Running 32-bit Version of SMBX

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ByTheBookGames
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Running 32-bit Version of SMBX

Postby ByTheBookGames » Sat May 15, 2021 3:02 pm

I've noticed files related to a 32-bit version of PGE, but haven't seen any SMBX applications or configurations for 32-bit otherwise. I was wondering if it's possible to play a custom episode of SMBX 2.0 Beta 4 running a 32-bit version of SMBX, with Lunalua files operating normally and so forth. If that's possible, how would it work? Thanks!

Emral
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Re: Running 32-bit Version of SMBX

Postby Emral » Sat May 15, 2021 6:00 pm

SMBX is 32 bit because the code it's written in (VB6) can only compile to 32 bit applications.

ByTheBookGames
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Re: Running 32-bit Version of SMBX

Postby ByTheBookGames » Sat May 15, 2021 9:14 pm

Enjl wrote:
Sat May 15, 2021 6:00 pm
SMBX is 32 bit because the code it's written in (VB6) can only compile to 32 bit applications.
Oh!. Okay, thank you for explaining that, that's my bad. I'm curious then, I've seen talk about how demanding SMBX is for what it is (seen the word "laggy" thrown around), sometimes with comments like "you'll need at least 3 ghz processor." I get that nearly every modern computer has way more than that, but I guess I typically associate 32-bit applications with very low demands, hardware-wise. Is it the Lunalua additions that bog SMBX down? Or was it always just a more demanding application as far as processing speed goes? (Ordered a Raspberry Pi 3, thought I'd test running SMBX after putting Windows 10 on it.)

Emral
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Re: Running 32-bit Version of SMBX

Postby Emral » Sun May 16, 2021 6:07 am

SMBX always had a tendency to perform badly when a lot of items were used (levels with 10000+ blocks from back in the day were very lag-prone when sparkies were used, for instance). The new additions in SMBX2 can certainly have a similar impact on low-end hardware, though if you were to point at a level that lags for you, I'd need to investigate it in detail to be able to tell why that is, since there are plenty of different ways for things to be unoptimized now that every level can use complex basegame features, or custom code.
A fairly common cause for lag I notice on particularily low-end laptops is lag whenever GPU-utilizing features are used, like shaders, since those laptops tend to not have dedicated graphics cards.

ByTheBookGames
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Re: Running 32-bit Version of SMBX

Postby ByTheBookGames » Tue May 18, 2021 8:15 am

Enjl wrote:
Sun May 16, 2021 6:07 am
SMBX always had a tendency to perform badly when a lot of items were used (levels with 10000+ blocks from back in the day were very lag-prone when sparkies were used, for instance). The new additions in SMBX2 can certainly have a similar impact on low-end hardware, though if you were to point at a level that lags for you, I'd need to investigate it in detail to be able to tell why that is, since there are plenty of different ways for things to be unoptimized now that every level can use complex basegame features, or custom code.
A fairly common cause for lag I notice on particularily low-end laptops is lag whenever GPU-utilizing features are used, like shaders, since those laptops tend to not have dedicated graphics cards.
That makes sense, thanks


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