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

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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
Red Goomba
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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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Posted on 06-05-20, 11:42 am
Micro-Goomba
Local mod

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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)


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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

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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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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)
Koopa
Beginner

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... 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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Posted on 08-05-20, 05:13 pm
Red Goomba
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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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