New Super Mario Bros. X

General discussion about Super Mario Bros. X.
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LGLMAKING
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Re: New Super Mario Bros. X

Postby LGLMAKING » Sun Apr 26, 2020 1:37 pm

The way I interpretate that sentence is that SMBX2 made itself official
Anyway, epic stuff. Will do science soon
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Re: New Super Mario Bros. X

Postby Yoshi021 » Sun Apr 26, 2020 1:38 pm

Looks awesome, I'm excited to try this soon!
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Re: New Super Mario Bros. X

Postby MECHDRAGON777 » Sun Apr 26, 2020 2:20 pm

Just tried it out and I saw there are 19 new tiles that are not in the tile-set item box. Though It seems pointless to have TWO completely white tiles. SMW being #F8F8F8 and SMB3 being #F7F7F7 makes it redundant in my eyes. Otherwise, nice work so far. Kind of let down that Wendy is the only new Koopaling, but the work seems phenomenal.

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Re: New Super Mario Bros. X

Postby Cedur » Sun Apr 26, 2020 3:13 pm

MarioLover64 wrote:
Sun Apr 26, 2020 11:50 am
Cedur wrote:
Sun Apr 26, 2020 11:42 am
JulianSteve_18 wrote:
Sun Apr 26, 2020 10:45 am
Will the Bee Mushroom be added as planned?.
Will you also have Sonic, Crash Bandicot and Yoshi as playable characters, like when that rumor spread that they were going to be at NSMBX in 2012?

What does the Bee Mushroom do, is it different from turning into a fairy?

aaaaah

that pretty much behaves like Hover FLUDD

anyway Core already said that she's been besieged with custom powerup requests so I think we just have to wait until she gets stuff done one by one if anything
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Re: New Super Mario Bros. X

Postby Core » Sun Apr 26, 2020 4:02 pm

MECHDRAGON777 wrote:
Sun Apr 26, 2020 2:20 pm
Just tried it out and I saw there are 19 new tiles that are not in the tile-set item box. Though It seems pointless to have TWO completely white tiles. SMW being #F8F8F8 and SMB3 being #F7F7F7 makes it redundant in my eyes. Otherwise, nice work so far. Kind of let down that Wendy is the only new Koopaling, but the work seems phenomenal.
Huh, seems like i forgot to put them in the tileset item box... Anyways, it'll be fixed in the patch.
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Re: New Super Mario Bros. X

Postby Wohlstand » Sun Apr 26, 2020 6:02 pm

LGLMAKING wrote:
Sun Apr 26, 2020 1:37 pm
The way I interpretate that sentence is that SMBX2 made itself official
Anyway, epic stuff. Will do science soon
SMBX2 since it's foundation by it's hackish nature doesn't means an "official SMBX" at all. The only that SMBX project is official which was PERSONALLY granted by Redigit (which he'll never do by known reasons). Therefore ALL continuations and branches of SMBX are not official SMBX at all. There are: SMBX2, PGE Project, SMBX-38A, TheXTech, and now NSMBX too, also any other projects I may not know also doesn't means "official SMBX". All these projects are going with own flows and own goals. The only one thing that unites all of these projects is the SMBX64 standard which declares specific resources sets and limits of SMBX 1.3 which was a last official SMBX.
Last edited by Wohlstand on Sun Apr 26, 2020 8:25 pm, edited 1 time in total.
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Re: New Super Mario Bros. X

Postby SupahKupah » Sun Apr 26, 2020 6:14 pm

Thank you very much Core for so much hype, I informed my Spanish-speaking community about this new version. I am sure that this version will be very promising. I wish you the best!
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Re: New Super Mario Bros. X

Postby vitzie629 » Sun Apr 26, 2020 6:59 pm

This new SMBX version is very good! However, it does lack some features from SMBX-38A and SMBX2, and this build is an alternative to SMBX-38A and SMBX2!

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Re: New Super Mario Bros. X

Postby Chanceux2 » Sun Apr 26, 2020 8:01 pm

Its been awhile like 2 days and I'm back. Anyways I'm loving this new version.

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Re: New Super Mario Bros. X

Postby Scroll » Mon Apr 27, 2020 9:21 am

Hey! So just checked out about this. I have a question, do 38A and 1.3/X2 levels work with this version? And about levels made in this version, do they work in any other engines if they don't include any NSMBX-specific feature?

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Re: New Super Mario Bros. X

Postby Chanceux2 » Mon Apr 27, 2020 9:22 am

Scroll wrote:
Mon Apr 27, 2020 9:21 am
Hey! So just checked out about this. I have a question, do 38A and 1.3/X2 levels work with this version? And about levels made in this version, do they work in any other engines if they don't include any NSMBX-specific feature?
Only 2.0 and 1.3 work not 38A. (I think) and for the last one I dont know

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Re: New Super Mario Bros. X

Postby Wohlstand » Mon Apr 27, 2020 9:27 am

Scroll wrote:
Mon Apr 27, 2020 9:21 am
Hey! So just checked out about this. I have a question, do 38A and 1.3/X2 levels work with this version? And about levels made in this version, do they work in any other engines if they don't include any NSMBX-specific feature?
An alien levels (from 38A and X2) will work conditionally:
- 1.3 levels will work as-is in most.
- 38A levels will work in a condition you'll don't use 38A specific features like items more than exist in SMBX 1.3. Tea-Scripts will not work.
- X2 the same as for 38A. Lua will not work. But even lua support will be added soon, scripts will be incompatible.

In short words, ALL levels are following SMBX64 standard will work everywhere. Levels of 38A and PGE-X formats here are supported natively, but the SMBX64 standard is required to be followed for items and features. In a short word - keep limits of SMBX 1.3 be not excited. Otherwise, the alien level will work messy and probably unplayable.
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Re: New Super Mario Bros. X

Postby Scroll » Mon Apr 27, 2020 12:24 pm

Wohlstand wrote:
Mon Apr 27, 2020 9:27 am
Scroll wrote:
Mon Apr 27, 2020 9:21 am
Hey! So just checked out about this. I have a question, do 38A and 1.3/X2 levels work with this version? And about levels made in this version, do they work in any other engines if they don't include any NSMBX-specific feature?
An alien levels (from 38A and X2) will work conditionally:
- 1.3 levels will work as-is in most.
- 38A levels will work in a condition you'll don't use 38A specific features like items more than exist in SMBX 1.3. Tea-Scripts will not work.
- X2 the same as for 38A. Lua will not work. But even lua support will be added soon, scripts will be incompatible.

In short words, ALL levels are following SMBX64 standard will work everywhere. Levels of 38A and PGE-X formats here are supported natively, but the SMBX64 standard is required to be followed for items and features. In a short word - keep limits of SMBX 1.3 be not excited. Otherwise, the alien level will work messy and probably unplayable.
So, regardless of the engine you make the level/world in, if it exceeds the limits of SMBX 1.3 then it only works in the engine where the level is made, right?

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Re: New Super Mario Bros. X

Postby SBells27 » Mon Apr 27, 2020 12:29 pm

Wohlstand wrote:
Mon Apr 27, 2020 9:27 am
Scroll wrote:
Mon Apr 27, 2020 9:21 am
Hey! So just checked out about this. I have a question, do 38A and 1.3/X2 levels work with this version? And about levels made in this version, do they work in any other engines if they don't include any NSMBX-specific feature?
An alien levels (from 38A and X2) will work conditionally:
- 1.3 levels will work as-is in most.
- 38A levels will work in a condition you'll don't use 38A specific features like items more than exist in SMBX 1.3. Tea-Scripts will not work.
- X2 the same as for 38A. Lua will not work. But even lua support will be added soon, scripts will be incompatible.

In short words, ALL levels are following SMBX64 standard will work everywhere. Levels of 38A and PGE-X formats here are supported natively, but the SMBX64 standard is required to be followed for items and features. In a short word - keep limits of SMBX 1.3 be not excited. Otherwise, the alien level will work messy and probably unplayable.
so X2 levels are going to work in NSMBX if you don't use any lua features (yet), but what about episodes?
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Re: New Super Mario Bros. X

Postby Enjl » Mon Apr 27, 2020 12:57 pm

SBells27 wrote:
Mon Apr 27, 2020 12:29 pm
so X2 levels are going to work in NSMBX if you don't use any lua features (yet), but what about episodes?
To clarify, outside of your own explicit lunalua code and libraries, some smbx2 features that will cease to work when trying to backport include:
- all new npc codes
- block, effect, background2 and background codes
- player hitbox configuration files
- bgos of nonstandard sizes
- custom sizeable tiling
- extended section settings
- npc extra settings
- various vanilla bugfixes
- various new assets (block, bgo, npc, effect, world map object ids above the 1.3 limit)
- portal warps

Even once implemented in NSMBX that won't make them compatible, since the implementation will be inherently different, leading to a scenario where someone wanting to be up to speed with all levels produced by the community will have to come to grips with 3 distinct implementations of various features.
Last edited by Enjl on Mon Apr 27, 2020 12:59 pm, edited 1 time in total.
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Re: New Super Mario Bros. X

Postby Core » Mon Apr 27, 2020 12:59 pm

Enjl wrote:
Mon Apr 27, 2020 12:57 pm
SBells27 wrote:
Mon Apr 27, 2020 12:29 pm
so X2 levels are going to work in NSMBX if you don't use any lua features (yet), but what about episodes?
To clarify, outside of your own explicit lunalua code and libraries, some smbx2 features that will cease to work when trying to backport include:
- all new npc codes
- block, effect, background2 and background codes
- player hitbox configuration files
- bgos of nonstandard sizes
- custom sizeable tiling
- extended section settings
- npc extra settings
- various vanilla bugfixes
- various new assets (block, bgo, npc, effect, world map object ids above the 1.3 limit)
- portal warps
portal warps do work in nsmbx though.
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Re: New Super Mario Bros. X

Postby Enjl » Mon Apr 27, 2020 1:00 pm

Core wrote:
Mon Apr 27, 2020 12:59 pm
portal warps do work in nsmbx though.
The chain of porting that needs to happen is SMBX2 -> SMBX 1.3 -> NSMBX, so whether both versions have the same feature is irrelevant. Differences in implementation can cause incompatibility either way. A SMBX2 level needs to work in 1.3 to work in NSMBX. I was merely bringing attention to some features that don't require user-side lua that will not make it over that bump.
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Re: New Super Mario Bros. X

Postby Wohlstand » Mon Apr 27, 2020 1:11 pm

Core wrote:
Mon Apr 27, 2020 12:59 pm
portal warps do work in nsmbx though.
On NSMBX (as on TheXTech master) there are following extra non-SMBX64 features work:
- portal warps (PGE Engine, 38A, SMBX2)
- two-way warps (PGE Engine, 38A, SMBX2)
- more than 21 sections (up to 200) (PGE Engine)
- on-enter event on warps (38A, PGE Engine)
- custom "need a star" message text (38A)
- "need a bomb" lock (38A, on NSMBX branch only, not in TheXTech master yet)
- "don't show stars" flag on warps (38A)
- PNG sprites (PGE Engine, 38A, SMBX2)
- custom music.ini/sounds.ini (PGE Engine, SMBX2)
- vertical wrap flag (38A, PGE Engine)
- full support for z-layer, z-offset and custom order priority for BGOs per every individual item (PGE Engine)
- World map music boxes with custom music (PGE Engine, 38A)
- More than 5 credit lines (up to 100) allowed (PGE Engine, 38A)
- SMB3-bowser's special value was added to turn on the SMBX1's behavior (bump all blocks on screen, and expand section down when the second section touches by edge this one, used in "The Invasion 1" episode)
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Re: New Super Mario Bros. X

Postby MushroomBros64 » Mon Apr 27, 2020 2:08 pm

SupahKupah wrote:
Sun Apr 26, 2020 6:14 pm
Thank you very much Core for so much hype, I informed my Spanish-speaking community about this new version. I am sure that this version will be very promising. I wish you the best!
Hola que hace :)
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Re: New Super Mario Bros. X

Postby Dragon0307 » Mon Apr 27, 2020 2:14 pm

Would I be able to copy the PGE config into my personal PGE installation without breaking anything? It just seems a bit unnecessary to have two copies of PGE on the same computer.
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