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0smw (Super Mario War)

A Map for Super Smash Bros. for Wii U

Updates

r3
  • Fixed a bug where moving to the left ledge of the bridge caused you to teleport somewhere in the map.
  • You can now drop through the bridge, thanks to jam1garner!
Still need to get items and 8-player smash collisions sorted out.
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Pib
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r2
  • Made the pillar on the left taller.
  • The platform in the middle is no longer solid on the bottom. No more endless up tilts!
  • Made the cloud platform wider and moved it down for accessibility.
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Pib
2y
This mod replaces Omega PAC-LAND with 0smw from Super Mario War. I made this just to see if I could. I sure did.

Includes all UI textures for full replacement.

See devnotes for technical details.

r3 changes:




Files

Todos

Fix item spawn locations. No idea where to begin with that right now.
Give it its own item spawn rules to favor Mario series items.
Fix 8-Player Smash version, eventually.
Fix the AI acting weird near blast zones...somehow.
Balancing and general improvements.

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  • 2mo
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    Giga Man Joined 2y ago
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    Wow, what a blast from the past! I spent a ton of time playing Super Mario War. To me, it was like MUGEN (because I played a ton of MUGEN back then too) except everybody was Mario. Man, I kinda miss it. I hope you come back to this some day because this is really cool.
    Bananite
  • 2y
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    Will you fix the 8 player smash? :c pls.
    Bananite
  • 2y
    Pib avatar
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    Posted by Notshane

    Posted by Pib
    the textures are dds format BC5 with no mipmaps, similar to character nameplates. you need GIMP and this plugin to open and save the files. if you want to edit them, all you need to do is copy and paste into your favorite image editor. the red color channel is seen as the alpha channel, and the green channel is seen as luminosity.


    Oh, so no way to, say, take this and have a program that makes it that grayscale to fit the title of the stage like I did in Brawl with that other program? Huh. So it really is a more complex process then. Not looking forward to learning that.

    And as for the stage title, I guess I have to copy and paste the letters from other stages to form a new stage name too, huh. Man, it all sounds complex. I hope somebody makes  a tutorial on how to do it manually soon, because I am a bit clueless there.

    making the name isn't like that, you just need the right font. get the fonts from the description of this video (i'd link it directly but that's a legally questionable move). the one you want to use for stage names is called DFPMincho-UB, and the typical font sizes are 144 and 163 for single line names. the video covers extraction and injection too

    as for the game logo, you could probably just use a gradient map for luminosity. just set the dark side of the gradient to FF00FF to get the right colors, like this:



    and then make sure the background behind the logo is solid 0000FF
    Original "Pranxter"
  • 2y
    Notshane avatar
    Notshane Joined 2y ago
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    Posted by Pib
    the textures are dds format BC5 with no mipmaps, similar to character nameplates. you need GIMP and this plugin to open and save the files. if you want to edit them, all you need to do is copy and paste into your favorite image editor. the red color channel is seen as the alpha channel, and the green channel is seen as luminosity.


    Oh, so no way to, say, take this and have a program that makes it that grayscale to fit the title of the stage like I did in Brawl with that other program? Huh. So it really is a more complex process then. Not looking forward to learning that.

    And as for the stage title, I guess I have to copy and paste the letters from other stages to form a new stage name too, huh. Man, it all sounds complex. I hope somebody makes  a tutorial on how to do it manually soon, because I am a bit clueless there.

    Bananite
  • 2y
    Pib avatar
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    Posted by frankdinner45

    Can this be replace other stage then pacland? I dont want to replace the sans stage.

    i'll put in files to replace 75 m in the next version
    Original "Pranxter"
  • 2y
    Pib avatar
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    Posted by Notshane

    So, I am curious about something. How exactly did you make the "stagel" (logo on the top-left corner) and "stagen" (stage title) images?

    For Brawl, the logos were pretty easy and it had a program that let you make those stage title screens and it was very simple to use. I have not made one recently, but I used to make them quite often and I even fixed up old stages on the Brawl Vault by adding in the stage logos that were usually absent.

    However, I feel there is probably not a program for stage title screen logos or the title of the stage ("0SMW") at all. And so I want to know if you are willing to make a tutorial on how to make stage SSS icons and everything for Sm4sh. For Brawl, I had an easy time doing it, but here it looks to be a bit more complex than what I was used to before.

    the textures are dds format BC5 with no mipmaps, similar to character nameplates. you need GIMP and this plugin to open and save the files. if you want to edit them, all you need to do is copy and paste into your favorite image editor. the red color channel is seen as the alpha channel, and the green channel is seen as luminosity.

    Original "Pranxter"
  • 2y
    Notshane avatar
    Notshane Joined 2y ago
    Offline
    So, I am curious about something. How exactly did you make the "stagel" (logo on the top-left corner) and "stagen" (stage title) images?

    For Brawl, the logos were pretty easy and it had a program that let you make those stage title screens and it was very simple to use. I have not made one recently, but I used to make them quite often and I even fixed up old stages on the Brawl Vault by adding in the stage logos that were usually absent.

    However, I feel there is probably not a program for stage title screen logos or the title of the stage ("0SMW") at all. And so I want to know if you are willing to make a tutorial on how to make stage SSS icons and everything for Sm4sh. For Brawl, I had an easy time doing it, but here it looks to be a bit more complex than what I was used to before.

    Bananite
  • 2y
    Can this be replace other stage then pacland? I dont want to replace the sans stage.
    Bananite
  • 2y
    ZukeG avatar
    ZukeG username pic Joined 2y ago
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    Posted by Pib

    Posted by ZukeG

    Is there any chance that this is wifi safe? I can't see the stage in action, so I have no idea :/ I need to know before i download this.

    it isn't, it changes collisions from the level it's based on so you'll desync
    Ah, okay, thanks.

    The Punisher
  • 2y
    Pib avatar
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    Posted by ZukeG

    Is there any chance that this is wifi safe? I can't see the stage in action, so I have no idea :/ I need to know before i download this.

    it isn't, it changes collisions from the level it's based on so you'll desync
    Original "Pranxter"
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Credits

Key Authors
Pib
Environment, collisions, UI elements, vertex editing
Contributors
smb123w64gb
Helped with .nut creation
jam1garner
Helped with .lvd editing
Special Thanks
72dpiarmy
Super Mario War

Submitter

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Pib avatar
Pib

Creator
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Development Info

Notes
KNOWN ISSUES

  • Item spawns are all over the place. They'll spawn on ledges, off the screen, and inside the floor.
  • AI players are way too comfortable near blast zones.
  • 8-Player Smash does not work on this level, and thus, has been disabled.

TECHNICAL INFORMATION:

The included files will overwrite your melee.msbt, menu.msbt, and ui_stage_db.bin files. Want to merge them with your own? Use MSBT Editor Reloaded and PARAM. Both of these are included with Sm4shExplorer 0.07.1.

SM4SHMUSIC ADDITIONS:

There's two bgm files included with this map:
  1. snd_bgm_CST_0smw01_SMAS3_Overworld
  2. snd_bgm_CST_0smw02_SMAS2_Overworld

Add these using the Sm4shMusic plugin for Sm4shExplorer. Don't know how? Here's a tutorial.

Set the play delay to CST_0smw02_SMAS2_Overworld to 53 for the best effect.

PARAM CHANGES:

data(xx_xx)\param\ui\ui_stage_db:
    Group[1]
        Entry[44] (PAC-LAND)
            k2 = 9 (Series Icon. 9 is Mario.)
            k6 = 73 (Normal Form Stage ID. 73 is Omega PAC-LAND.)
            k7 = 73 (Normal Form Stage ID (alt). 73 is Omega PAC-LAND.)
            k10 = 8 (Stage Select icon position.)
            k11 = 4 (Max Players: Normal Form)
            k12 = 4 (Max Players: Omega Form)


MSBT CHANGES:

data\ui\message\melee.msbt:
    MmelStageN_Pacland:
        0smw

    MmelStageG_Pacland:
        0smw

data\ui\message\menu.msbt:
    MmenRecord_info_14:
        Unlocked the 0smw stage!
        Stomp your enemies!

    MmenTipsN_2067:
        0smw

    MmenTipsN_2068:
        0smw

    MmenTipsN_2069:
        0smw

    MmenTipsN_2012:
        0smw

    MmenTipsN_2013:
        0smw

    MmenTipsI_2067:
        In Super Mario War, the block in the top left
        gave Mario items when he hit the bottom.
        It doesn't do that in this game. Sorry!

    MmenTipsI_2068:
        This stage originates from Super Mario War.
        The objective of this game is to stomp on
        your enemies, just like in Super Mario Bros.!

    MmenTipsI_2069:
        In Super Mario War, when Mario walked off
        the screen, he would appear on the other side.
        Unfortunately, he can't do that in this game.

    MmenTipsI_2012:
        The bridge in the middle of the stage isn't
        solid on the bottom or the sides. However, you
        can't drop through it like a normal platform.

    MmenTipsI_2013:
        There's only one ledge you can grab on this
        stage. The terrain goes so high in the sky,
        you might need the help!



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Category

Details

Version
r3

Attributes

Players
4
Development State
Beta

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Stats

  • 1,438 Downloads
  • 9,755 Views
  • 23 Posts
  • 2y Submitted
  • 2y Modified
  • 2y Updated

Scores

90 bScore
9.8 Rating

5 voters

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