I have been messing around with my ancient Wii and found online that I can create and play custom levels. I have created a level with Reggie! and named it 01-01.arc.
That's great, but how in the world am I supposed to access it on my Wii? I have installed Homebrew and all that and the Riivolution app correctly (I know this because I am able to play Newer Super Mario Bros. Wii) but I have not found anywhere ANYWHERE how to actually play the levels I create. The videos I watch literally skip from saving the level in Reggie! to the gameplay on the Wii. Please help!
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1 Answer
I recommend (especially for Homebrew related things such as ROM hacks) that you do not follow video guides. Homebrew scenes are constantly changing with new methods being created over time and video guides become outdated quickly. Instead, it is recommended to follow written guides as these are often updated more frequently and will immediatley reflect new changes (instead of a video guide, which will require the uploader to add in a new link to the old video).
As taken from smwcentral.net:
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.
<section name='Testing'>
<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.
<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.
<patch />
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.
<patch> <folder external='/nsmb' recursive='false' />
<folder external='/nsmb' disc='/' /> </patch>
New Super Mario Bros Wii Mods Download
This means that all your files have to be put into the nsmb/ folder that has earlier been explained in the tutorial.
So just set up an xml file in the Riivolution folder as described in the guide and put your .arc file in the appropriate folder (
noirscapenoirscapesdmc://riivolution/<mod folder>/Stages/01-01.arc
). Just a quick note, this will OVERWRITE the 1-1 stage when you boot your hack in Riivolution.1,38133 gold badges99 silver badges3131 bronze badges
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New Super Mario Bros. Wii has already been modded to include Bowsette as the final boss.Courtesy of StupidMarioBros1Fan, the original New Super Mario Bros. Wii has been modded to include a custom Bowsette boss at the end of the game, replacing the original Bowser.
This mod appears to have been quite substantial in the amount of work required and wasn’t just a straightforward asset swap from another game with a bit of tweaking.
From all-new animations to custom modeling, this was definitely a sizable chunk of work to get Bowsette into the game (shown below).
Using the fan-created version of Bowsette by haniwa, there are also a few modifications from her eyes to the earrings among other things.
All that aside, this is very well done and while Nintendo has yet to comment on the whole Bowsette situation, it’s clear fans will continue to have fun with this character for a good while to come.
As for why Nintendo is keeping so quiet about Bowsette, it might be related to the fact that the company had a similar plan for Peach in Super Mario Odyssey on the Switch.
Concept art for this was recently revealed in the official The Art of Super Mario Odyssey book that was released in Japan. So the fact that Nintendo is not saying much about the fan-created Bowsette is likely to do with this prior idea for Super Mario Odyssey.
Whether this is the case or not, fans of Bowsette can now at least face off against her in New Super Mario Bros. Wii (shown below).
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Now, you need to plug your SD card with at least 4GB into your computer. In the root of the SD card, there might be a folder called, 'private'. If there is, just rename the folder to 'private_old'.
Now, take the contents of the LetterBomb folder and place them in the SD card. This should only take a few seconds. Remember, only copy the contents of the LetterBomb folder, not the actual folder itself. Once the files have been copied to the SD card, you can delete the LetterBomb folder, it will not be used again in this tutorial.
Properly eject the SD card from your computer and place it into the SD slot in your Wii. Next, go to the Wii Message Board. Scroll a few pages back until you see a red envelope with a bomb shape inside and an SD icon hovering over it. Click on the icon. Scroll to the bottom of the message and click confirm. After about 10 seconds, a page that looks similar to image 9 should show up. It may take a minute or two for the 'Press 1 to continue' to show up, but be patient. When it does, press 1. Next, press A to continue. On the next page, use the D-Pad and A to choose to install the Homebrew Channel. When the Homebrew Channel has finished installing, select 'Exit' and go back to the Wii Menu. A new channel should have appeared in the next empty space on the Menu, that channel should be the Homebrew Channel.
Now, take the contents of the LetterBomb folder and place them in the SD card. This should only take a few seconds. Remember, only copy the contents of the LetterBomb folder, not the actual folder itself. Once the files have been copied to the SD card, you can delete the LetterBomb folder, it will not be used again in this tutorial.
Properly eject the SD card from your computer and place it into the SD slot in your Wii. Next, go to the Wii Message Board. Scroll a few pages back until you see a red envelope with a bomb shape inside and an SD icon hovering over it. Click on the icon. Scroll to the bottom of the message and click confirm. After about 10 seconds, a page that looks similar to image 9 should show up. It may take a minute or two for the 'Press 1 to continue' to show up, but be patient. When it does, press 1. Next, press A to continue. On the next page, use the D-Pad and A to choose to install the Homebrew Channel. When the Homebrew Channel has finished installing, select 'Exit' and go back to the Wii Menu. A new channel should have appeared in the next empty space on the Menu, that channel should be the Homebrew Channel.
Ads keep the MarioWiki independent and free :) | It has been requested that this article be rewritten. Reason: most of the text and images are from The Cutting Room Floor This is a list of pre-release and unused content for the game New Super Mario Bros. Wii.
Early ideas[edit]Princess Peach[edit]At one stage during development, Shigeru Miyamoto considered making Princess Peach a playable character, like in Super Mario Bros. 2, but eventually decided against it because of how difficult it would be to animate her dress.[1] Mega Mushroom[edit]The game was originally going to have the Mega Mushroom power up return from the previous game. It would have transformed the player into Mega Mario. However, this caused a problem in multiplayer: because the player who used it would be able to destroy everything while also taking up a big part of the screen, limiting other players, the Mega Mushroom was ultimately removed.[citation needed] Grand theft auto 5 script hook. Red Toad[edit]An early picture showed Mario, Luigi and Blue Toad in bubbles. However, instead of Yellow Toad, the picture showed the Red Toad, meaning he may have once been intended to be the fourth playable character.[2] Early builds[edit]HUD during gameplay[edit]An early version (top), and the final version (bottom). As seen in early screenshots of the game, the HUD originally appeared transparent during gameplay; additionally, the text appeared very different, with only generic font; possibly as a placeholder. Later screenshots and videos of the final build show that the HUD is now solid (only turning transparent if a player goes behind it), certain icons were updated and brightened up, along with the trademark Mario text. Notably, the life box was sized down, while the score and timer stretched out slightly. Also, when a Yoshi is ridden, a music note was originally meant to appear on the upper-right side of the screen. Keys were originally going to appear in the game. When obtained, the key moves to the HUD, next to the lives and coins counters. 'Level Clear!'[edit]In the E3 2009 demo, whenever a character completes a stage, the message 'Level Clear!' was seen. Later, 'Level' was changed to 'Course' in the final build for unknown reasons. Results screen[edit]In demos shown at Press Conferences, after finishing each level a results screen would pop up, showing the player how many enemies were stomped and how many coins were collected, which is only seen in the Free-For-All mode in the final game. However, in New Super Mario Bros. U, once the game is beaten, players have access to a purple Records Toad House, containing the aforementioned information. Flag and midway flag[edit]The Goal Pole and the Checkpoint Flag were originally going to have an image of a skull on them. This was changed to Bowser's emblem in the final version. The skull flag was previously used in New Super Mario Bros.. Additionally, an early image shows the Midway Flag as a circular sign with a skull on it.[3] 'TOO BAD' screen[edit]Originally, this game had a 'TOO BAD' screen when the player loses a life, just like 3D Mario games. Later, it was replaced with Bowser's emblem fade for unknown reasons.[citation needed] Power-up Panels[edit]In the final game, the 'Your Turn' message does not appear in single player mode while playing the Power-up Panels minigame. Early platform models[edit]The platforms in World 7-4 were normal platforms in one pre-release build. The tracks were black instead of yellow and the end points were red, like in New Super Mario Bros.. A later version of the game had the emblem of the player who was controlling the platforms as the end of the trails, while the platform itself was gray with a bolt all the time, just like when they are off in the final version. Sound effects and music[edit]Level themes[edit]The underground, desert, castle, and athletic themes and the level clear tunes were ported from New Super Mario Bros., most likely as a placeholder.[4] The snow, forest, lava, and Ghost House songs did not exist. Yellow Toad's Victory Pose[edit]This was shown in GameStop's E3 demo video.Yellow Toad says 'Yay!' and he jumps twice while punching his fists in the air, and it shows that there is no standing animation, so when he stands after his pose, he just freezes for a while. Sound effects[edit]During the E3 2009 demo, coins had 8-bit sound effects, just as they did in the first New Super Mario Bros.. This was later replaced with different sound effects. The Propeller Mushroom's sound effect was also different in one pre-release build. Mario was originally going to make a sound when flying with the Propeller Mushroom, like the one he made when he dismounts Yoshi in Super Mario Galaxy 2.[citation needed] Also, the power-up sound effect was originally the sound effect from New Super Mario Bros., but this was changed to the 8-bit version. New Super Mario Bros. leftovers[edit]One-way gate[edit]This gate allows the player to cross only from one direction. The only usable ones are 'enter from the right' and 'enter from the left'. The variety which allows the players to 'enter from the bottom' and 'enter from the above' can only be used once. Amazon.com: vanity fair panties 15712. Skip to main content. 1-48 of 59 results for 'vanity fair panties 15712' Skip to main search results Amazon Prime. Vanity Fair Women's Perfectly Yours Lace Nouveau Brief Panty 13001. 4.5 out of 5 stars 597. 41-$45.51 $ 45. Amazon vanity fair 15712. Amazon.com: vanity fair 15712. Skip to main content. 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Swinging pendulum platform[edit]A swinging pendulum platform from World 4- was to appear. They self-rotate (the player does not need to attach them to a rotation controller for them to move), and the level editor can adjust their swing arc, speed, and size.
Yoshis[edit]While the game was still in development, Nintendo confirmed that a Red Yoshi was able to be ridden and an artwork was made. However, as seen in a later trailer, Red Yoshi got replaced with Pink Yoshi and the artwork was changed. Blue Yoshi was also set to appear, but was replaced by Light-Blue Yoshi.[5] If a Yoshi was being ridden, then a musical note was going to appear next to the time counter.
Bosses[edit]Changes[edit]An early version of the Morton Koopa Jr. tower battle. In the first battle against Larry Koopa as presented in the E3 2009 demo, whenever he goes into his shell, he barely covers any ground. Also, the first battle with Morton was held in World 1- in the demo, not in World 6- (as that level was not featured in the demo). In the demo, Morton does not have Skewers stabbing the platforms to the side; instead, there were Lava Bubbles jumping out of the lava. Also, the geography of the arena was different, as it was using the castle tileset, instead of the tower tileset that would later be used in the final build. In the E3 demo, the players drop from the top of the screen after they enter the boss door, like they did in New Super Mario Bros.. In the final version, the player simply appears on the floor of the boss room. Blocks and Objects[edit]Early Roulette Block[edit]The Roulette Block was supposed to look like the ones in New Super Mario Bros.. They had different item icons too. Conveyor Belt Spikes[edit]Spikes were to be on Conveyor Belts, but were taken out for unknown reasons. Gray ? Blocks[edit]At E3, it was shown that there were originally going to be gray ? Blocks in the ice levels, but they were scrapped for unknown reasons. Also, gray Brick Blocks were shown with the gray ? Blocks. Yoshi Cookie[edit]Yoshi Cookies were going to appear in the game, serving the same purpose as a Berry.
Level Designs[edit]
Enemies[edit]Enemy Changes[edit]The Bramballs in the E3 trailer had brown feet instead of yellow feet. Mini Goombas were able to be defeated by running into them. They acted like the ones in New Super Mario Bros., but were changed to the Super Mario Bros. 3 style where the Mini Goombas would stick to Mario and hold him down.[7] King Bills were able to be defeated, but this was changed in the final version. The animation was later used in New Super Mario Bros. U, where the player can defeat them using the Boost Star in Boost Mode. Power-Ups[edit]Unused Power-up[edit]While never revealed or used in the game, a power-up that appears to be a 'chicken suit' was originally intended to be in the game. Concept art of the suit had been discovered, though its purpose or effects on the characters who were to use it is unknown. The idea was eventually changed into the Penguin Suit. The chicken suit appears in volume 44 in Super Mario Kun. Propeller Mushroom[edit]The orange Propeller Mushroom was originally a Propeller Suit, with a red letter 'P'-like suit with a propeller at its top. It is unknown why it was changed. Fire Toads[edit]Originally, the Fire Toads had mushroom caps which had their respective colors reversed with white spots on them, similar to Super Toad. However, in the final version of the game (and later trailers prior to its release), the Toads' fire forms instead have them with caps with reversed colorations of their respective colors, and with red spots instead of white ones. Additionally, the early Fire Blue Toad and Fire Yellow Toad had their vests of the same color while their pants remained a maroon like color. However, in the final version of the game, the Toads received a reddish/maroon color for both their vests and pants.
Icons[edit]The early power-up icons were very simple. In the final version there was no Mini Mushroom, as it got replaced by a 1-Up.
Unused data[edit]Yoshi[edit]As seen in this video, Yoshi has a somewhat unfinished animation not seen anywhere else in the game. Since this animation is only viewable by 'hacking' Yoshi into a Castle/Tower Level, it further hints at the theory that Yoshi was originally planned to be able to be used in boss fights. Additionally, Yoshi does interact with certain enemies differently from Mario, Luigi, Blue Toad, and Yellow Toad, which can only be spotted by hacking the game. For an example, Yoshi cannot safely jump on a Cooligan or a Mechakoopa, but he can eat them. Similarly, Yoshi can defeat a Wiggler by ground pounding it. Another oddity is that Yoshi can defeat a Big Wiggler by eating it, or by spitting a fireball at it. Enemies[edit]Information for a Big Buzzy Beetle exists within the game. However, it was not used in any level. The Big Buzzy Beetle can be used as a platform, and will only move continuously in one direction; it does not fall while airborne. It does, however, change direction when it hits walls or collides with certain enemies. Finally, it is immune to every known attack method, apart from throwing a POW block. The enemy concept was revisited and used in later installments. There is also unused data for the Banzai Bill Cannon, which can enable it to fire Bull's-Eye Banzais. It is also likely that Fishing Boo was intended to be in the game at one stage, since an empty object is called 'EN_GHOST_JUGEM'.[8] Para-Beetles and Heavy Para-Beetles have unused behaviors where they can fly to the right, or stand still and face the background or the screen. Big Eep Cheeps exist in the files of the game. They later made their first appearance in New Super Luigi U. [9] Unused data for Mini Goombas that act similarly to the ones in New Super Mario Bros. exists in the game. Unlike the Mini Goombas in New Super Mario Bros., they cannot defeat Mini Mario by running into him. [10] Music[edit]The only unused track in the game is 'cheepfanfare_lr.ry.32'. Sound Effects[edit]In the games files, unused voice clips from New Super Mario Bros. and Super Mario 64 DS can be found; these voice clips may have been used for the demo versions of the game. Items and objects[edit]Platforms[edit]There were unused platforms. These include four rotating platforms (similar to the ones during the Reznor battle from Super Mario World), see-saw, and controllable platforms like the ones from 1-2 and 7-2 in New Super Mario Bros., respectively. Trampoline platforms that bounce the player to the opposite direction are also seen. These platforms were simply long gray blocks. Arrows[edit]Arrows that were used in New Super Mario Bros. were found in the game through hacking methods. They do the exact same thing as they did in said game. Broken Warp Pipe model[edit]Within the game's code, 'obj_dokan.arc' contains a broken Warp Pipe model. This could be linked to the planned Mega Mario appearance. Event Switch[edit]A magenta ! Switch can be found in the game files, but is never used in the game. This ! Switch is an Event Switch. The Event Switch allows an event to activate one of up to four event IDs specified and do something else. It can be used by hacking the game. Key[edit]An unused key can be found in the game's files. They may have unlocked doors on Airships. Larry Koopa model[edit]A shorter version of Larry Koopa exists in the game's code. Compared to the used model, this Larry has shorter eyes, shorter hair, and shorter stature.[11] Snake Block texture[edit]The green Snake Block found in New Super Mario Bros. was supposed to be used in the game, but instead Ice Snake Blocks replaced it. The only area Ice Snake Blocks were found was in Lemmy's Castle. Toad balloon[edit]Toad balloons were originally meant to be Green Coins. This can be proved because the name of the object is 'EN_GREENCOIN'. 'obj_coin.arc' also contains a model and texture for a Green Coin, but is never used in the game. ? Bubble[edit]An object that slightly resembles a Magic Ball appears in the game's data.
World Layouts[edit]In the World Map folder on the disc, left behind is an unused configuration file for the 'Collected Star Coins' screen ('CollectionCoinCourseSort.arc'). From it, early level layout can be assumed.
Miscellaneous[edit]Concept box art[edit]The concept box art (top middle) A proposed box art for the game featured a hand-drawn sketch depicting Mario, Luigi, and the Toads facing Bowser and the Koopalings. This concept box art was included as part of a recruitment kit for prospective Nintendo employees[12]. References[edit]
External Links[edit]
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