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TUTORIAL: NSMB Wii Installation + Basic Level Editor Usage
Forum Index - Sunken Ghost Ship - Forum Graveyard - General Wii U Hacking - TUTORIAL: NSMB Wii Installation + Basic Level Editor Usage
Pages: « 1 2 »
Welcome! This is the official New Super Mario Bros. Wii hacking tutorial for SMWC! In this tutorial I will try to cover the basics of the level editor as much as I possibly can to help out the ones that are completely new to this. I have written a tutorial for hacking this game years ago, but considering the fact the tutorial is outdated and most of the links are dead, I decided to write a brand new tutorial.

There's more possibilities than you might think there are. There's a fully functional level editor, there's ways to create your own custom music and there are ways to create your own graphics. Sure, these things take time and it might take a while for you to fully understand how these things work, but I will be here to explain you what basic things you can do with the level editor. However, get ready to read, cause there's quite a lot of things you have to do beforehand.

Other Tutorials
Read this tutorial first if you have never touched NSMB Wii hacking before, you'll need it
If you already followed these steps and everything is working as it should, check out these tutorials to expand your knowledge:
Custom Textures
Custom Music
Required Software
Reggie! Level Editor
Windows, Mac OS X, Linux
Download

You are also free to download:
Reggie! Mod
Reggie! Next
Reggie! Newer Sprites
Table of Contents
Warning
This tutorial will not explain how to install homebrew software on your Wii, please use this guide for installing The Homebrew Channel on your Wii. This is due to the fact that I haven't touched my actual Wii in years, and I am not exactly sure how the installation process works anymore. I used the Twilight Hack to softmod my Wii, but it only works with Wii System Menu 3.4 or lower, meaning that method doesn't work with 3.5 or higher.

So be wary that this tutorial assumes you know how to use Homebrew Software.

Chapter 1 - Installation

1.1 - Installing Riivolution
IT IS IMPORTANT THAT YOU HAVE YOUR HANDS ON THE .ISO AS WELL! YOU NEED TO GET THE GAME FILES FROM THERE!

Riivolution is an application for The Homebrew Channel on the Nintendo Wii, which allows you temporarily replace files in the games .iso without having to edit the content of the disc. It can be used for just about any Wii game. Games that work perfectly with this application are New Super Mario Bros. Wii, Super Smash Bros. Brawl and Mario Kart Wii.

This application is not particularly necessary if you will be testing your custom content on an emulator, if that's the case, you might want to skip ahead to the next step.

First of all, you need to download the Riivolution package by clicking right here. After you have downloaded this package, extract the riivolution folder with all the files included to the apps folder on your SD card. Then you must proceed to install Riivolution through the Homebrew Channel.

In order for Riivolution to know which games you would like to modify, you need to specify Patch Templates. These templates are .xml files that you need to place on your SD card. Obviously, we need to get our hands on one of those patch templates for the game we're about to hack: New Super Mario Bros. Wii. Make a folder called riivolution in your SD card's root folder, and place the .xml file you just downloaded in there. Now make a folder called nsmb in your SD's card root folder. This will be the folder where you store files from the game to temporarily replace them.

If you open up the .xml file, you will notice a bunch of code in there. This code decides the section the hack is in, the name of the hack, whether the hack should be enabled or disabled and where the files are located, which is where Riivolution will take your files from.

Code
<section name='Testing'>


This code decides the name of your category.

Code
<option name='/NSMB Replacement'>


This code decides the name of your hack. This name will appear on Riivolution when you insert the game disc into your Wii.

Code
<choice name='Enabled'>


This code decides the current state of your hack. If set to Enabled, the files on your SD card will be used instead of the original game files. If set to Disabled, the game will run with all its default files.

Code
<patch id='nsmbfolder' />


This code sets the path of your custom content. Down below the .xml file it specifies the actual path where all the files will be stored. Riivolution will only look for files in that folder.

Code
<patch id='nsmbfolder'>
	<folder external='/nsmb' recursive='false' />
	<folder external='/nsmb' disc='/' />
</patch>


This means that all your files have to be put into the nsmb/ folder that has earlier been explained in the tutorial.

1.2 - Installing Dolphin
If you wish to test your hack on an emulator, go ahead and download Dolphin here. Obviously, when you are going to test your hack on an emulator, you need to get your hands on an .iso file. I can not help you with this other than saying you would need to use Google. If you search wisely, it is very easy to find one. Keep in mind I am not responsible if the file you downloaded will harm your computer.

After installing Dolphin and getting your hands on the game, I would advise you to edit the key bindings to whatever you see fit. Seeing as this is a game you can only play with the Wii Remote or Wii Remote + Nunchuck, you need to change your key settings for one of those controllers.
1.3 - Getting your hands on the game files
So at this point you've installed whatever was necessary for you, and you are probably wondering where you have to get the files from. The files you need to edit are all inside of the .iso. There are two methods of getting your hands on the files. You can either use Dolphin or you can use WiiScrubber. I will go with Dolphin, because it's easier and it takes less time.

Open up Dolphin and make sure the .iso shows up in the list. To do this, press the Browse button and navigate to where you've saved your .iso. Once you've selected the path, the game will show up in your games list. From here on, you must right click the game and press Properties.

A new window will pop up, this is the window where you can configure certain settings for the game. Press the Filesystem tab on top. There you will find every single file that the game contains.

Right click on Disc, and press Extract All Files... - Save the files to an empty folder, it doesn't matter which folder it is, just remember where you saved it. Once you've done this, you're not exactly done yet. There are a few files you're still missing. The only way to obtain those unfortunately, is by using WiiScrubber. This .zip file includes 5 other .zip files. There are only two .zip files you need to unpack. MakeKeyBin1.1.zip and Wiiscrubber140.zip

Once you've unpacked both files, open MakeKeyBin.exe and follow the simple steps to create the necessary files. Once you've done that, make sure the key.bin and kkey.bin is in the same folder as WiiScrubber.exe. Now proceed to open WiiScrubber.exe and press Load ISO. Find the ISO that you've downloaded. Make sure Dolphin isn't running, as it would result in io_seek errors in WiiScrubber, making it unable to load your ISO. If you get this error, you will either get two errors, or you will get unlimited errors. If this happens, open Task Manager and force the application to close.

Once you've succesfully opened the ISO in WiiScrubber, you need to extract the following files: partition.bin, boot.bin, bi2.bin, apploader.img, main.dol and fst.bin. These files are important because these files will make sure you can load the game in Dolphin without any issues! Extract these files into the same folder you've extracted the other files to.

Close WiiScrubber and open up Dolphin. When Dolphin has been started, press the Config button and go to the Paths tab. In this tab you will specify the locations where the files are stored. For DVD Root, set the path to the folder where the files are located, and for Apploader, locate to the apploader.img file located in that same folder.

Now all you have to do is press Open in Dolphin, and find the main.dol located in the folder that contains the games files. Once you've done that, Dolphin will remember the last game you have loaded, so you will only have to press Play from now on. If you followed this tutorial correctly, New Super Mario Bros. Wii will now work as it normally would.

Chapter 2 - The Basics

2.1 - Using the editor
Now this is probably the moment you've been waiting for. Using the editor! First thing you'll be doing is opening up Reggie. It should immediately prompt you for the stage folder. Go to your folder that contains all of the games files and select the Stage folder. Reggie will immediately produce a list with all of the levels in a nice list for you. From here on, you can load existing levels or create new ones alltogether. In this tutorial, we will make a brand new level and save it in the Stage folder as 01-01.arc. I am fully aware that this is an existing level, and yes, it will replace the original 1-1. Make a backup incase you want to keep it for whatever reason.

Once you've made the new file, all you will see is an empty screen, a level overview and the palette.

Work Field
The big empty screen is your work field. That field is where the level will be created. Every tile, sprite, entrance, exit or path nodes will be placed here. There are some useful shortcuts for this work field, such as the ability to zoom by pressing CTRL + +, CTRL + - and CTRL + 0, toggling specific layers by pressing CTRL + 1, CTRL + 2 and CTRL + 3 and toggling the grid by pressing CTRL + G

Level Overview
The Level Overview is like a mini-map, it creates a tiny preview of your level, and also allows you to quickly navigate to a specific point in your level by clicking on it. You can toggle the Level Overview by pressing CTRL + M

Palette
The first thing that would probably come up in your mind is a color editing tool, however, the palette in Reggie! is actually the tiles, sprites, entrances and paths you can choose. Once you click on an object, you place the selected object in your work field by pressing right click. You can toggle the Palette by pressing CTRL + P. You can change area settings by pressing CTRL + Alt + A, this allows you to change the textures used in the level. Press CTRL + Alt + B to change the backgrounds used in each zone.

The palette has a lot of different sections. The first four sections are tilesets. You've got two basic ones that are enabled by default, the third tileset is usually a background decoration, such as the walls for caves or mushroom stems, and the fourth tileset is used for line-guides, special effects and floating platforms. The rocket icon is meant for sprites, this is where you will find enemies, special events, buttons, etc. There's a lot of sprites and it would be too much to discuss them all. The door icon is meant for entrances and exits. This allows you to make functionable doors or pipes, we'll get to this later. Finally, the icon with the three dots are meant for paths. Paths are used for platforms that have to follow a specific path.
2.2 - Adding a zone
Hold on! Before you even do anything, it is very important that you add a zone to your level. Zones are required so the game can decide where the camera can be at. If you don't specify a zone, the game will fail at placing the camera and Mario will die instantly off-screen.

To place a zone, press CTRL + Alt + Z. When pressing this key combination, a window will pop up with four options.
OK, New, Delete and Cancel.
Press New. New options will show up. Let's take a look at what everything means.

X position: 16 This is the X position of the zone, this decides how far away the zone will be from the left side of your work field.
Y position: 16 By default, the Y position will be set at 16, however, it would be a good idea to change this value to 256. Setting the position at 16 will create an invisible ceiling. This value decides how far down the zone should be on your work field.
X size 448 This is the X size of your zone. Changing this number will either make your zone bigger or smaller. The bigger your zone is, the more you can explore in your level.
Y size 224 This is the Y size of your zone. Changing this number will either make your zone bigger or smaller. The bigger your zone is, the more you can explore in your level.
X Tracking Enabled X Tracking decides if the camera will follow Mario across the X dimension. It's a good idea to keep this enabled, unless you want the camera center the screen horizontally.
Y Tracking Enabled Y Tracking decides if the camera will follow Mario across the Y dimension. It's a good idea to keep this enabled, unless you want to create limited vertical levels.
Bias Disabled This option should be enabled depending on your zoom level, and whether the level is a horizontal or vertical level.
Zoom Level 0 This specifies how much the camera zooms in or out on Mario. The lower the level, the more it zooms in, the higher the level, the more it zooms out. Keep in mind that your zone must be bigger if you make the camera zoom out more.
Zone Theme Overworld Creates special effects depending on the theme you've chosen. Models and backgrounds are affected by this. (Lava effects, blur, darkness, etc)
Terrain Lighting Overworld This option changes the way the terrain is rendered and also parts of the background the zone theme doesn't change.
Normal, Layer 0 Spotlight, Full Darkness Normal Normal disables the spotlight. Layer 0 Spotlight enables the spotlight whenever you walk behind tiles placed on Layer 0. Full Darkness makes the entire level dark, which means you have to place light sources in your level.
Hidden, On Top Hidden Decides whether Mario is visible or invisible when under Layer 0 tiles.
Upper Bounds 0 Changing this value will decide how fast or how slow the camera will scroll upwards together with Mario. Setting the value higher than 240 can cause Mario to die instantly. Negative values set how slow the camera should move.
Lower Bounds 0 Changing this value will decide how fast or how slow the camera will scroll downwards together with Mario. Setting the value higher than 100 will cause the camera to stop moving until Mario is back on the screen again. Negative values set how slow the camera should move.
Background Music None Let's you pick the music playing on the level.
Sound Modulation Normal Let's you pick the sound modulation on the level. Example: Echo effects could be used for caves.

2.3 - Making a basic level
Let's get started by selecting a tile to place in the level. Left click on one of the tiles in your palette section, and place the tiles using right click on your work field. It almost works the same as Lunar Magic, so this should look pretty familiar to you. Remember to build your level in your zone. Anything you place outside of the zone will not be visible in-game.
2.4 - Adding Mario's spawn

In order for Mario to be on your level, he needs a spawn position. Mario's spawn position by default is set to ID 0. This value can be changed for each specific level by pressing CTRL + Alt + A and pressing the Settings tab. This also allows you to change the timer.

To set the spawn, go to your palette section and left click on the little icon of a door. Once you have clicked on this icon, right click where you would like Mario to spawn in your work field. Adjust the position by pressing the entrance with left click and and move it around if necessary.
2.5 - Adding the goal post
To make sure your level can get beaten by other players, you need to add a goal post. Come to think of it, it's common sense for Mario games. You need a goal post to complete a certain level. To add a goal post, click on the rocket icon in your palette window. Click on the dropdown list once and select the Search function. Proceed to search for Goal Flagpole, select it, and right click on the work field to place it wherever you want.

Great! You're done! If you've done everything as the tutorial has mentioned, you should be good to go and test your own custom level! Save your level and load the game in Dolphin. This is my result:

Video.

Chapter 3 - Advanced Level Design

3.1 - Layers

Oh boy, layers. This might be the most frustrating thing as it usually takes a lot of time and thinking, but on the other hand, it's also quite easy.

Layer 0
This layer is used if you want tiles to be infront of everything else. Mario will always show up as he's walking behind these tiles. This layer is mostly used for hidden areas where you can hide coins, star coins or even question mark blocks. That ofcourse isn't your limit, you can place anything behind a Layer 0 tile by placing tiles that are either on Layer 1 or Layer 2. To toggle visibility on Layer 0, press CTRL + 1. In the zone editing options, you can specify whether you want a spotlight with a small, big or full screen size to show up whenever Mario walks behind Layer 0 tiles.

Layer 1
This is the layer you should use for walkable areas. If you want Mario to be able to stand on solid ground, this layer should be used for just about anything Mario can walk on. Whether it be question mark blocks, bricks, slopes or bushes. These things should always be on Layer 1 if they can be normally accessed. To toggle visibility on Layer 1, press CTRL + 2.

Layer 2
This layer is used for background decorations. This is mainly used for cave walls under Layer 0 tiles. You can also use this layer to for example place pipes inside slopes, if you would have a pipe that's coming out of a slope. Be aware that only the part of the pipe coming out of the slope should be on Layer 2, and the part of the pipe that can be walked on should be on Layer 1.

To summarize, layer 0 is foreground decorations, layer 1 is pretty much everything that is solid to Mario, and layer 2 is background decorations.
3.2 - Making warps
Warps are used to make Mario go from one location to another. Mario's typical way of transportation in all the games are usually doors and pipes. Let's make two pipes which Mario can use to go from one to the other. In this tutorial, I will place a pipe that is pointing up.

First, select the pipe tile from the palette browser and place two of them in your work field. From there on, you need to click on the door icon to place two entrances. They will automatically add up to the already existing ID's in your level, so you don't need to worry about that. Considering we only have Mario's spawn position so far, the ID's that would be added are 1 and 2.

Once you've placed two entrances, make sure to place them correctly on the pipe. To correctly place them, they have to be on the upper left tile of the pipe, correctly fitting in the grid. Placing them anywhere else wouldn't make the pipes work.

Click on the entrance with the ID 1. A window will appear. In this window you can change certain attributes on the entrance. You want to make a pipe that goes from one to the other. To do this, you must set Dest. ID to 2, and make sure that the Enterable box is ticked. Set the type to Pipe Facing Up. Now apply the exact same settings for the entrance with the ID 2, but make sure that the pipe is not enterable, by unticking the box.

If you have followed chapter 3 correctly, you could've come up with a result like this:

Video.
Questions?
If you have any questions, feel free to post in this thread! Me or other NSMB Wii hackers will answer your question and try to help you out as much as possible!
I tried this (using an ISO file) and got this error:

Cannot find the required tileset file Pa0_jyotyu.arc for this level. Check your texture folder and make sure it contains the required file.

and

Cannot find the required tileset file Pa1_nohara.arc for this level. Check your texture folder and make sure it contains the required file.

and

Cannot find the required tileset file Pa2_doukutu.arc for this level. Check your texture folder and make sure it contains the required file.

I looked in my textures folder and found all 3 of these .arc files. Reggie still opened up, but all blocks had no texture except the Super Guide block, Coins, Star Coins, Goombas, Koopas, Midpoints, Signs, Red Rings, Flagpoles and the castle from the "Course Clear" screen.

HELP!
There are many variations of the Reggie! level editor, that allow for easier usage than the original. Take a look at these:
Reggie! Mod
Reggie! Next
Reggie! Newer Sprites
Originally posted by Luigiguy42
I looked in my textures folder and found all 3 of these .arc files. Reggie still opened up, but all blocks had no texture except the Super Guide block, Coins, Star Coins, Goombas, Koopas, Midpoints, Signs, Red Rings, Flagpoles and the castle from the "Course Clear" screen.

HELP!


Did you try to open the .iso with Reggie? Because that won't work.

I'm not exactly sure what you've done, but you need to at least unpack the Stage/ and Stage/Texture folders in order to open levels in Reggie! and have full graphical support.

The Goombas, Koopas, Midpoints etc are all loose images included in the editor, which is why you see those.

Originally posted by MrRean
There are many variations of the Reggie! level editor, that allow for easier usage than the original. Take a look at these:
Reggie! Mod
Reggie! Next
Reggie! Newer Sprites


I have added them to the first post, thanks.
Originally posted by Hippo
This is the Y position of the zone, it's a good idea to keep this at 16 as it's all the way above on the field. Unless you want to make a level where you have to climb your way up, you can change this value to your needs.


That's just plain wrong; the level should never be kept at 16, as it just creates an invisible ceiling above the level. Optimally should be 256.

Originally posted by Hippo
This option specifies the theme of your level.]


This actually specifies the lighting the level will use.

Originally posted by Hippo
It's a good idea to keep this at 0.


Why exactly?

Originally posted by Hippo
Enabling this option disables initial scrollback. It's a good idea to keep this disabled.


This is far more complicated than explained here; whether this should be set or not depends on the Zoom level, autoscrolling, sprites used, whether the level is vertical, horizontal, etc, etc. In fact, it should be on most of the time.
You should know I've been out of the hacking scene for at least three years, almost four, actually. I've forgotten a lot of things about NSMBWii hacking and hacking games in general.

Originally posted by skawo
That's just plain wrong; the level should never be kept at 16, as it just creates an invisible ceiling above the level. Optimally should be 256.

I'll change it. Never actually knew about the invisible ceiling.

Originally posted by skawo
This actually specifies the lighting the level will use.

I just noticed I missed a few things, I'll add them to the tutorial.

Originally posted by skawo
This is far more complicated than explained here; whether this should be set or not depends on the Zoom level, autoscrolling, sprites used, whether the level is vertical, horizontal, etc, etc. In fact, it should be on most of the time.

I obviously still have a lot to learn about the editor, it seems.
Well, y'see... It really did change a bunch over the last four years.

Over at rvlution a lot of people don't even hack NSMBW per se anymore; lots of hacks are now based on and using stuff from Newer Super Mario Bros. hack, which I've worked on;

We've coded in a completely custom from-the-scratch world map engine which lets you edit world maps...you can now use way more music than normal...tilesets can be used in every slot...you can code in new sprites and stuff in C++...

Now, I don't know if you plan on covering all of this, but...handling uploads of all of that is pretty tricky... Which is one of the reasons we didn't really over at rvlution.
Oh damn, a lot has changed indeed then. I knew about the Newer project years ago, but I had no idea that it would turn into a hack that you can... hack.

Seeing as I've covered the basics, people who want to start simple could use my guide. Perhaps you or someone else who has the time could write a guide for Newer hacking. I will definitely be looking into this though, surely seems interesting.

I will update the submission rules topic for Newer soon enough, once I've gotten the hang of how certain things work.
That's some nice tutorial for those who want to start hacking "NSMB Wii" (a lot of people are hacking NewerSMBWii, instead of the original one, but however).

There's one small mistake, though.



If you try to click the "1.1 - Installing Riivolution" link, instead of sending you to the previously mentioned section, it will send you to the "Other tutorials" one, instead. You might want to fix that.
Originally posted by thereturnofdoritosxD
If you try to click the "1.1 - Installing Riivolution" link, instead of sending you to the previously mentioned section, it will send you to the "Other tutorials" one, instead. You might want to fix that.

Thanks for pointing that out. I fixed it.
Originally posted by Hippo
Originally posted by Luigiguy42
I looked in my textures folder and found all 3 of these .arc files. Reggie still opened up, but all blocks had no texture except the Super Guide block, Coins, Star Coins, Goombas, Koopas, Midpoints, Signs, Red Rings, Flagpoles and the castle from the "Course Clear" screen.

HELP!


Did you try to open the .iso with Reggie? Because that won't work.

I'm not exactly sure what you've done, but you need to at least unpack the Stage/ and Stage/Texture folders in order to open levels in Reggie! and have full graphical support.


Nevermind, I accidentaly put the textures in a filder inside a folder. I'm a stupid :)
Hello everyone. :)

Nice tutorial Hippo!

You covered the basics very well. They are useful for all the people playing NSMBW or Newer.

skawo made some valid remarks.

Some recommendations:
- People should use multiple Reggie! versions (Reggie!Next is actively being developed, but it has some problems, in which case it's required to use the original version or one of the other mods).
- That Dolphin section is a bit shaky. it's not needed to extract the contents from the .iso to play/record NSMBW or Newer with Dolphin. Newer can be built with Wiim's "wit Tools". But, it's much more convenient to extract the folder structure from the archive, because you can now edit the level .arc files (or any other file) without having to rebuild the .iso. You can even do this on-the-fly while Dolphin is running.

@Hippo: I need to talk to you on the IRC about a knowledge base we've started creating. Maybe you want to join us. We want it to cover everything from basic to advanced level editing and much more. :)

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


Tools Collection for NSMBW
● NSMBW Modding Tools, Stage Folder Untouched
● Reggie!, Reggie! Mods, Reggie!Next
● Kamek, Koopatlas, Koopuzzle, Patches
● BREFF, BRFTN, BRRES, BRSAR, BRSTM Editing
● Brawlbox, qWIT, SZS Modifier, etc...

Go to Tools Collection



Newer Related Tools
● Newer Files Decompressed (Updated to v1.1.1)
● Credits Editor, Staffroll Editor
● Newer Mod ISO Builder, Newer Tools (Source)
● Scripts, Templates, Alternate Controller Scheme, etc...Newer Related Tools








Originally posted by Zementblock
@Hippo: I need to talk to you on the IRC about a knowledge base we've started creating. Maybe you want to join us. We want it to cover everything from basic to advanced level editing and much more. :)


Feel free to join #nsmbwii at irc.caffie.net
I'm on there right now.
Seems the download link for the NSMBW .xml file for riivolution is broken, the download never starts for me.

--------------------
New layout by RanAS!
Originally posted by MilleniumLuigi
Seems the download link for the NSMBW .xml file for riivolution is broken, the download never starts for me.

You have to right click the link and save as...
As far as I know, by default .xml files show in your browser.
Ok that worked. Thanks, i'm used to just opening it in a new tab then firefox prompting me to download :P

--------------------
New layout by RanAS!
Hey, I know that this topic has not been replied to for almost 5 months, but if I'm not mistaken it is OK to bump an old Stickied thread, provided you have a reason, and something worth saying.

All that said, let me get to asking what I wanted to ask.

First of all, my PC is Windows 8.1, and my problem is as follows; I downloaded Reggie! from the page that Hippo linked to, but for some strange reason, Reggie! (that is the program itself) refuses to launch/open. What happens is, I click the .exe file twice, and nothing happens. No window, no programming launching or loading, nothing. I have tried everything I can think of; I ran it as administrator, used compatibility settings, and nothing solved my problem. Any suggestions?
Originally posted by WhatTheHack
Hey, I know that this topic has not been replied to for almost 5 months, but if I'm not mistaken it is OK to bump an old Stickied thread, provided you have a reason, and something worth saying.

All that said, let me get to asking what I wanted to ask.

First of all, my PC is Windows 8.1, and my problem is as follows; I downloaded Reggie! from the page that Hippo linked to, but for some strange reason, Reggie! (that is the program itself) refuses to launch/open. What happens is, I click the .exe file twice, and nothing happens. No window, no programming launching or loading, nothing. I have tried everything I can think of; I ran it as administrator, used compatibility settings, and nothing solved my problem. Any suggestions?

When you launch for the first time, it usually opens a window to select your game folder, which can sometimes be hidden to the back of your desktop.
Originally posted by MrRean

When you launch for the first time, it usually opens a window to select your game folder, which can sometimes be hidden to the back of your desktop.


I just took a quick look, and no other window or program was running that I may not have noticed previously. I even looked to see if anything was running using Task Manager. And found nothing.

Originally posted by WhatTheHack
Originally posted by MrRean

When you launch for the first time, it usually opens a window to select your game folder, which can sometimes be hidden to the back of your desktop.


I just took a quick look, and no other window or program was running that I may not have noticed previously. I even to see if anything was running using Task Manager. And found nothing.

Huh, weird.

https://github.com/RoadrunnerWMC/Reggie-Next/releases/download/v0.13-milestone-2-alpha-3/reggie_next_m2a3_win32_installer.exe
Try this.
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