Miscellaneous Map Changes

This will guide you through making miscellaneous changes to NewerSMBW's maps. Most of these will focus on removing miscellaneous hardcodings.

Note: These will require you to know how to compile Newer's source code. See Setting Up and Compiling the Newer Sources to do that.

Removing the Shop Node Icon Hardcode
Note: If you want to edit the level node itself, go to  in the   folder.

The level node used for the Shop levels is hardcoded to always appear for levels with an ID of 99. ,,  , and so on will always have the shop icon. This will guide you through removing that hardcode.

Step 1
In NewerSMBW's source code, go to the following directory: Now, open the file, and go to line 66. You will see the following code. The way this code works is that if the level ID is equal to, then the course icon will be overridden with the   model, instead of using the normal model. To remove it, either comment out, or delete the code.

If you want to customize the code, you can change the model of the level node to be a different one (models are in  in the   folder), or change the level ID that is hardcoded.

Once you've made your changes, compile the source code, put the compiled files in the  folder, and run the game.

Removing Hardcoded Graphical Effects
Some graphical effects are hardcoded to appear in specific positions on the World maps. When replacing maps with your own custom ones, these effects can sometimes be seen, and are likely undesired. This will guide you through removing such hardcoded effects.

Note: The hardcodes are not applied to the map, but instead the ID of the map in the  ''file. This ID is chosen by the position of the entry of the file, so the defined map on line 1 is ID 0, the one on line 2 is ID 1, and so on.''

The following is all the hardcoded graphical effects used:


 * The fire on the Tower and Castle of W3 ( line 2 [Map ID 1])
 * The snow particles in the far top-left of Pumpkin Boneyard, where Freezeflame Glacier wraps around the back of the island (line 2 [Map ID 1])
 * The snow particles overtop Freezeflame Glacier (line 3 [Map ID 2])
 * The lava particles in Freezeflame Volcano (line 5 [Map ID 4])
 * The lava particles in the area leading up to Bowser's (Fake) Castle in Koopa Planet (line 7 [Map ID 6])
 * The lava particles in these three sections of Koopa Core (line 8 [Map ID 7]):
 * Main section will most of the levels
 * Separate are containing the Challenge House
 * Leading up to Bowser's Castle

Also in the source code are these two hardcodes for Newer Falling Leaf (both are applied to line 1 of  [Map ID 0]):


 * The fire for the foliage around 1-4
 * The snow for the wintery area at the top of the map

With that out of the way, go to the following directory: Now, open the  file, and go to line 583 (556 if you're editing Newer Falling Leaf). You will see the following code. To remove these hardcodes, simply delete the lines 583 to 647, or comment it out (for Newer Falling Leaf, do lines 556 to 582).

If you wish to, you could also change the Map ID number, to force the effects on a different map slot. Keep in mind that the corresponding line in  is the Map ID + 1, so line 1 would be Map ID 0, line 2 would be Map ID 1, and so on.

Once you've made your changes, compile the source code, put the compiled files in the  folder, and run the game.