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Posted on 07-04-17, 05:41 pm in How to Extract NSMBW's Files (rev. 7 by customlevelfan78 on 05-13-18, 03:38 pm)
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The game's files are essential to work with Reggie, and you can't use it without them. The extracted files may differ between dumping methods, but what you'll need will be there.

Method 1 : ReggieDumper


Method 2 : WiiXplorer


Method 3 : Wii Backup Fusion


Method 4 : WiiScrubber (OUTDATED)


Method 5 : Download


Optional Step : Remove Write Permission to Dump Folder


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Posted on 07-04-17, 06:13 pm in How NSMBW Levels Work (for Newbies) knowledge (rev. 8 by customlevelfan78 on 05-13-18, 04:07 pm)
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A level is made by multiple components, and to simplify their descriptions i've compared them to real-life objects.

- Areas : A neighborhood without houses doesn't exist. A level without Areas can't exist. Every level has at least one, and can have a maximum of 4. They are independent from each other, and the only things that link them are Entrances. Every Area has its own settings and contains Zones.

- Zones : Like every house has at least a room, every level needs at least a Zone. It's a rectangle where Mario can stay, and where all the action happens. Their dimensions are limited (going over the limit will cause a crash). Every Area can contain a maximum of 6 zones, and each one has its own settings (background, music and other stuff).

- Background : A room with blank or out-of-theme wall colors is horrible. It's therefore important for a good level to have a fitting background for each Zone.

- Tilesets : A house without the floor is absurd, and a level without land is, too. A Tileset is literally a "set of tiles" that creates the terrain over which Mario walks. Every Area can use up to 4 tilesets, and each one of them occupies a different slot (they're called Pa, and they are Pa0, Pa1, Pa2 and Pa3. Note that a tileset made for a specific slot does not work in others e.g a Pa0 can't be used as a Pa3). Different slots normally have different functions, but the usage doesn't really matter :


- Sprites : A room without furniture looks empty. A level without sprites looks empty. They consist in every animated element (Goombas, Bowser, Platforms...), and each one has its own set of settings. Sprites can also be divided into categories, such as Enemies, Hazards and Platforms, Events, Effects and Special Sprites, and Unused/Broken Sprites.

- Entrances : Like a house without doors or windows is not accessible from the outside, and rooms can't be linked together, a level without Entrances doesn't work, and Zones can't be linked to each other. They are used to mark the player's starting position and which pipes/doors are enterable and where they point him to.

- Paths : A train needs rails to move, and it cannot do that without them. Paths have exactly this purpose, to give a route to elements that need it (generally Sprites). Paths are made of Nodes and Lines. Basically Nodes are used to change direction and speed, while Lines are the intervals between Nodes.

- Locations : Literally a place. They are used to specify (only for objects that need/support it) where they should stay, and not putting them may cause the game to crash.

- Layers : They only work with Tiles, and they are used to define Mario's behaviour when he touches them (stay in front, solid, pass behind...)
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Posted on 07-04-17, 07:05 pm in NSMBW Questions old
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Before converting to BRSTM you must open the sound in Audacity and export as WAV. Then it can be converted.

Aand it's a normal audio file, the echo should not interfere with conversion.
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Posted on 07-04-17, 07:07 pm in Sprite development/discussion thread
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You can use Actor Spawner instead of implementing it directly in the sprite
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Posted on 07-04-17, 07:07 pm in How NSMBW Levels Work (for Newbies) knowledge
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I'm going to make many more of these, so stay tuned
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Posted on 07-04-17, 07:10 pm in How to convert music for nsmbw (rev. 2 by customlevelfan78 on 08-03-17, 04:47 pm)
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You may find that NewerSMBW has additional .er files as music. To use this format, simply change the file extension from .brstm to .er. You don't need to patch the BRSAR when editing these files.
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Posted on 07-04-17, 08:04 pm in Setting Up and Compiling the Newer Sources (rev. 6 by customlevelfan78 on 08-13-17, 09:09 pm)
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This is the original post made by Tempus and recovered from RVLution. I added a few edits to the original post, while 9211tr made the Windows and Linux tutorials, props to them !

Windows 10 (made by 9211tr) :

Mac OS X (made by tempus) :

Linux (made by 9211tr) :

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

And lastly, megazig's shell script (python installs as python2). It doesn't work, but i'm keeping it for archive purposes :

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Posted on 07-04-17, 09:12 pm in Load NSMBW in Dolphin Without ISO (rev. 7 by customlevelfan78 on 04-08-18, 04:36 pm)
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Repost from StapleButter's thread on Kuribo64 with additions by me and ZementBlock. Happy read !

Posted by StapleButter
Requirements :

- All of NSMBW's files extracted in a folder (see here to know how to do it, you MUST use method number 3)

Steps :

1) Look for the file "apploader.img" in the dump you've made (it MUST be there, or you can't go further)
2) Open Dolphin
3) Go to Config
4) Go to the Paths tab
5) Set the DVD root path to the folder containing the game files and set the apploader path to apploader.img (if it isn't there, you NEED it)

Now, to make Dolphin see your game's save data, there's an extra step needed. You can skip it altogether if you don't have any :


You can then launch Dolphin, and load the game's main.dol, which will start the game as if it was running from an ISO/WBFS. That's it !

Note : To apply file changes while using this method, simply place the files where due while the game isn't using them. Dolphin will crash if the new file is bigger than the original, and a restart will fix the issue.

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Posted on 07-04-17, 09:14 pm in Setting Up and Compiling the Newer Sources
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Yeah, i wanted to do it for a long time (was going to do it on MMM but we transferred here) but never had the chance until now (no free time and no Wii).
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Posted on 07-04-17, 10:26 pm in Tileset Pack (600+ Tilesets!)
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Fourth repost from me,yay.

Download link : here
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Posted on 07-04-17, 10:56 pm in Tileset Pack (600+ Tilesets!)
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The main ground should be, it's PaX_joietysdesertextras or something like that. I definitely not remember seing the slanted rocks though.
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Posted on 07-04-17, 11:50 pm in Tileset Pack (600+ Tilesets!)
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Because i had saw that tileset and i liked it a lot, so i remembered what its name was.
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Posted on 07-05-17, 08:29 am in Sprite development/discussion thread
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Well, they edited Yoshi (new colors and boss animation)...
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Posted on 07-05-17, 08:04 pm in How NSMBW Levels Work (for Newbies) knowledge
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Please tell me where they are so i can fix the thing. I'm not too good at English
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Posted on 07-05-17, 08:10 pm in NSMBW Questions old
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You can also try CleanRip. There's no other way other than piracy, and this time it's justified because you already own the game.
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Posted on 07-06-17, 09:30 am in Sprite development/discussion thread
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Btw, some of these are here : https://github.com/ErikHK/wiihack (the upside down thing is mentioned so it may be here)
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Posted on 07-06-17, 07:22 pm in The Introduction Thread
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You already know me by now. I hack NSMBW since 2010 and i had been on hiatus for a whole year. I am currently trying to make good quality tutorials for the board so newbies can actually do something. There's really nothing else.
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Posted on 07-07-17, 02:54 pm in Level designing tips and tricks (rev. 1 by customlevelfan78 on 07-07-17, 02:55 pm)
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Could you please remove references to NSMBDS ? It's not really this board's topic. Also, spiky terrains suck everywhere, so please remove that tip (it may be me, but gentle slopes should be literally everywhere possible).

I was gonna write one myself but you've beaten me
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Posted on 07-07-17, 03:36 pm in NSMBW Versions Explained (for Newbies) knowledge (rev. 4 by customlevelfan78 on 05-13-18, 04:50 pm)
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So you may have heard things like "PAL v2 is not supported", or "Japanese does not work". I made this to explain what it actually means.

What is PAL / NTSC / ... ?


But what does v2 then mean ?


How do i know which region my game is ?


And what about the version ?


And how do i know if a mod works with my game ?


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Posted on 07-07-17, 03:37 pm in Level designing tips and tricks
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Yeah, but NSMBDS shouldn't really be mentioned in NSMBW's section. Don't you think ?
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