SMBX2 (2.0 Beta 3)

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snoruntpyro
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Re: SMBX 2.0 Beta 3

Postby snoruntpyro » Sat Apr 15, 2017 4:33 pm

Legend-tony980 wrote: (A side question: Can we customize NPCs if they are vulnerable or invincible or how many hits can they take from Link's Sword? That will be helpful though.)
it's currently possible to make enemies invulnerable to link's sword with a lua npc mem value, but you'd have to do some trickery to make 'how many hits can it take' work. maybe in the future it can be added when healthpoints.lua is made not bad
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Enjl
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Re: SMBX 2.0 Beta 3

Postby Enjl » Sat Apr 15, 2017 6:35 pm

Here's the code for conditional events.
1) Make an empty event in SMBX, give it a name and trigger it.
2) Have this in lunadll.lua:

Code: Select all

function onEvent(eventName)
	if eventname == "myEvent" then
		if (condition 1) then
			triggerEvent("myOtherEvent")
		elseif (condition 2) then
			triggerEvent("myOtherEvent2")
		else
			triggerEvent("myOtherEvent3")
		end
	end
end
3) Replace "myEvent" with the event's name in quotation marks.
4) Create a new event in SMBX and fill it with what you want if a condition is triggered. Replace "myOtherEvent" with that event's name in quotation marks (for condition 1).
5) Replace the conditions in the brackets with code. Here are some to get you started:

Check if there's a 2nd player (player is always player 1, player2 is always player 2):

Code: Select all

if player2.isValid then
If the player is big (reference sheet):

Code: Select all

if player.powerup >= PLAYER_BIG then
If the player is Link:

Code: Select all

if player.character >= CHARACTER_LINK then
If the player is on Yoshi (reference sheet):

Code: Select all

if player:mem(0x108, FIELD_WORD) == 3 then
Ideas are useless if you can't make them real.
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Legend-tony980
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Re: SMBX 2.0 Beta 3

Postby Legend-tony980 » Sat Apr 15, 2017 6:53 pm

Enjl wrote:Here's the code for conditional events.
1) Make an empty event in SMBX, give it a name and trigger it.
2) Have this in lunadll.lua:

Code: Select all

function onEvent(eventName)
	if eventname == "myEvent" then
		if (condition 1) then
			triggerEvent("myOtherEvent")
		elseif (condition 2) then
			triggerEvent("myOtherEvent2")
		else
			triggerEvent("myOtherEvent3")
		end
	end
end
3) Replace "myEvent" with the event's name in quotation marks.
4) Create a new event in SMBX and fill it with what you want if a condition is triggered. Replace "myOtherEvent" with that event's name in quotation marks (for condition 1).
5) Replace the conditions in the brackets with code. Here are some to get you started:

Check if there's a 2nd player (player is always player 1, player2 is always player 2):

Code: Select all

if player2.isValid then
If the player is big (reference sheet):

Code: Select all

if player.powerup >= PLAYER_BIG then
If the player is Link:

Code: Select all

if player.character >= CHARACTER_LINK then
If the player is on Yoshi (reference sheet):

Code: Select all

if player:mem(0x108, FIELD_WORD) == 3 then
Silly me, silly me... Looks like alternative ways were already there. LOL Seeing how it's done, I guess I was wrong about Lua all along. Maybe it is much easier I thought it would be. I guess there's no need to work ourselves up for something that can already be done, huh? :roll:

Thanks guys. I still feel silly, but thanks so much. :)
snoruntpyro wrote:
Legend-tony980 wrote: (A side question: Can we customize NPCs if they are vulnerable or invincible or how many hits can they take from Link's Sword? That will be helpful though.)
it's currently possible to make enemies invulnerable to link's sword with a lua npc mem value, but you'd have to do some trickery to make 'how many hits can it take' work. maybe in the future it can be added when healthpoints.lua is made not bad
Awesome! And oh yeah. Healthpoints tho. I sure hope it'll be a thing. ;)
Here is the link to my Upgraded Super Mario Bros. 3-Styled Graphic Pack Download

Also, go check out my DeviantArt account where most of my image submissions are found.

I'm currently working on Link's sprites tho:
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Amyrakunejo
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Re: SMBX 2.0 Beta 3

Postby Amyrakunejo » Sat Apr 15, 2017 7:22 pm

Legend-tony980 wrote:May I have another suggestion? "Conditional Events". (And lots of great ideas on how they work in-game)

(A side question: Can we customize NPCs to where they are vulnerable or invincible or how many hits can they take from Link's Sword? That would be helpful though.)
Enjl wrote:Here's the code for conditional events.
1) Make an empty event in SMBX, give it a name and trigger it.
2) Have this in lunadll.lua:

Code: Select all

function onEvent(eventName)
	if eventname == "myEvent" then
		if (condition 1) then
			triggerEvent("myOtherEvent")
		elseif (condition 2) then
			triggerEvent("myOtherEvent2")
		else
			triggerEvent("myOtherEvent3")
		end
	end
end
3) Replace "myEvent" with the event's name in quotation marks.
4) Create a new event in SMBX and fill it with what you want if a condition is triggered. Replace "myOtherEvent" with that event's name in quotation marks (for condition 1).
5) Replace the conditions in the brackets with code. Here are some to get you started:

Check if there's a 2nd player (player is always player 1, player2 is always player 2):

Code: Select all

if player2.isValid then
If the player is big (reference sheet):

Code: Select all

if player.powerup >= PLAYER_BIG then
If the player is Link:

Code: Select all

if player.character >= CHARACTER_LINK then
If the player is on Yoshi (reference sheet):

Code: Select all

if player:mem(0x108, FIELD_WORD) == 3 then
Very useful; I also support the idea of having RGSS-like Conditional Events.
snoruntpyro wrote:
Legend-tony980 wrote: (A side question: Can we customize NPCs to where they are vulnerable or invincible or how many hits can they take from Link's Sword? That would be helpful though.)
It's currently possible to make enemies invulnerable to Link's sword with a lua npc mem value, but you'd have to do some trickery to make 'how many hits can it take' work. maybe in the future it can be added when healthpoints.lua is better improved.
For now, this would require the editing of the NPC itself, which can be somewhat easily done with the PGE. Or, one could simply modify the corresponding NPC's text file, but PGE can do this for you. I know that I did this with Birdo for one area so that Birdo wouldn't fall off the platform while moving around (changing the 'Turn On Cliff' option to ON). Then it is a simple matter of moving the modified NPC text file to the correlating level folder (unless you want the NPC modification to be game wide then just move it to the game folder).
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And at night she whispers, Ride the Wind, never comin' back 'til I touch the midnight sun...


"Is there really a choice for us, or are we always, sometimes monsters?"

What my POTATO PC can run with little to no issues:
SMBX 1.3, SMBX 2 Beta 3, RM2000/2003/XP/VX/VX Ace
What it struggles with:
NSMBX, SMBX 2 Beta 4, RMMV


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Snessy the duck
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Re: SMBX 2.0 Beta 3

Postby Snessy the duck » Sun Apr 16, 2017 4:09 am

Yay, now I don't have to switch between a million categories just to find a ? block! Also, that Mega Mario is really cool, but is the resized Mario a placeholder?
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My Switch friend code: SW-5399-6466-3493

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Re: SMBX 2.0 Beta 3

Postby underFlo » Sun Apr 16, 2017 5:49 am

There is an option to use custom sprites, but remember that in 2.0 there are a bunch of characters and costumes, and making Mega sprites for all of them and any future ones is just not feasible. If people do make Mega sprites for some characters and they're good then sure, we can use them.
im a girl yo

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Dr Vivian
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Re: SMBX 2.0 Beta 3

Postby Dr Vivian » Sun Apr 16, 2017 6:11 am

I actually kind of like how the "Mega Mario" is just using an enlarged sprite. If I recall correctly Super Paper Mario had something of the sort (it used giant SMB1 sprites even though it was Paper Mario style, so I guess that was kind of bizarre)


And I've been working on several costumes so it's nice knowing it's feasible to make Mega sprites of characters.
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Hoeloe
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Re: SMBX 2.0 Beta 3

Postby Hoeloe » Sun Apr 16, 2017 9:53 am

Spinda wrote:There is an option to use custom sprites, but remember that in 2.0 there are a bunch of characters and costumes, and making Mega sprites for all of them and any future ones is just not feasible. If people do make Mega sprites for some characters and they're good then sure, we can use them.
This is all still WIP so that isn't implemented yet, but that is the plan. The idea is to minimise the work to get it working, but allow compatibility and customisation so it can be implemented if desired.

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Venom Factory
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Re: SMBX 2.0 Beta 3

Postby Venom Factory » Sun Apr 16, 2017 1:51 pm

I found a problem when disappearing and freezing on SMBX 2.0. My video card is: Intel HD Graphics didn’t start SMBX 2.0. I elsewhere not considered. Thanks for advance.

Code: Select all

**************************************************
*                  Summary                       *
**************************************************
SMBX has crashed due an error. See the description for more information!
LunaLua Version: LUNALUA V0.7.3.1 BETA
Time/Date: 2017-04-16 14 46 32
**************************************************
*              Description                       *
**************************************************
Exception code: 0xc0000005

If you like to help us finding the error then please post this log at:
* http://engine.wohlnet.ru/forum/ or
* http://www.supermariobrosx.org/forums/viewforum.php?f=35 or
* http://talkhaus.raocow.com/viewforum.php?f=36

**************************************************
*              Stacktrace                        *
**************************************************


**** LIBRARY INFORMATION ****
SymInit: Symbol-SearchPath: '.;C:\SMBX\data;C:\SMBX\data;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'Jefferson'
OS-Version: 6.2.9200 () 0x100-0x1
C:\SMBX\data\smbx.exe:smbx.exe (00400000), size: 7626752 (result: 0), SymType: '-nosymbols-', PDB: 'C:\SMBX\data\smbx.exe', fileVersion: 1.3.0.1
C:\WINDOWS\SYSTEM32\ntdll.dll:ntdll.dll (77BF0000), size: 1630208 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\ntdll.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\System32\KERNEL32.DLL:KERNEL32.DLL (76ED0000), size: 851968 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\KERNEL32.DLL', fileVersion: 6.2.15063.0
C:\WINDOWS\System32\KERNELBASE.dll:KERNELBASE.dll (75F20000), size: 1843200 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\KERNELBASE.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\SYSTEM32\apphelp.dll:apphelp.dll (6F6C0000), size: 602112 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\apphelp.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\AppPatch\AcLayers.DLL:AcLayers.DLL (6C630000), size: 2580480 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\AppPatch\AcLayers.DLL', fileVersion: 6.2.15063.0
C:\WINDOWS\System32\msvcrt.dll:msvcrt.dll (746E0000), size: 774144 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\msvcrt.dll', fileVersion: 7.0.15063.0
C:\WINDOWS\System32\USER32.dll:USER32.dll (778C0000), size: 1294336 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\USER32.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\System32\win32u.dll:win32u.dll (77740000), size: 90112 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\win32u.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\System32\GDI32.dll:GDI32.dll (77200000), size: 135168 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\GDI32.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\System32\gdi32full.dll:gdi32full.dll (77760000), size: 1413120 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\gdi32full.dll', fileVersion: 6.2.15063.138
C:\WINDOWS\System32\msvcp_win.dll:msvcp_win.dll (772A0000), size: 495616 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\msvcp_win.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\System32\ucrtbase.dll:ucrtbase.dll (74A40000), size: 1146880 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\ucrtbase.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\System32\SHELL32.dll:SHELL32.dll (74BD0000), size: 20217856 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\SHELL32.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\System32\cfgmgr32.dll:cfgmgr32.dll (76B10000), size: 233472 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\cfgmgr32.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\System32\shcore.dll:shcore.dll (76CF0000), size: 573440 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\shcore.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\System32\RPCRT4.dll:RPCRT4.dll (769A0000), size: 786432 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\RPCRT4.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\System32\SspiCli.dll:SspiCli.dll (746C0000), size: 131072 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\SspiCli.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\System32\CRYPTBASE.dll:CRYPTBASE.dll (746B0000), size: 40960 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\CRYPTBASE.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\System32\bcryptPrimitives.dll:bcryptPrimitives.dll (76B50000), size: 356352 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\bcryptPrimitives.dll', fileVersion: 6.2.15063.138
C:\WINDOWS\System32\sechost.dll:sechost.dll (74B70000), size: 266240 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\sechost.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\System32\combase.dll:combase.dll (76FA0000), size: 2326528 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\combase.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\System32\windows.storage.dll:windows.storage.dll (76370000), size: 5783552 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\windows.storage.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\System32\advapi32.dll:advapi32.dll (77B70000), size: 487424 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\advapi32.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\System32\shlwapi.dll:shlwapi.dll (76CA0000), size: 282624 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\shlwapi.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\System32\kernel.appcore.dll:kernel.appcore.dll (77230000), size: 57344 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\kernel.appcore.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\System32\powrprof.dll:powrprof.dll (76C50000), size: 282624 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\powrprof.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\System32\profapi.dll:profapi.dll (76900000), size: 65536 (result: 0), SymType: '-nosymbols-', PDB: 'C:\WINDOWS\System32\profapi.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\System32\OLEAUT32.dll:OLEAUT32.dll (76BB0000), size: 614400 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\OLEAUT32.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\System32\SETUPAPI.dll:SETUPAPI.dll (77320000), size: 4300800 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\SETUPAPI.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\SYSTEM32\MPR.dll:MPR.dll (6C960000), size: 90112 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\MPR.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\SYSTEM32\sfc.dll:sfc.dll (66680000), size: 12288 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\sfc.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\SYSTEM32\WINSPOOL.DRV:WINSPOOL.DRV (6C5C0000), size: 450560 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\WINSPOOL.DRV', fileVersion: 6.2.15063.138
C:\WINDOWS\SYSTEM32\bcrypt.dll:bcrypt.dll (74170000), size: 98304 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\bcrypt.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\SYSTEM32\sfc_os.DLL:sfc_os.DLL (6C950000), size: 65536 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\sfc_os.DLL', fileVersion: 6.2.15063.0
C:\WINDOWS\System32\IMM32.DLL:IMM32.DLL (76340000), size: 151552 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\IMM32.DLL', fileVersion: 6.2.15063.0
C:\WINDOWS\SYSTEM32\MSVBVM60.DLL:MSVBVM60.DLL (66000000), size: 1388544 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\MSVBVM60.DLL', fileVersion: 6.0.98.15
C:\WINDOWS\System32\ole32.dll:ole32.dll (761E0000), size: 991232 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\ole32.dll', fileVersion: 6.2.15063.138
C:\SMBX\data\LunaDll.dll:LunaDll.dll (6C290000), size: 3293184 (result: 0), SymType: 'PDB', PDB: '.\LunaDll.pdb', fileVersion: 0.7.3.1
C:\WINDOWS\System32\WS2_32.dll:WS2_32.dll (74920000), size: 421888 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\WS2_32.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\WinSxS\x86_microsoft.windows.gdiplus_6595b64144ccf1df_1.1.15063.0_none_d802f55807fa1ec7\gdiplus.dll:gdiplus.dll (74280000), size: 1466368 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\WinSxS\x86_microsoft.windows.gdiplus_6595b64144ccf1df_1.1.15063.0_none_d802f55807fa1ec7\gdiplus.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\SYSTEM32\VERSION.dll:VERSION.dll (740B0000), size: 32768 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\VERSION.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\SYSTEM32\WINMM.dll:WINMM.dll (6F690000), size: 147456 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\WINMM.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\SYSTEM32\dbghelp.dll:dbghelp.dll (73920000), size: 1429504 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\dbghelp.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\SYSTEM32\OPENGL32.dll:OPENGL32.dll (6C1B0000), size: 913408 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\OPENGL32.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\SYSTEM32\MSIMG32.dll:MSIMG32.dll (74270000), size: 24576 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\MSIMG32.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\SYSTEM32\WINMMBASE.dll:WINMMBASE.dll (6F660000), size: 143360 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\WINMMBASE.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\SYSTEM32\GLU32.dll:GLU32.dll (6C180000), size: 151552 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\GLU32.dll', fileVersion: 6.2.15063.0
C:\SMBX\data\SDL2_mixer_ext.dll:SDL2_mixer_ext.dll (030D0000), size: 2699264 (result: 0), SymType: '-exported-', PDB: 'C:\SMBX\data\SDL2_mixer_ext.dll', fileVersion: 2.0.1.0
C:\SMBX\data\SDL2.dll:SDL2.dll (03370000), size: 4370432 (result: 0), SymType: '-exported-', PDB: 'C:\SMBX\data\SDL2.dll', fileVersion: 2.0.4.0
C:\SMBX\data\libgcc_s_dw2-1.dll:libgcc_s_dw2-1.dll (6EB40000), size: 147456 (result: 0), SymType: '-exported-', PDB: 'C:\SMBX\data\libgcc_s_dw2-1.dll'
C:\SMBX\data\libstdc++-6.dll:libstdc++-6.dll (6FE40000), size: 1945600 (result: 0), SymType: '-exported-', PDB: 'C:\SMBX\data\libstdc++-6.dll'
C:\SMBX\data\libwinpthread-1.dll:libwinpthread-1.dll (64B40000), size: 110592 (result: 0), SymType: '-exported-', PDB: 'C:\SMBX\data\libwinpthread-1.dll', fileVersion: 1.0.0.0
C:\WINDOWS\system32\uxtheme.dll:uxtheme.dll (741E0000), size: 491520 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\uxtheme.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\System32\MSCTF.dll:MSCTF.dll (76D80000), size: 1335296 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\MSCTF.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\system32\dwmapi.dll:dwmapi.dll (737F0000), size: 143360 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\dwmapi.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\SYSTEM32\ig7icd32.dll:ig7icd32.dll (6BB30000), size: 6574080 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\ig7icd32.dll', fileVersion: 10.18.10.4425
C:\WINDOWS\SYSTEM32\WTSAPI32.dll:WTSAPI32.dll (74260000), size: 61440 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\WTSAPI32.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\SYSTEM32\igdusc32.dll:igdusc32.dll (6B7B0000), size: 3649536 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\igdusc32.dll', fileVersion: 10.18.10.4425
C:\WINDOWS\SYSTEM32\SXS.DLL:SXS.DLL (6DD30000), size: 548864 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\SXS.DLL', fileVersion: 6.2.15063.0
C:\WINDOWS\system32\asycfilt.dll:asycfilt.dll (6C930000), size: 90112 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\asycfilt.dll', fileVersion: 6.2.15063.138
C:\WINDOWS\System32\coml2.dll:coml2.dll (77240000), size: 385024 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\coml2.dll', fileVersion: 6.2.15063.0
C:\WINDOWS\SYSTEM32\DINPUT.DLL:DINPUT.DLL (6B780000), size: 151552 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\DINPUT.DLL', fileVersion: 6.2.15063.0
C:\WINDOWS\SYSTEM32\HID.DLL:HID.DLL (6B770000), size: 40960 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\HID.DLL', fileVersion: 6.2.15063.0
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**** THE STACKTRACE ****
0: 6B73BBCD (wdmaud): (filename not available): wodMessage
1: 6B74A684 (wdmaud): (filename not available): midMessage
2: 6B73D0C6 (wdmaud): (filename not available): midMessage
3: 77C61D26 (ntdll): (filename not available): RtlUshortByteSwap
4: 77C2F28F (ntdll): (filename not available): RtlDeactivateActivationContextUnsafeFast
5: 77C27DF3 (ntdll): (filename not available): LdrShutdownProcess
6: 77C2139C (ntdll): (filename not available): RtlExitUserProcess
7: 76EE3CC3 (KERNEL32): (filename not available): ExitProcess
8: d:\th\minkernel\crts\ucrt\src\appcrt\startup\exit.cpp (129): exit_or_terminate_process
9: d:\th\minkernel\crts\ucrt\src\appcrt\startup\exit.cpp (269): common_exit
10: d:\th\minkernel\crts\ucrt\src\appcrt\startup\exit.cpp (287): _exit
11: c:\_repos\lunalua\lunadll\misc\runtimehookcomponents\runtimehookhooks.cpp (123): forceTermination
12: 008D6BBB (smbx): (filename not available): (function-name not available)
13: 008CB5DB (smbx): (filename not available): (function-name not available)
14: 008C0F30 (smbx): (filename not available): (function-name not available)
15: 6600A048 (MSVBVM60): (filename not available): EbLoadRunTime
16: 66007B3E (MSVBVM60): (filename not available): BASIC_CLASS_QueryInterface
17: 66003981 (MSVBVM60): (filename not available): ThunRTMain
18: 660036FA (MSVBVM60): (filename not available): ThunRTMain
19: 66003600 (MSVBVM60): (filename not available): ThunRTMain
20: 0040BDE2 (smbx): (filename not available): (function-name not available)
21: 77C5587D (ntdll): (filename not available): RtlGetAppContainerNamedObjectPath
22: 77C5584D (ntdll): (filename not available): RtlGetAppContainerNamedObjectPath

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Re: SMBX 2.0 Beta 3

Postby thederpyderphouse » Sun Apr 16, 2017 1:58 pm

I wonder when the yoshi with a key crash thing will get fixed. . . .
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Re: SMBX 2.0 Beta 3

Postby Teemster2 » Sun Apr 16, 2017 4:49 pm

I have had my game crash twice now in editor mode. Not sure why nor did I save the error messages. I'm sure they will work on fixing as many bugs as they can.
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Re: SMBX 2.0 Beta 3

Postby Enjl » Mon Apr 17, 2017 4:36 am

thederpyderphouse wrote:I wonder when the yoshi with a key crash thing will get fixed. . . .
beta 4.
Teemster2 wrote:I have had my game crash twice now in editor mode. Not sure why nor did I save the error messages. I'm sure they will work on fixing as many bugs as they can.
please post the error messages next time it happens.
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Re: SMBX 2.0 Beta 3

Postby Amyrakunejo » Mon Apr 17, 2017 12:57 pm

What's this 'Yoshi + Key = Crash' thing all about?

I'm also curious as to if any given character can have more than three health (I know Megaman has five).
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What my POTATO PC can run with little to no issues:
SMBX 1.3, SMBX 2 Beta 3, RM2000/2003/XP/VX/VX Ace
What it struggles with:
NSMBX, SMBX 2 Beta 4, RMMV


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Re: SMBX 2.0 Beta 3

Postby loop13 » Mon Apr 17, 2017 1:32 pm

Amyrakunejo wrote:What's this 'Yoshi + Key = Crash' thing all about?

I'm also curious as to if any given character can have more than three health (I know Megaman has five).
Obviously Samus.
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Re: SMBX 2.0 Beta 3

Postby PixelPest » Mon Apr 17, 2017 2:52 pm

Amyrakunejo wrote:I'm also curious as to if any given character can have more than three health (I know Megaman has five).
I know for sure that there are player offsets (in LunaLua) for the power-up state. The way I coded altpsystem.lua (which is included in 2.0 and allows for SMW and NSMB-style power-up systems) makes use of that offset and basically when the player powers down to the first state (in terms of Mario the state) it's set to the second power-up state (big Mario again) so that when the player is hurt again, they don't die, but instead power down again. I'd suggest that Megaman might employ something similar

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Re: SMBX 2.0 Beta 3

Postby Enjl » Mon Apr 17, 2017 2:56 pm

Amyrakunejo wrote:What's this 'Yoshi + Key = Crash' thing all about?

I'm also curious as to if any given character can have more than three health (I know Megaman has five).
Mega Man currently only has 5 HP because the damage he takes is set to 6 by default. He has 28 HP.
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Re: SMBX 2.0 Beta 3

Postby Amyrakunejo » Mon Apr 17, 2017 6:04 pm

Enjl wrote:Mega Man currently only has 5 HP because the damage he takes is set to 6 by default. He has 28 HP.
Is it possible to alter this, or even have a way to increase it (like if one finds a health container that raises max health).

Also, I'm curious as to why the meter is always completely blank. I mean, open the weapon select option, those meters show just fine but not so much otherwise.
Amyrakunejo, Femme Fair Gamer, Bassist, Vocalist, In-Your-Face Screamer, Gynesexual
And at night she whispers, Ride the Wind, never comin' back 'til I touch the midnight sun...


"Is there really a choice for us, or are we always, sometimes monsters?"

What my POTATO PC can run with little to no issues:
SMBX 1.3, SMBX 2 Beta 3, RM2000/2003/XP/VX/VX Ace
What it struggles with:
NSMBX, SMBX 2 Beta 4, RMMV


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Re: SMBX 2.0 Beta 3

Postby Legend-tony980 » Mon Apr 17, 2017 8:57 pm

Amyrakunejo wrote:
Enjl wrote:Mega Man currently only has 5 HP because the damage he takes is set to 6 by default. He has 28 HP.
Is it possible to alter this, or even have a way to increase it (like if one finds a health container that raises max health).
A Heart Container and the actual Mushroom from SMB2. Like in Zelda, SMB2 and of course, the Mega Man series. It'll be good if we can increase Toad, Princess Peach, Link and Mega Man's max health. That'd be really awesome. If it'll be a thing, can we make sure it lasts throughout the whole episode or for only one level as we see fit?

(Well if it's already possible via Lunalua, I'd like to know.)
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Re: SMBX 2.0 Beta 3

Postby Teemster2 » Tue Apr 18, 2017 11:42 am

Here are some more questions and I won't make multiple posts this time.

When you moved all enemies into there own areas such as castle enemies and common enemies did you also create sections for ice, desert or even air enemies? This will make it easier to find them. I'm referring to the spring cleaning post.

Would it be possible to add the key block levels for the world map that disappear or break when a castle or designated level is completed? This would be cool to keep certain areas locked so you can't access them untill later. Think of SMB3 world 1 where the first castle breaks the lock and opens a new path.

I am still wondering if you guys plan to make it so we can receive items and save them for later use in the game such as in SMB3. An item that would go great for this is the hammer that is used to destroy barricades/blocks on the world map and the whistle would be another cool item that could maybe transport you to a new area. Being able to choose from 100 items for use whenever would be cool.

I know Birdo and Blooper are in the game but they have multiple versions and I was wondering if all versions would be added? Blooper from SMB1 can move freely out of water and I think Birdo has 4 different versions.

In SMW and SMB2 there is a cage (castles) and vines that you and some enemies such as hoopster and koopa can climb. I think I saw cages in SMB3 but maybe I am wrong. I also know we have a climbable vine when you hit a block but I don't remember if we had the vine pieces. Are these in the game and are they climbable pieces?

I know someone said that the plan is to do all SMB1,2,3 and SMW enemies first and some of YI and NSMB enemies but what is the plan after that? Start on another game for enemies or do other stuff for the editor? Maybe more power ups? I think I saw the star but the P-Wings and the ability for Yoshi to fly would be cool to.

It would be really cool if you could include the money ship bonus level, SMW bonus levels/switch palace levels and the SMB3 bonus levels and toad houses. I know someone said these would be hard to implement but if you could build them and then have them in the game as saved levels it would make it easy for someone to just upload it to his world scenario he is making and add a feel of the old games.

This question is probably impossible but just because I think it would be interesting would it be possible to create an AI Mario that could test out levels for you? An AI Mario or luigi for game play would also be nice for those that don't have a second player to play with. I have never tried 2 player so i'm not sure if it is limited to humans.

Will Phanto be able to move around the screen and off the screen like in SMB2 and chase you if you grab the Key?

I really think Croctopus from DKC would be a great enemy to add. Having an AI that travels on set paths around blocks would be really cool and add a difficulty of dodging and running from the NPC and would add a difficulty of fun for water levels we don't currently have. If you don't plan to add this NPC then can we maybe do these with Urchin? We could have Urchin travel around blocks in a set pattern or maybe we could even set the path Urchin takes with arrows similar to the snake block npc.

I know I asked 1-2 of these already but I am just wondering and thought I would see what you all thought on these ideas.
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Re: SMBX 2.0 Beta 3

Postby Enjl » Tue Apr 18, 2017 12:04 pm

Teemster2 wrote:When you moved all enemies into there own areas such as castle enemies and common enemies did you also create sections for ice, desert or even air enemies? This will make it easier to find them. I'm referring to the spring cleaning post.
If there are enough enemies for a category, we make it. Otherwise they fall into "common". Right now there are no ice, desert and air categories.
Teemster2 wrote:I am still wondering if you guys plan to make it so we can receive items and save them for later use in the game such as in SMB3.
There's been an api for that for over a year. We thought about making it an integrated option in the future.
Teemster2 wrote:In SMW and SMB2 there is a cage (castles) and vines that you and some enemies such as hoopster and koopa can climb. I think I saw cages in SMB3 but maybe I am wrong. I also know we have a climbable vine when you hit a block but I don't remember if we had the vine pieces. Are these in the game and are they climbable pieces?
Have you played SMBX in the past forever? We got vines and fences that are climbable by hoopsters since 1.3 when hoopsters were added (vines existed for longer).
Teemster2 wrote:This question is probably impossible but just because I think it would be interesting would it be possible to create an AI Mario that could test out levels for you?
Terrible idea from a testing standpoint.
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