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Taycamgame
- Gold Yoshi Egg

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Postby Taycamgame » Fri Jan 12, 2018 4:20 pm
But then that "muncher" would be OP as hell.
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Fri Jan 12, 2018 5:15 pm
Hoeloe wrote:New NPCs will exist alongside old ones - from an editor perspective there won't be a visible difference. All new NPCs will be useable without LunaLua, though some may have optional extensions from the Lua side.
No, what I meant is wouldn't it be easier in the long run to extend PGE instead of SMBX. It may take longer but after that initial hump there will be less issues such as powerups.
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Super Luigi Bros
- Monty Mole

- Posts: 116
- Joined: Thu Jun 08, 2017 8:14 am
Postby Super Luigi Bros » Fri Jan 12, 2018 7:05 pm
Taycamgame wrote:But then that "muncher" would be OP as hell.
Maybe make it so that it can't move? You could also use lunalua.
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PixelPest
- Link

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Postby PixelPest » Fri Jan 12, 2018 7:08 pm
FanofSMBX wrote:Hoeloe wrote:New NPCs will exist alongside old ones - from an editor perspective there won't be a visible difference. All new NPCs will be useable without LunaLua, though some may have optional extensions from the Lua side.
No, what I meant is wouldn't it be easier in the long run to extend PGE instead of SMBX. It may take longer but after that initial hump there will be less issues such as powerups.
Some people would like a release before 2020 though
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Hoeloe
- Phanto

- Posts: 1465
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Postby Hoeloe » Fri Jan 12, 2018 8:54 pm
PixelPest wrote:FanofSMBX wrote:Hoeloe wrote:New NPCs will exist alongside old ones - from an editor perspective there won't be a visible difference. All new NPCs will be useable without LunaLua, though some may have optional extensions from the Lua side.
No, what I meant is wouldn't it be easier in the long run to extend PGE instead of SMBX. It may take longer but after that initial hump there will be less issues such as powerups.
Some people would like a release before 2020 though
It also wasn't you I was talking to, FanofSMBX. I was responding to a later post.
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Taycamgame
- Gold Yoshi Egg

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Postby Taycamgame » Sat Jan 13, 2018 5:29 am
Super Luigi Bros wrote:Taycamgame wrote:But then that "muncher" would be OP as hell.
Maybe make it so that it can't move? You could also use lunalua.
I was talking about the fact that Wart shoots like 10 bubbles or so, that would be OP for a Muncher. Not the fact that it would move. Anyway there is a new fire Muncher coming in beta 4 apparently, so you could just wait for that if you want it to work properly.
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IAmPlayer
- Volcano Lotus

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Postby IAmPlayer » Wed Jan 17, 2018 4:49 am
I haven't heard of new Beta 4 stuff here. Is it on hold as of now?
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PixelPest
- Link

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Postby PixelPest » Wed Jan 17, 2018 7:02 am
1AmPlayer wrote:I haven't heard of new Beta 4 stuff here. Is it on hold as of now?
No. It's being consistently worked on
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
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Postby FanofSMBX » Fri Jan 19, 2018 11:28 pm
PixelPest wrote:FanofSMBX wrote:Hoeloe wrote:New NPCs will exist alongside old ones - from an editor perspective there won't be a visible difference. All new NPCs will be useable without LunaLua, though some may have optional extensions from the Lua side.
No, what I meant is wouldn't it be easier in the long run to extend PGE instead of SMBX. It may take longer but after that initial hump there will be less issues such as powerups.
Some people would like a release before 2020 though
Okay, but does this mean that PGE is basically on hold then?
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Emral
- Cute Yoshi Egg

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Postby Emral » Sat Jan 20, 2018 7:47 am
FanofSMBX wrote:Okay, but does this mean that PGE is basically on hold then?
PGE is currently in a state of getting a complete overhaul in its editor to have a more sane base, which will allow stuff like PGE plugins. This feature alone has been WIP for over 3 months now with hardly any noteworthy progress, so...
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Taycamgame
- Gold Yoshi Egg

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Postby Taycamgame » Sat Jan 20, 2018 7:54 am
Is it just Wohlstand working on PGE, or are all the devs working on it aswell as SMBX stuff?
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Emral
- Cute Yoshi Egg

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Postby Emral » Sat Jan 20, 2018 8:08 am
Just Wohlstand. I don't think many people on the team know C++, nor the Qt thing he uses for the editor.
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Axiom
- Phanto

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Postby Axiom » Sat Jan 20, 2018 11:52 am
Enjl wrote:Just Wohlstand. I don't think many people on the team know C++, nor the Qt thing he uses for the editor.
i've tried to contribute when i can i just never have the time or motivation for it 
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Devan2002
- Chain Chomp

- Posts: 304
- Joined: Sun Oct 02, 2016 9:46 am
Postby Devan2002 » Sat Jan 20, 2018 6:45 pm
Does anyone think the sound quality for Link sounds worse than 1.3.0.1? Because in 1.3.0.1, it sounded exactly like A Link to the Past.
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Hoeloe
- Phanto

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Postby Hoeloe » Sat Jan 20, 2018 7:15 pm
Devan2002 wrote:Does anyone think the sound quality for Link sounds worse than 1.3.0.1? Because in 1.3.0.1, it sounded exactly like A Link to the Past.
The sounds are unchanged in Beta 3. They are still exactly the same as in 1.3.0.1.
In Beta 4 the only difference is that the rupee sound is slightly quieter.
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Quantumenace
- Chain Chomp

- Posts: 308
- Joined: Mon Dec 28, 2015 2:17 am
Postby Quantumenace » Sat Jan 20, 2018 9:05 pm
More messing around with memory offsets got me some information not on the wiki. It looks like NPCs treated as blocks have hidden entries in the block array corresponding to their 0x150 value that use some of the unknown fields. These entries appear after normal blocks and aren't picked up by Block.get(). That should probably be on the wiki somewhere.
Code: Select all Block offsets
0x06 FIELD_WORD Initial type ID of the block upon loading. This is used by the istillplaywithlegos cheat to reset blocks
0x08 FIELD_WORD Initial contents ID of the block upon loading. This is used by the istillplaywithlegos cheat to reset blocks
Used only by hidden block entries representing NPCs?
0x5E FIELD_WORD? Unknown: accessed for hidden block entries for NPCs
0x60 FIELD_WORD NPC type ID: the type of the NPC this block entry references; this may be shifted to normal blocks by things that rearrange the block array, like P-switches
0x62 FIELD_WORD? Unknown: accessed for hidden block entries for NPCs
0x64 FIELD_WORD?
0x66 FIELD_WORD NPC array position: The array index of the NPC that this block entry references
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Devan2002
- Chain Chomp

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- Joined: Sun Oct 02, 2016 9:46 am
Postby Devan2002 » Sun Jan 21, 2018 11:42 am
Hoeloe wrote: The sounds are unchanged in Beta 3. They are still exactly the same as in 1.3.0.1.
In Beta 4 the only difference is that the rupee sound is slightly quieter.
I don't know if it's the version I have, but it definitely sounds low quality in 2.0 beta 3.
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Murphmario
- 2025 Egg Hunter

- Posts: 2389
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Postby Murphmario » Sun Jan 21, 2018 12:25 pm
I know for certain that the sound for certain bosses being defeated (Larry & Wart) is messed up. Just PLEASE, fix it. It always has annoyed me.
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Hoeloe
- Phanto

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Postby Hoeloe » Sun Jan 21, 2018 12:32 pm
Devan2002 wrote:
I don't know if it's the version I have, but it definitely sounds low quality in 2.0 beta 3.
If it's low quality in 2.0 beta 3, it was low quality in 1.3 too. Again, it's using exactly the same sounds. Unchanged.
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The Dwarven Digger
- Lakitu

- Posts: 484
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Postby The Dwarven Digger » Sun Jan 21, 2018 12:41 pm
I've spotted a bug with Uncle Broadsword. When he is holding a shell in his Leaf/Tanooki powerup state, he can jump infinitely. But when you let it go, it returns to just a double jump. I'm not using the infinite jump cheat.

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