General discussion about Super Mario Bros. X.
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Sednaiur
- Volcano Lotus

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Postby Sednaiur » Thu Apr 17, 2014 12:50 pm
After I have read a topic from MECHDRAGON777 about the level-limit of 400, I have decided to check for all the different limits of the worldmap editor of SMBX.
And here they are now, double-checked and counted for sure:
Limits of the amount of total objects placable before SMBX reaches it's corresponding limits:
Maximum number of tiles (only tiles are counted, no matter how big they are): 20.000 tiles (you can fill up more than 40 fully filled screens with 1x1 scale tiles)
Maximum number of paths : 2.000 Paths (so one can say, if you will use 150 levels in your episode, you have about 13 path tiles to place for each of them)
Maximum number of music boxes: 1.000 (when placing the 1.001 ones, it will cause an Run-time error 9!)
Maximum Number of sceneries (no matter how big they are): 5.000 sceneries (they should be enough to greatly design a bigger sized worldmap without spacing it out too much)
Maximum number of levels (already found out by MECHDRAGON777 before): 400 Levels (you never should hit this limit, I guess ;-) )
Maximum number of stars is 9999 (first explained by "Castlewars". It will cause an "Run-time error 6 - Overflow" as soon as you enter a fifth digit in the "settings"-window in the worldmap editor of SMBX)
The next paragraph may only be interesting for you, if you use PGE. If you only use the legacy editor of SMBX, the following information is pretty much useless for you!
After I have read a post from "H2643" about unused but fully functional blocks in the "Interesting things in SMBX"-thread, I had a little idea about seeing what these blocks are.
But it also inspired me to check out other stuff, which kind of blew me a bit. ^^
When you use the PGE-editor by "Wohlstand" and you know how to set up PGE and SMBX right, then you can increase the number of different usable items in SMBX (new level-tiles, new paths, new worldmap-tiles, new sceneries) by a huge amount. So, I like to credit "H2643" for inspiring me with his discovery about the usable level blocks in SMBX. :-)
And here is what I am talking about:
1) The total amount of different tiles you can use in the SMBX-editor, is 328 tiles. But in reality you can use up to 400 different tiles. They are all 32x32 pixels in size and they are all un-animated.
If you pick any of the tiles reaching from 329 to 400 in the SMBX worldmap-editor, it crashes with an "Runtime-Error 340 - control array element XYZ dosn't exist".
Also, if you try to use any tile from 401 upwards, SMBX instantly crashes with an "Runtime Error 9 - subscript out of range", so only use the tiles reaching from 1 to 400!
2) The total amount of different sceneries you can use in the SMBX-editor, is 65 scenes. But if you use the PGE-editor to place them, you can actually use up to 100 different sceneries on your worldmap.
They are also all 32x32 pixels in size and they are also all not animated. And just like with the tiles, if you pick any of them up in the SMBX-editor, it crashes with an "Runtime-Error 340 - control array element XYZ dosn't exist"-message.
Also, if you try to use any scene from 101 upwards, SMBX instantly crashes with an "Runtime Error 9 - subscript out of range", so only use the sceneries reaching from 1 to 100!
3) The total amount of different level-graphics you can use in the SMBX-editor, is 32. But when you utilize PGE, you may use up to 100 different level-tiles. And like the previous ones, the levels are all 32x32 pixels in size and are not animated. They also cause a crash with the message "Runtime-Error 340 - control array element XYZ dosn't exist", if you pick them up in the SMBX-editor.
Also, if you try to use any level from 101 upwards, SMBX instantly crashes with an "Runtime Error 9 - subscript out of range", so only use the levels reaching from 1 to 100!
4) The last and most interesting one for me, alongside the tiles: You usually can use 28 different path-graphics, when you use the legacy editor of SMBX, and 32 different paths when you use PGE. But in reality you can use up to 100 different path-graphics in SMBX, when you use PGE to build them into your worldmap. And just like all the previous ones, they are all 32x32 pixels in size and also they are all un-animated. And if you pick them up in the SMBX-worldmap editor, you get an "Runtime-Error 340 - control array element XYZ dosn't exist" too.
Also, if you try to use any path from 101 upwards, SMBX instantly crashes with an "Runtime Error 9 - subscript out of range", so only use the paths reaching from 1 to 100!
5) Not really for the worldmap-editor, but for the level-editor of SMBX: You can use 190 different BGOs in the SMBX-editor, but you can use the PGE-editor to place the unused BGOs 191 to 200 too.
The unused BGOs all have the size of 32x32 pixels and they are all surprisingly using a mask-file/transparency. The same runtime errors will occur if you pick them up in the SMBX-editor,so only use PGE to alter things.
6) (mentioned by "H2643" in the "Interesting things in SMBX"-thread) Also not really for the worldmap-editor, but for the level-editor of SMBX: You can use 638 different blocks in the SMBX level-editor, but when you use PGE, you can use up to 700 different blocks. All the blocks are 32x32 pixels in size and they are all using (to my surprise) a mask-file/transparency. They are all solid, non-slippery, cubic in shape, and when you put an item into them, they turn into an emptied SMB3 item block as soon as you hit them. You get the usual runtime-errors in the SMBX-editor when you pick them up in there. Of course you can resize them in PGE as you like too.
7) And the last thing not really for the worldmap-editor, but for the level-editor of SMBX: You can use 58 different level-backgrounds in the SMBX-editor. But when you use PGE to change the level-background to anything after "background2-58" then...SMBX just shows a glitched background, like when you use a backround that is not big enough for the corresponding section. So no new cool improvement here. :-P
So, when it comes to options, with this method of placing the unused items, you get:
-around 22% more different worldmap-tiles usable
-around 51% more different worldmap-sceneries usable
-around 209% more different worldmap level-icons usable
-around 209% more different worldmap paths usable
-around 5% more different BGOs usable
-around 11% more blocks usable
What all of these items also have in common, is that their limits always can be devided by 100. Also, SMBX can still save your worldmap or level without crashing, when you use any of the unused items.
But as said, you first need to set up PGE and SMBX properly to use any of these things, but once done, they will show up perfectly fine in your project/episode when playing it in SMBX. You do not need any luna.lua, though.
Here you can get my "SMBXpanded setup pack" which contains everything you need to use the new stuff:
http://www.smbxgame.com/forums/v ... 03#p223111
And just for some trivia and the fun of it, this one ^^: (I used the "PGE" and the build-in windows-calculator to get that result)
The size a worlmap in SMBX can have, is x=8208 tiles (horizontal), y=8548 (vertical) tiles (with a size of 32x32 pixels each). This only means that you could theoretically place a total of 70.161.984 tiles (32x32 pixels size) in a single worldmap of SMBX ^^ (calculators a nice, eh :-P).
And this does mean, that a total of 71.845.871.616 pixels are contained in such worldmap. This is a huge pile of numbers xD. So, never set yourself the goal to fill all the possible tiles into a worlmap, unless you want to kill your PC or hang up PGE ;-P
Also, here are some bugs related to the SMBX-worldmap editor, that can cause real problems.
When you put custom sceneries that replace any scenery from 33 to 65 into your projects world folder, when you save next time, SMBX will crash with an "Run-time error 340 - control array element XX dosn't exist". This can screw you over especially when you worked on your worldmap for a long time already. You can replace all the sceneries reaching from 1 to 32 safely without any errors and crashes, though.
When you put any special sign like "" in your levels name (no matter if the file name of the level, or the name of the level itself), you cannot open the .wld-file afterwards anymore, as it will cause a "Run-time error 6 - Overflow" everytime you try that. This is the most devastating bug known so far, so please stay away from using any other things than characters and numbers in your level names. Thanks to "as303298" for telling about this heavyweight bug.
With the Exception of the Music-Boxes, everything can be placed to their Limits without crashing the Editor. I hope this Informations are of any Use.
Last edited by Sednaiur on Sun Jun 19, 2016 8:34 pm, edited 10 times in total.
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RudeGuy
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Postby RudeGuy » Thu Apr 17, 2014 1:10 pm
Sednaiur wrote:With the Exception of the Music-Boxes, everything can be placed to their Limits without crashing the Editor.
Uhm, why with the exceptons of the music boxes? I can't understand this.
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Sednaiur
- Volcano Lotus

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Postby Sednaiur » Thu Apr 17, 2014 1:14 pm
Christian07 wrote:Sednaiur wrote:With the Exception of the Music-Boxes, everything can be placed to their Limits without crashing the Editor.
Uhm, why with the exceptons of the music boxes? I can't understand this.
By this i mean, when you reach the Limit of 1.000 Musics, you still can place more Music Boxes, what will crash SMBX instantly with the Runtime Error 9.
But when you reach the Limit of any other Things like Paths or Tiles, you cannot place more of it, so there will be no Crash.
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bossedit8
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Postby bossedit8 » Thu Apr 17, 2014 1:15 pm
Sednaiur wrote:Maximum number of Music-Boxes: 1.000 (when placing the 1.001 ones, it will cause an Runtime Error 9!)
I know why it does that and not with anything else. It is because it is a object that is normally forever at the foreground during the Editor (In Game it is invisible but it has a trigger and so on in it) and it causes more Subscription than anything else that is not complete in the foreground and triggering causes.
Now we finally know what our limits can be at the World Map Editor. Very nice.
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Valtteri
- Van De Graf

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Postby Valtteri » Thu Apr 17, 2014 4:44 pm
This is useful as the world editor doesn't have a debugger like the level editor. Stickying.
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HeroLinik
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Postby HeroLinik » Fri Apr 18, 2014 3:37 am
Also I found that the limit to the number of stars you can have in an episode is 9999. As soon as you add a 5th digit it crashes the editor, as I once experimented with.
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Mable
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Postby Mable » Fri Apr 18, 2014 5:12 am
castlewars wrote:Also I found that the limit to the number of stars you can have in an episode is 9999. As soon as you add a 5th digit it crashes the editor, as I once experimented with.
Why would someone even have 9999 stars in a episode that would take over 10 years.
Well i guess this is usefull for many Project Creators.
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FutureNyanCat
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Postby FutureNyanCat » Fri Apr 18, 2014 9:56 pm
Hope this will be put to a good use. How did you calculate it?
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bossedit8
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Postby bossedit8 » Sat Apr 19, 2014 1:55 am
FutureNyanCat2014 wrote:Hope this will be put to a good use. How did you calculate it?
Maybe he wants to try how many tiles you can put in and also counts the whole stuff he putted in.
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MECHDRAGON777
- Pink Yoshi Egg

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Postby MECHDRAGON777 » Sat Apr 19, 2014 9:49 pm
Sednaiur wrote:After i have read a Topic from MECHDRAGON777 about the Level-Limit of 400, i have decided to check for all the different Limits of the Worldmap-Editor.
And here they are now, double-checked and counted for sure:
Maximum number of Tiles (only Tiles are counted, no matter how big they are): 20.000 tiles (you can fill up more than 40 fully filled Screens with 1x1 scale Tiles)
Maximum number of Paths : 2.000 Paths (so one can say, if you will use 150 Levels in your Episode, you have about 13 Path-Tiles to pleace for each of them)
Maximum number of Music-Boxes: 1.000 (when placing the 1.001 ones, it will cause an Runtime Error 9!)
Maximum Number of Sceneries (no matter how big they are): 5.000 Sceneries (they should be enough to greatly design a bigger sized Worldmap without spacing it out too much)
Maximum number of Levels (already found out by MECHDRAGON777 before): 400 Levels (you never should hit this Limit, i guess  )
With the Exception of the Music-Boxes, everything can be placed to their Limits without crashing the Editor. I hope this Informations are of any Use.
Thank you for the credits! I said there was a tile limit from 19,000 to 22,000, so thank you for finding the exact limit! I will tell you this though, I used up every one of these limits in 1 map! I know longer have the World map to proof it, but I tried to recreate the "Zelda II" World map in SMBX! Looks like you beat me to it for posting the true tile and path limits! I knew of them, but never the exact number, so thank you very much!
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Maruiki
- Hoopster

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Postby Maruiki » Fri Apr 25, 2014 1:18 am
Who would actually want to play an episode with 400 or more levels? That's what I want to know.
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MECHDRAGON777
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Postby MECHDRAGON777 » Fri Apr 25, 2014 8:48 pm
Maruiki wrote:Who would actually want to play an episode with 400 or more levels? That's what I want to know.
To be exact, I would. I may have 900+ Stars in one episode, but still, I would play a 400+ level game! It makes it more fun!
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sleepy
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Postby sleepy » Tue May 06, 2014 8:55 pm
@above post
how is that more fun
Why do you need 13 worlds anyway...?
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MECHDRAGON777
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Postby MECHDRAGON777 » Wed May 07, 2014 11:07 pm
sleepy wrote:@above post
how is that more fun
Why do you need 13 worlds anyway...?
More levels, means longer play time and you do not have to say your goodbyes as quick!!
How did you know I had 13 Worlds in my current and yes, I did hit the tile limit in it as well!
back on topic now, is it possible to create a debugger for the World map?
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bossedit8
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Postby bossedit8 » Wed May 07, 2014 11:15 pm
MECHDRAGON777 wrote:is it possible to create a debugger for the World map?
Sadly the creator of SMBX Did not really think about creating a Debugger of the World Map Mode. I wish it would be there so we can see the limits and how much we placed out on the world file.
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MECHDRAGON777
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Postby MECHDRAGON777 » Wed May 07, 2014 11:49 pm
bossedit8 wrote:MECHDRAGON777 wrote:is it possible to create a debugger for the World map?
Sadly the creator of SMBX Did not really think about creating a Debugger of the World Map Mode. I wish it would be there so we can see the limits and how much we placed out on the world file.
I mean, someone like Luigifan2010 code an engine that reads a SMBX World file, and tells you how many of each thing you have used! No offense, but he is the only Scripter I have seen here!
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as303298
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Postby as303298 » Mon Aug 04, 2014 10:37 am
Just figured I would add this, but you guys didn't list anything in terms of custom graphics or names.
Like there are huge map-breaking bugs revolving around custom graphics and adding certain symbols into the names of levels.
Take for example this: if you add "" to any level name on the map, the game with have a fun runtime error code and refuse to load. This will keep it from loading ingame and in the editor as well, destroying all your work.
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icez
- Spike

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Postby icez » Mon Aug 04, 2014 9:58 pm
I put use to the limits of world map with my project over 150 levels over 13 worlds and 7 mini world I was quite surprised I didnt hit any of the limits consedering how big the map is
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DimitrisPowerSeven
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Postby DimitrisPowerSeven » Thu Sep 04, 2014 6:47 pm
I'm makiging a project with 317 levels + some thinks that i frogot to put + that there are some bonus house + hub warp in every castle,fortess and tower,that means i'm close to hit that limit right?
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HenryRichard
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Postby HenryRichard » Thu Sep 04, 2014 6:49 pm
DimitrisPowerSeven wrote:I'm makiging a project with 317 levels + some thinks that i frogot to put + that there are some bonus house + hub warp in every castle,fortess and tower,that means i'm close to hit that limit right?
I'm sure that you'll be fine. It only crashes if you put too many music boxes.
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