AboodXD
Custom Level attempt - New Super Mario Bros. U Deluxe
updated
I've been experimenting with a level viewer I made for New Super Mario Bros. U that runs seamlessly on both Windows and Wii U, thanks to my WIP game engine RIO:
github.com/aboood40091/rio
Since the previous video, I got texture loading to work, which was a big pain as the way this game tiles objects is tricky and it's my first time making something of this scope in C++.
I also added a few controls:
* A: switch areas. (This existed in the previous video as it needed to be held for 3 seconds, but I changed it to a press)
* X: Toggle layer 0 visibility.
* Y: Toggle layer 1 visibility.
* B: Toggle layer 2 visibility.
* +: Toggle alpha (transparency).
I only made this application for fun and it is not expected to go anywhere.
The currently recommended level editor for New Super Mario Bros. U is Miyamoto:
github.com/aboood40091/Miyamoto
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If you couldn't recognize that, it's 1-1 from New Super Mario Bros. U.
This video shows a small feature of an upcoming editor for (almost) all-things NSMBU, which is viewing (and, in the future, editing... hopefully) effects.
I finally got framebuffer capturing working, which lets the effect shown in this video "warp" its surroundings. (The circle with a gradient is not part of the effect, but is there to show the results of the effect)
Music used: I think you can tell from the video itself.
This video is just to showcase NewerU's (2016) triple block's texture. What a tease, right?
The original triple block used tile animations (GTX). I show in this video that I got it working as texture pattern animations (BFRES) instead.
Did you know that the NewerU (2016) files were released? Check it out:
newerteam.com/u
A glitch I discovered while playing around with the propeller block. It does not happen with the propeller suit.
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It's a 1-world mod and as the name implies, is centered around wigglers.
Miyamoto Discord Server:
discord.gg/AvFEHpp
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1080P/60FPS/Walkthrough
βΊSubscribe if you want to see more :)
Thanks for watching!
βMy Mod Creator: youtube.com/AboodXD?sub_confirmation=1
βTWITTER: twitter.com/aboood40091
βΊGameplay by AboodXD (2020)
Miyamoto Discord Server:
discord.gg/AvFEHpp
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10/10 Nintendo, would play again
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The rules are simple:
It will be a 5x5 grid of tasks.
Completing a horizontal, vertical or diagonal line of 5 consecutive cells is a "bingo".
You need 3 bingos to win.
We all start with a new save.
Miyamoto Discord Server:
discord.gg/AvFEHpp
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The rules are simple:
It will be a 5x5 grid of tasks.
Completing a horizontal, vertical or diagonal line of 5 consecutive cells is a "bingo".
You need 3 bingos to win.
We all start with a new save.
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Why, consider subscribing to the channel! :O
youtube.com/AboodXD?sub_confirmation=1
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Part 2 of this video:
youtube.com/watch?v=LTKg7uGXwKg
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Notice anything different about the coins?
Old rain texture. Mod was cancelled before the final one could be finished.
No custom music, because yes.
Since the cancellation of Other Super Mario Bros. U, I am not sure why we haven't shown what levels we had yet.
50% of the levels were complete, which I think is the closest a full NSMBU mod with original levels ever made it to completion.
Although not certain, I will try to pack everything in a neat way for a hopeful future release.
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I added music since some nerds complained last time. This is the track that was going to be used for castles in OtherSMBU.
Since the cancellation of Other Super Mario Bros. U, I am not sure why we haven't shown what levels we had yet.
50% of the levels were complete, which I think is the closest a full NSMBU mod with original levels ever made it to completion.
This level (and spoiler alert: more levels coming soon) was recorded for a trailer that was going to be released *just* before OtherSMBU got cancelled!
What a shame, but I think it was for the better of everyone that OtherSMBU got cancelled and we all carried the experience we gained to make better things.
Although not certain, I will try to pack everything in a neat way for a hopeful future release.
----------------------------------------------------------------
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Why, consider subscribing to the channel! :O
youtube.com/AboodXD?sub_confirmation=1
π¬ Watch my most recent videos:
youtube.com/AboodXD/videos?view=0&sort=dd&shelf_id=8
Since the cancellation of Other Super Mario Bros. U, I am not sure why we haven't shown what levels we had yet.
50% of the levels were complete, which I think is the closest a full NSMBU mod with original levels ever made it to completion.
This level (and spoiler alert: more levels coming soon) was recorded for a trailer that was going to be released *just* before OtherSMBU got cancelled!
What a shame, but I think it was for the better of everyone that OtherSMBU got cancelled and we all carried the experience we gained to make better things.
Although not certain, I will try to pack everything in a neat way for a hopeful future release.
----------------------------------------------------------------
β Want to support this sleep-deprived bro?
Why, consider subscribing to the channel! :O
youtube.com/AboodXD?sub_confirmation=1
π¬ Watch my most recent videos:
youtube.com/AboodXD/videos?view=0&sort=dd&shelf_id=8
Since the cancellation of Other Super Mario Bros. U, I am not sure why we haven't shown what levels we had yet.
50% of the levels were complete, which I think is the closest a full NSMBU mod with original levels ever made it to completion.
This level (and spoiler alert: more levels coming soon) was recorded for a trailer that was going to be released *just* before OtherSMBU got cancelled!
What a shame, but I think it was for the better of everyone that OtherSMBU got cancelled and we all carried the experience we gained to make better things.
Although not certain, I will try to pack everything in a neat way for a hopeful future release.
----------------------------------------------------------------
β Want to support this sleep-deprived bro?
Why, consider subscribing to the channel! :O
youtube.com/AboodXD?sub_confirmation=1
π¬ Watch my most recent videos:
youtube.com/AboodXD/videos?view=0&sort=dd&shelf_id=8
----------------------------------------------------------------
β Want to support this sleep-deprived bro?
Why, consider subscribing to the channel! :O
youtube.com/AboodXD?sub_confirmation=1
π¬ Watch my most recent videos:
youtube.com/AboodXD/videos?view=0&sort=dd&shelf_id=8
Trailer & Download:
youtube.com/watch?v=g1ixibFbS8U
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(Vanilla SM64 at 1080p60fps with no drawing distance doesn't even make the Wii U flinch)
(Render96 at 480p30fps makes the Wii U fall down to its knees... :c)
The Wii U itself should be capable of running Render96 with no issues, had SM64 in general been optimized for the Wii U (the audio and rendering are actually currently emulated). The Wii U already has more demanding games that run just fine, such as Mario Kart 8.
SM64 official Wii U port:
gbatemp.net/threads/super-mario-64-port-wii-u.571682
sm64ex EXPERIMENTAL Wii U port: (Used for Render96)
github.com/aboood40091/sm64ex/tree/nightly
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There are still a few more bugs to fix, such as:
- Title screen crashing as it enters the hazy maze cave demo. I'm not sure if this means hazy maze cave itself will crash during gameplay or not, because I haven't reached it yet.
- Polygon offsets not working yet. This bug results in the following:
* No shadow under mario or entities
* Castle entrance carpet is not there
* Partially broken textboxes.
* One of the openable fences is missing (in BobOmb Battlefield)
* And maybe more graphical errors?
- Noise texture is not applied yet, though I have no idea where in SM64 that is applied.
- Saving takes a while. (I also never checked where it ends up spitting out the savefile. I just confirmed that it works fine.)
Source code:
github.com/aboood40091/sm64-port
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I'm still struggling to get the full shader working.
Also, saving takes a few seconds, but eventually works. I need to go figure out why it takes so long soon. (Fun fact: I don't even know where it saves the savefile yet, but at least it works. :p)
Source Code:
github.com/aboood40091/sm64-port
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Wii U makes use of GX2, which is pretty similar to OpenGL, except for the fact that you can't compile shaders on the system. I had to work my way around that, which led to a very complex precompiled shader that the GPU is not strong enough to keep up with, hence the slow downs.
My next plan is to make simplified versions of the shader and stablize the performance.
Source code:
github.com/aboood40091/sm64-port
I made a code hack to play the sounds as intended.
As a bonus for making it here into the description, I may be working on something big relating to items. ;)
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Another day, another NSMBW level remake.
Out of all remakes so far, this one definitely took the most time as tiling with the castle tileset is like doing surgery.
(The tower tileset is even worse, which is why I chose to remake this stage before eventually remaking 1-Tower)
As you may have noticed, I am using here stone gears instead of metallic ones, which actually exist in NSMBU, but are unused. I chose not to use them as they don't really fit with the art-style of NSMBU.
Screenshot:
cdn.discordapp.com/attachments/689472624166043692/733837118362878012/unknown.png
Additionally, the small gears here have 6 teeth in oppose to the original level's 4 teeth.
NSMBU does actually have a small gear with 4 teeth, but its collision is broken and I was already too tired to fix it from having to deal with the castle tileset.
No custom boss, but maybe we could have some in the future. *wink wink*
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For 1-2, I had to fix the broken Remote-controlled Lifts with Player Emblem as they used to crash before.
It surprised me at first how Crystal Blocks didn't change at all (I thought they changed all shapes), but thinking about it, it makes sense since it's Nintendo.
1-3 was the easiest to remake as it didn't have any complicated mechanics.
I was going to remake 1-Tower as well, but the Tower tileset is a pain.
Updates in 1-1:
Added NSMBW-like Brick Blocks.
Added Darkened Screen Corners effect for the underground areas.
The most challenging part of this remake was fixing the Rolling Hill with Pipe, as even though it was already in NSMBU, it would crash the game and was still not functional even after fixing the crash.
Tileset was made by B1Gaming.
There reason I shoot fireballs/iceballs and the reason why lava geysers exist is to test the normal map.
It was simple enough to make.
It works like this:
1. nybble8 is zero: Die if the ground it's on disappeared, fall to the left
2. nybble8 is non-zero number, but not 2: Die if the ground it's on disappeared, fall backwards
3. nybble8 is 2: If ground disappeared, keep falling downwards
youtube.com/watch?v=C6KaX-24fgQ
Join our NSMBU community over at the Miaymoto! Discord server:
discord.gg/AvFEHpp
Download:
youtube.com/watch?v=bNEMjQ9gP2M
Join our NSMBU community over at the Miaymoto! Discord server:
discord.gg/AvFEHpp
Download:
youtube.com/watch?v=ho_5kLmoFR4
Join our NSMBU community over at the Miaymoto! Discord server:
discord.gg/AvFEHpp
With the release of SmallSMBU 2, an extra world has been added, so why not. :p
Download:
youtube.com/watch?v=gUP45fc677U
Join our NSMBU community over at the Miaymoto! Discord server:
discord.gg/AvFEHpp


