And also this.
Posted on 02-12-16, 02:55 pm
We do what we must because we can

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I hope that this is the last bugfix update that I have to post

Changelog:
- fixed every bossmusic issues
- the 4-1 secret exit path glitch is fixed
- 7-castle has been modified a bit and has an more epic boss entrance
- 4-castle has been improved a bit
- 8-final castle has been fixed and finally looks like it should
- the two exit bugs in 2-3 and 7-ghost house have been fixed
- mountain decoration looks like planted on the ground

Download

the next update contains 8 new worlds then..
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Posted on 02-16-16, 09:09 am
Roy Koopa
The guy who does things.

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Posted by Arceus
the next update contains 8 new worlds then..


Is that a hint at something?
New Super Mario Bros.: Clone Tag Team 1+2 / New Super Mario Advance + Take 2 / Super Mario: Endless Earth
My two greatest assets have been mental stability and being, like, really smart.
Posted on 02-16-16, 01:21 pm


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I think when he said "new" he meant "redone" or something along those lines
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Posted on 02-16-16, 01:45 pm
We do what we must because we can

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I meant what I said.
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Posted on 05-29-16, 03:01 pm
Banned for being a complete retard.

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Sorry bump this thread. I'm playing this hack and simple stuck in the final castle. It's flocking hard. I don't know if doors are independents or there is an order to follow. Just for 999 time disposed to player give me chills. I hate this kind of skjmin's maze-like. Somebody can help me? There is some tutorial video, walkthrough text, or hidden post with some map to follow? I couldn't find any answer in this sea of posts on this thread. With all sincerely, anyone in this forum won this castle playing honestly on a DS without cheating?
Waiting from some good soul to help me.

Posted on 05-29-16, 03:41 pm (rev. 1 by  pinet on 05-29-16, 03:44 pm)


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There is a youtube link in post Nr. 45001 where Arceus teachs the way.
More specifically, in this video below:

The New Worlds #24:


I can not deny, the last castle is actually a bit annoying to win, even using an emulator.
Note that Arceus himself die a few times when he played his own level.

[] -P
Posted on 05-29-16, 11:14 pm
We do what we must because we can

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Well, your "skjmin's maze-like" level is actually inspired by Yoshis Island..
World 4-Castle if I remember it correctly
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Posted on 05-30-16, 02:59 am (rev. 1 by  Luluca on 05-30-16, 03:17 am)
Banned for being a complete retard.

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Oh...
Is skjmin the author of that annoying Yoshi's Island castle too?
Relax man, your hack is great. At least until the final castle.
He he, just kidding...
Posted on 05-30-16, 12:37 pm, deleted by  Arceus: wat is eironi?
Posted on 09-04-16, 04:17 pm
We do what we must because we can

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This nice youtuber remade the first 4 levels of world 1 in Newer SMBW ^^
It seems that he isn't the best level designer but it's definitely worth a look:

https://www.youtube.com/channel/UCFdkdQZ9Rg9OUFwmi9yTyYw/videos
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Posted on 09-04-16, 04:25 pm
Paragoomba


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Posted by Arceus
This nice youtuber remade the first 4 levels of world 1 in Newer SMBW ^^
It seems that he isn't the best level designer but it's definitely worth a look:

https://www.youtube.com/channel/UCFdkdQZ9Rg9OUFwmi9yTyYw/videos


I approve this channel name
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Posted on 10-18-16, 11:11 pm (rev. 5 by ImageBot on 11-21-16, 03:24 am)
Mariomaster

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I dunno if it is me, but for me the patch seems broken?

It applies succesfully, but in DeSmuME it fucks up badly:

Turn down you headphones. I warned you!


Most of the time it just hangs when loading a save...


Edit: Works fine in no$gba tho.

Edit 2: Looks like your Rom-Header is corrupted. In newer DeSmuME build it works after this warning:


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Posted on 10-21-16, 01:31 pm
We do what we must because we can

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I always got this message while testing/playing etc.
It appeared since the ROM got bigger than the normal one.
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Posted on 11-19-16, 11:43 pm
Red Goomba
banned: lame attempt at giving himself false praise

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You should create The newer worlds 1, I also loved your 3 hacks are amazing
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