Newer Super Mario Bros. Wii
Newer is an upcoming completely revamped, redesigned fan-made project based on NSMBWii using the newly-released Reggie! level editor. When it's finished the designers plan to have a grand total of 120 levels in the game (about 40ish more levels than the original game). In their words,
Quote:
...something that is not a 1:1 remake of a past Mario/other game, and not an experimental hack, but more so a richly detailed, well crafted, fully featured (if eventually possible) series of levels (and perhaps world maps, as well) that could rival the quality of the original NSMBW game, which is, of course, of an INCREDIBLY high standard.
There are going to be entirely new level designs, textures, tilesets, sprites, world maps, and more. Word is, they're changing everything in the game and re-building from the ground up.
============
Jan '11 - Attention!
============
The Newer Team is currently looking for coders! If you are skilled in C++ and interested in helping this project, then you should consider getting in touch with these guys. Here is the quote:
Quote:
Originally Posted by Treeki
We are looking for people who can help us with coding some of the new features we have planned for Newer -- most notably the new world map engine.
Knowledge of C++ is required, since NSMBW is written in C++. GX and/or OpenGL would be helpful as well.
PowerPC ASM knowledge is also useful, but not necessary -- I can take care of the required reverse-engineering myself, but I am the only coder on the team and I cannot do every single thing.
Here's an example of what you would be dealing with:
Private Paste - Pastie
PM me (on rvlution.net) if you would like to help.
Quote:
Originally Posted by TempusC
Like all programs, games are split into resources and compiled machine code.
Resource files on disk replace no code, and are handled by Riivolution. You are right, they can be created from scratch or they can replace an existing resource. There are several relocatable binaries that NSMBWii uses that contain code, but we have a way to handle this, as they are always loaded into memory at the same location at specific and predictable times (at launch).
The system we have in place allows you to define a hook to an existing function, and then insert a blr which will be directed to your compiled C++ code, located at a separate address. You may call existing functions by any existing symbols, including self-defined ones, or by addresses in memory.
To be more specific about what we need:
We need someone who knows how to code in C++. You must be able to make applications with it.
You DO need to be familiar with XML files, and know how to run python scripts.
You DO NOT need coding experience with the Wii. We will set you up with any libraries and compiling tools that you will need, but you can mostly ignore them. You can treat the game itself as a library, except with no documentation at all and sometimes we don’t know what the functions are called. >.>
You DO NOT need to deal with low level stuff, though understand how pointers and memory allocation work at a low level is a definite benefit.
It would HELP if you are familiar with OpenGL, or better yet, GX.
It would HELP if you are familiar with DevkitPro and Libogc.
It would HELP if you are familiar with Qt.
It would HELP if you have any experience with using 3D libraries at all in any shape or form, or have used 3D programs to make models.
It would HELP if you have used IDA Pro, or have any knowledge of PPC Assembly.
It would also HELP if your friends would not describe you as a douche, and if any questions you ask are pertinent and reflect an understanding of your own limits.
July '10 Trailer:
http://www.youtube.com/watch?v=I208t7ix-Jc
Check out the user NSMBWHacks on Youtube to see more trailers and content from the Newer project.