New Super Mario Bros. 2

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todo: [b]sources: [/b]
http://nsmbhd.net/thread/2630-nsmb2-hacking-development-3ds/
http://rvlution.net/thread/3005-new-super-mario-bros-2-findings/


[spoiler=NSMBHD Thread First Post][b]SORT:[/b]
<ul>
<li>Levels use SARC files. Gericom's in-development tools will be able to unpack them, if we are able to unpack and repack them, a level editor can be developed. WiiUExplorer/related source code/SARCUnpack might be able to unpack them, but not in the current state.
<li>It
<li>Lighting is now possible to unpack and repack 3DS games. You can playbased on the repacked games.
<li>Ninjifox has made a proof-of-concept version
bg
<li>Events 33-64 persist between zones/areas
</ul>
<h1>Hacks</h1>
<ul>
<li>[url=https://nsmbhd.net/wiki/List_of_Hacks_(NSMB2)/]List
of Reggie! Mod that can view NSMB2 levels. It is not going to be released! Screenshots: [url=http://tcrf.net/Category:Nintendo_3DS_maps]Skawo's[/url], [url=http://dl.dropboxusercontent.com/u/4558613/nsmb2.png]Ninjifox's[/url].
<li>There are some [url=http://el-zappy.blogspot.co.uk/2013/10/3ds-x-and-y.html]BCTEX[/url] textures.
<li>Messages use MSBT. They can be read in a hex editor.
<li>Models use BCRES which has a CGFX in the header. It may be a 3DS version of the Wii's BRRES or a CGFX file (you don't say). CGFX files can be opened in 3DSExplorer, [url=https://web.archive.org/web/20140907084136/http://www.brawlcustommusic.com/~soneek/3ds/]cgfx2obj[/url] and soon - gericoms new multi-file-format tool.
<li>Music streams are BCSTM can be played/converted with foobar + vgmstream or just converted with vgmstream. But the 'gold' sound cannot be disabled.
<li>There is [url=http://tcrf.net/New_Super_Mario_Bros._2]unused[/url] [url=http://hiccup.shoutwiki.com/wiki/New_Super_Mario_Bros._2]stuff[/url].
Hacks[/url]
</ul>
[/spoiler]
[spoiler=RVLution Thread First Post]
Levels use SARC files. Ninjifox and Skawo have been able to modify Reggie to read NSMB2 levels, but aren't planning to release it. However, Roadrunner is working on a version that he does plan to release.
There are some BCTEX textures.
Messages use MSBT. They can be read in a hex editor.
Models use BCRES which has a CGFX in the header. It may be a 3DS version of the Wii's BRRES or a CGFX file (you don't say).
Music streams are BCSTM can be played/converted with foobar + vgmstream or just converted with vgmstream. But the 'gold' sound cannot be disabled.
Star Coin is sprite 219. The Coin Number setting nybble has changed. It can still trigger events.
Note Blocks are tileset objects, not sprites.
Stack of Goombas is sprite 139.
Koopa is sprite 165. The Color nybble has changed.
Checkpoint Flag is 52. It appears that the Entrance ID setting uses the same nybble as in NSMBW. There's also another setting?
Sprite 57 spawns coins. Two of these sprites are used in 1-1, underneath the Star Coin trapped in Brick Blocks. It has a ton of settings.
[/spoiler]

<h1>Info</h1>
<ul>

<li>[[Differences and similarities to other games]]
<li>[[dBase]]
<li>[[Early Lists]]
<li>[[List of Versions]]
<li>[[List of File Formats]]
<li>[[List of Entrance Usage]]

<li>[[List of Files (NSMB2)|List of Files]]
<li>[[List of Models]]
<li>[[List of Sound Files]]

<li>[[List of Sprites]]
<li>[[Differences from previous games]]
<li>[[List of Actors]]
<li>[[List of Tiles]]
<li>[[List of Layouts]]
<li>[url=https://gist.githubusercontent.com/RoadrunnerWMC/fb274a3be0936fbca651/raw/c0d8f536b
e42bec30d3024e36f4e6208c4cbb0e7/Master%20NSMB2%20Sprite%20Data%20List]Sprite usage[/url] (includes main game + dlc, nybbles 1-24)
<li>[[Common crash causes]]

</ul>
<h1>Workings</h1>
<h1>File Formats</h1>

<ul>
<li>a<li>[[BCRES]]
<li>[[BigRedSave]]

</ul>
<h1>Ideas</h1>
<h1>Tools</h1>

<ul>
<li>a<li>[url=https://github.com/Arisotura/CoinKiller]CoinKiller[/url] - Level Editor and Tileset Editor
<li>[url=https://github.com/ExplosBlue/RouteEdit]RouteEdit[/url] - Editor for the routeInfo file
<li>[url=https://github.com/ExplosBlue/BigRedEditor]BigRedEditor[/url] - Save File Editor
<li>[url=https://github.com/gdkchan/SPICA/]SPICA[/url] - Tool for exporting models and textures
<li>[url=https://gota7.github.io/Citric-Composer/]Citric Composer[/url] - Editor for Sound Files such as BCSTM and BCSAR
<li>[url=https://gota7.github.io/Citric-Composer/]Koopa Harmony[/url] - BBID Editor
<li>[url=https://github.com/IcySon55/Kuriimu/releases]Kuriimu[/url] - Editor for various File formats such as BCTEX, CTPK or textures in a BCRES file
<li>[url=https://github.com/RicBent/Magikoopa]Magikoopa[/url] - Compiles custom code for NSMB2
<li>[url=https://github.com/dnasdw/darctool]darctool[/url] - extracting and creating ARC files for layouts

</ul>
<h1>Tools</h1>
<h1>CoinKiller Files</h1>

<ul>
<li>RoadrunnerWMC's NSMB2 Editor<li>[url=http://smbnext.net/spritedb/spritedb.php]spritedata[/url]
<li>[url=http://kuribo64.net/board/thread.php?id=2342]Sprite Images[/url]

</ul>