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Posts by Treeki

Treeki's Profile → Posts

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Originally posted by An00bis
Wait, reggie! is out? I thought it wasn't out yet...

Not out, but FP has a prerelease. It still needs a lot of work to be a usable editor, and I'm working on a possible rewrite using PyQt (which would make a far better interface).

Originally posted by An00bis
Also, I would absolutely love an SMW remake using NSMBWii, but that's probably way far off :<

Sadly impossible :( Not enough enemies are in the game. Tilesets can be edited to add things which NSMBWii doesn't have, but other things aren't as easy.. like Chucks, Yoshi transferring between levels, Big Boo, non-cannon Banzai Bills, Cape Feather, and so on. It does come far closer than NSMB DS - but it's still not good enough.
Originally posted by Dead Master
Originally posted by TRS
Originally posted by Dead Master
As for an SMW remake, while there are a lot of SMW elements in the game, a whole bunch of sprites would have to be coded for the game. The number of additions would be huge.


Yes, but you've seen what is possible with SMW.

Yes but remember that Wii games are written in another programming language, AND SMW Hacking has been around for nearly 10 years. SMW Hacking has had time to grow, NSMBWii hacking started a week ago.

ASM hacking NSMBWii would be just .. totally unfeasible. Not completely impossible but you'd be insane to want to try it: the SNES's processor is under 4mhz, while the Wii processor clocks at over 700mhz. Still want to try hacking the code for it? ;)

I actually did try ASM hacking NSMB DS once - the furthest I got was managing to override input using a specific memory variable.

One thing that's notable is that a lot of things use the generic Wii formats which are documented and editable - so you can modify stuff like models, animations, overworlds, menu screens and so on without ASM hacking.

However, don't expect totally new sprites or anything similar any time soon.
Is this a joke? I'm sick of having to start bosses over and over again.

First it was the Piranha Plant boss -- it'd randomly disappear and never come back again. After many attempts I finally managed to beat it. Now it's Toadsworth -- is he supposed to completely stop throwing Fuzzies for no reason? (Of course, he has no qualms with continually attacking me. Or maybe I'm supposed to dodge hundreds of blocks in the hope I'll get a fuzzy... nope, I'm not going to spend hours trying.)

On one of my attempts, I somehow beat his first form. Too bad hitting him with a Fuzzy does nothing while he's flying across the screen, and I cannot get past that bit without dying because I only have 4hp.

Oh well.
Originally posted by Roy
Known bug. I need to get unlazy and fix that one. It probably has to do with SMW's RNG - maybe it was changed internally on SMWCP or something because it never failed for me as I was beta testing it on my clean ROM.
Maybe that's a similar bug to the one in the Piranha Plant...

Originally posted by Roy
What? I never heard of that bug. You should have at least 6 HP as you enter that room (at least 1 HP left-over from the previous room + 5 restored HP).
Yeah, having 1 HP left over from the previous room is what I meant.


Any idea when it'll be fixed? Could I apply the fix without losing my progress and having to spend another day on Bowser's Castle?
If it matters, I'm using snes9x 1.51. (bsnes is usually my emulator of choice, but ... ... yeah.)

I'm using version 1.5 of SMWCP (the IPS's "last modified" date is the 8th January 2:49am) and still had issues with the piranha plant.


edit: Oh, right. About the whole glitch thing... unrelated to bosses. Seizure warning.
Originally posted by Leomon
tell ninji he owes me a bj

that's pretty lewd
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