Hello and welcome to my ultimate WiiU C3 thread! Here you will find a library of my WiiU hacks and stuff that I have made for hacking the WiiU.
A huge collaboration project by RoadrunnerWMC, Grop and I. It aimed at taking the New Super Mario Bros. Wii editor and making it into a New Super Mario Bros U (and Luigi U) editor. After a very long time of working and aiming to get full functionality, the editor is a lot more stable than it was last year, when it required a lot of hex editing to create a level (shown by Grassland Hills, my entry last time).
Features:



After around a year of work, we have created this editor and we try to make it as functional as possible. We are still very early in development with this program, but it is as stable as we could get it right now. The effort put forth to this editor is amazing.
Originally created by Treeki from Newer, I had extended his code as far as possible. I had transformed it into something better. With this database, you can edit sprite names and data that's used in-game to help document what each sprite does.
Link: http://rhcafe.us.to/spriteDB.php
Features I have added:
Come on in and help out in any way, if you want to help. We always appeciate the effort, even if you only contribute to 1 sprite.
The objects in NSMBU and NSLU are defined as sprites. Sprites have classes, and these classes point to what data does what. Some sprites share classes, which means some sprites share the same data but spawn something else, or they're just by themselves and share nothing in common with the other sprites.
Spritedata is a chunk of 24 nybbles (12 bytes) that define what a sprite does.
For example, if I take the Super Guide Block and add these settings to it:
0000 0000 0000 0000 0000 0000
It will be the player start block, and it won't do anything else.
However, if I add in a 1 at nybble 12, like this,
0000 0000 0001 0000 0000 0000
It will load at the midway point. That's how sprite data works, it alters the default behavior of a sprite. Why am I explaining this? Well a lot of sprites happen to have sprite data that remained unused throughout the entire game. Let's take a look at them. We won't look at all of them, but only very interesting onces.
More info can be found here: http://rhcafe.us.to/spriteDB.php?act=listunused
That's about it that I can share table wise, you can look around the database and see what you find!
Sadly I was unable to get a video recorded of these unused sprites, but I will get one up soon!
Splatoon is a WiiU game that has reached high levels of popularity in the past year.
I have only done a few things for this game, but I have been creating the first ever custom multiplayer map, which is the port of the tutorial level to multiplayer.

This picture was the last progress I posted, but I'm getting there.
Splat3D is a (very early) 3D Splatoon editor. Originally made for 3DW by Kinnay, I had modified it to display a lot of new things, such as the map list, loading more models, and more.



Super Mario Maker is a big hit around the world...but it has it's limits. Like, you can only have 3 Bowsers.
But I changed that!

We had tried buffer overflow, but the WiiU stayed stable no matter what I tried. Also, the giant value is unused, it's the 5th byte in the sprite that causes it's behavior. Pretty cool, right? (discovered by RoadrunnerWMC)
This is all I really have to share right now, sadly. I had a lack of time since I was busy for most of this C3 time so I'm sorry I didn't have a lot of media to show you guys. I'll be sure to put some up in the NSMBU section eventually.
Thanks for viewing!
~MrRean
1) New Super Mario Bros. U & Luigi U
1a) New Super Mario Bros U & Luigi U Editor
A huge collaboration project by RoadrunnerWMC, Grop and I. It aimed at taking the New Super Mario Bros. Wii editor and making it into a New Super Mario Bros U (and Luigi U) editor. After a very long time of working and aiming to get full functionality, the editor is a lot more stable than it was last year, when it required a lot of hex editing to create a level (shown by Grassland Hills, my entry last time).
Source
v5.0 Release
Features:
- Adding Sprites
- Adding Zones
- Adding Paths/Path Nodes
- Editing Area Settings
- Switching tileset name strings
- Editing sprite's data
- Refresh your spritedata.xml live in the editor!
- Overrides for the palettes!
- And much more!



After around a year of work, we have created this editor and we try to make it as functional as possible. We are still very early in development with this program, but it is as stable as we could get it right now. The effort put forth to this editor is amazing.
1b) Sprite Database
Originally created by Treeki from Newer, I had extended his code as far as possible. I had transformed it into something better. With this database, you can edit sprite names and data that's used in-game to help document what each sprite does.
Link: http://rhcafe.us.to/spriteDB.php
Features I have added:
- Revision System
- Allowed editing of the "files loaded" field
- A category picker, you can assign the sprite to multiple categories and make categorizing in the editor much easier
- Permission system, only logged in users can use the database, and restrictions from banned users
- Search filters, only can see a few arguments, however
Come on in and help out in any way, if you want to help. We always appeciate the effort, even if you only contribute to 1 sprite.
1c) Unused Sprites and Spritedata (Both games)
The objects in NSMBU and NSLU are defined as sprites. Sprites have classes, and these classes point to what data does what. Some sprites share classes, which means some sprites share the same data but spawn something else, or they're just by themselves and share nothing in common with the other sprites.
Spritedata is a chunk of 24 nybbles (12 bytes) that define what a sprite does.
For example, if I take the Super Guide Block and add these settings to it:
0000 0000 0000 0000 0000 0000
It will be the player start block, and it won't do anything else.
However, if I add in a 1 at nybble 12, like this,
0000 0000 0001 0000 0000 0000
It will load at the midway point. That's how sprite data works, it alters the default behavior of a sprite. Why am I explaining this? Well a lot of sprites happen to have sprite data that remained unused throughout the entire game. Let's take a look at them. We won't look at all of them, but only very interesting onces.
More info can be found here: http://rhcafe.us.to/spriteDB.php?act=listunused
| Sprite ID | Sprite Name | Sprite / Nybble? | Nybble(s) | Behavior |
|---|---|---|---|---|
| 8 | Pipe Venus Fire Trap - Left | Sprite | N/A | An unused type of pipe venus fire trap. It spits fireballs. |
| Sprite ID | Sprite Name | Sprite / Nybble? | Nybble(s) | Behavior |
|---|---|---|---|---|
| 9 | Pipe Venus Fire Trap - Right | Sprite | N/A | An unused type of pipe venus fire trap. It spits fireballs. |
| Sprite ID | Sprite Name | Sprite / Nybble? | Nybble(s) | Behavior |
|---|---|---|---|---|
| 22 | Buzzy Beetle | Nybble | 12 | Values 0 and 1 are used, but 2 and 3 are not. 2 spawns it in it's shell, and 3 spawns it upside down in it's shell. |
| Sprite ID | Sprite Name | Sprite / Nybble? | Nybble(s) | Behavior |
|---|---|---|---|---|
| 59 | ? Block | Nybble | 9 & 10 | If set to 17 (1100), the sprite will be placed behind other sprites. It is not able to be struck. This is very unusual. |
| Sprite ID | Sprite Name | Sprite / Nybble? | Nybble(s) | Behavior |
|---|---|---|---|---|
| 98 | Pipe Enemy Generator | Nybble | 11 | Setting this to 2 spawns Goombrats, while 4 spawns Red Koopas. |
| Sprite ID | Sprite Name | Sprite / Nybble? | Nybble(s) | Behavior |
|---|---|---|---|---|
| 184 | Giant Falling Icicle | Nybble | 5 | Setting this to 1 makes the icicle not fall at all. This is from NSMBW. |
| Sprite ID | Sprite Name | Sprite / Nybble? | Nybble(s) | Behavior |
|---|---|---|---|---|
| 184 | Giant Falling Icicle | Nybble | 12 | Setting this to 1 causes the icicle to tilt to the right after falling. Also from NSMBW. |
| Sprite ID | Sprite Name | Sprite / Nybble? | Nybble(s) | Behavior |
|---|---|---|---|---|
| 229 | Foo | Nybble | 12 | Setting this to 1 makes the Foo not blow out clouds. From NSMBW. |
| Sprite ID | Sprite Name | Sprite / Nybble? | Nybble(s) | Behavior |
|---|---|---|---|---|
| 259 | Muncher | Nybble | 12 | Settings this to 1 makes the Muncher spawn frozen in an ice block. |
| Sprite ID | Sprite Name | Sprite / Nybble? | Nybble(s) | Behavior |
|---|---|---|---|---|
| 339 | Wooden Box Spawner | Sprite | N/A | Spawns a spawner for wooden boxes, they vary in size. |
That's about it that I can share table wise, you can look around the database and see what you find!
Sadly I was unable to get a video recorded of these unused sprites, but I will get one up soon!
2) Splatoon
2a) Tutorial level in multiplayer
Splatoon is a WiiU game that has reached high levels of popularity in the past year.
I have only done a few things for this game, but I have been creating the first ever custom multiplayer map, which is the port of the tutorial level to multiplayer.

This picture was the last progress I posted, but I'm getting there.
2b) Splat3D
Splat3D is a (very early) 3D Splatoon editor. Originally made for 3DW by Kinnay, I had modified it to display a lot of new things, such as the map list, loading more models, and more.



Download
3) Super Mario Maker
Super Mario Maker is a big hit around the world...but it has it's limits. Like, you can only have 3 Bowsers.
But I changed that!

We had tried buffer overflow, but the WiiU stayed stable no matter what I tried. Also, the giant value is unused, it's the 5th byte in the sprite that causes it's behavior. Pretty cool, right? (discovered by RoadrunnerWMC)
This is all I really have to share right now, sadly. I had a lack of time since I was busy for most of this C3 time so I'm sorry I didn't have a lot of media to show you guys. I'll be sure to put some up in the NSMBU section eventually.
Thanks for viewing!
~MrRean


