[SMBX2] [Super Mario RE:MIX] Captain Toad: Prism Star Quest [v1.2.1]

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FutureNyanCat
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Re: [SMBX2] [Super Mario RE:MIX] Captain Toad: Prism Star Quest [v1.0.32]

Postby FutureNyanCat » Tue Jul 29, 2025 11:34 am

Hi everyone. I know some of you may be concerned about the integrity check/checksum code that was included within the episode. Unfortunately, I have to come clean about this and apologize to everyone, especially those who have called out against this code. With that said, v1.0.32 is out, which is a hotfix to address this as well as provide some more bug fixes to the episode.

I apologize especially to deice and cato, who have been the first ones to raise concerns regarding this code being used in the episode.

Please read the changelog below for an explanation.
Spoiler: show
v1.0.32
This version overrides v1.0.31. Please read the above method to transfer savefiles to the new version.

IMPORTANT CHANGE:
- <!!> After some consideration with various user feedback and with Team Starshroom, it is for the best that we remove the checksum/integrity check from the episode. We originally added this to attempt to deter any addition of any rule-breaking or offensive content from being edited onto the splash screen for SMBX2, especially for live streamers. While this was an addition I did in good faith, there were concerns that were raised against the inclusion of such code. This was a decision that was considered very heavily, especially for the following reasons:
-- Constant confusion on whether this addition of the checksum is a bug or not, leading to users reporting this as a "bug" in both the forum topic and the Starshroom Discord's bug reports channel.
-- Users may choose to use customized splash screens, or a completely blank splash screen, or even being left with outdated splash screens in some rare cases when patching from SMBX2 Beta 4 to Beta 5. With that not being considered at first when this checksum was added, this could lead to false positives being caught. We realized we could not control what people can do to their own installation of SMBX2.
-- With the integrity check, many LunaLua-savvy users would be encouraged to put the code in various custom content in SMBX2, which includes NPC packs, their own projects, and more. This should be discouraged by now for such reasons.

With that said, the checksum has been removed, and you can still play the episode normally. However, please be respectful as always to everyone else, especially as SMBX's community is very adjacent with the LGBTQIA+ community (which I also support as well). I would like to apologize to everyone, especially those who have called out on this issue, for causing such inconvenience with this code. I know I added this in good faith, but I did not think beforehand before adding such a thing. Thank you for your understanding, and thank you for helping improve the user experience for Captain Toad: Prism Star Quest.

LEVEL-SPECIFIC CHANGES/FIXES:
- <!> Final Boss: Attempted to fix softlock when entering the tank before starting the intro to Phase 4 for the first time.
- Flight of the Broomstick: Added a checkpoint.
- Pipe-Vine Greenhouse: Added a checkpoint.
- Rumble Crumble Ruins: Added sand breeze weather. Similar change was added to the end of Super Pickax Ruins.
- Iridescent Ignition: Changed a setup to account for the change to the Bob-omb speed.
- Pwnpickax: Fixed a softlock pipe and added a little special thing.
- Chaos in the Cemetery: Changed the conditions for a certain achievement. Maybe try plucking all the non-generator Pluck Patches...

- Spinturn Sizzle:
-- Fixed a Big Spike's spikeballs getting stuck.
-- Increased the idle time of Big Spike.
-- Downgraded a big spikeball pluck patch to just a regular spikeball patch.
-- Redesigned a spikeball spring setup for clarity purposes.
-- Added some extra coins.

GENERAL CHANGES/BUG FIXES:
- <!> Attempt to rewrite fastClimb.lua to optimize and fix various bugs:
-- Fast climbing now checks for the climbed NPC or BGO, instead of a vine-related NPC intersecting it.
-- All directions of fast climbing now instead change the player's x/y coordinates instead of the NPC's speed. This prevents errors where some climbable vines/ladders may push the player very fast off them. NOTICE: Must be used in conjunction with antizip.lua to avoid the player from getting crushed.
-- The stored climbing NPC/BGO's index is now reset if the player stops climbing, which prevents a potential error/crash from occurring when completing the final boss.
-- An updated version of the script will also be uploaded to the SMBX forums for public use at some point, and will also be used in Midnight Museum Mania. For now, the script's update is included in the episode and I allow anyone who finds it to use it - but this is VERY EXPERIMENTAL!

- Added missing voice credits for Kazumi Totaka (Yoshi)
- Deregistered the cheats for multiple player clones (supermario4 to supermario128) and switching single-player/multiplayer mode (1player, 2player), as it is unsupported.
-- Any other cheats should be used with EXTRA caution - I cannot fix bugs that may result from using cheats! Be sure to disable cheats when reporting bugs (eg. type in "newleaf" to disable all active cheats.)
- Optimized 100% completion achievement code.

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Re: [SMBX2] [Super Mario RE:MIX] Captain Toad: Prism Star Quest [v1.1.0]

Postby FutureNyanCat » Fri Aug 01, 2025 12:37 am

I've updated Prism Star Quest to v1.1.0 now, future versions will follow a new numbering scheme. Please see the changelog for more information!

UPDATE 08-01-2025 / 9:44 PM UTC+8: Download has been reuploaded to fix the inclusion of dev savefiles/progress.json.
Spoiler: show
v1.1.0
This version overrides all past versions of v1.0.0 and includes every hotfix leading up to it. Please read the above method to transfer savefiles to the new version.

IMPORTANT:
- A new versioning scheme will be used going forward: x.y.z. (suggested by Chipss)
-- x = major version
-- y = minor version with bugfixes/additions
-- z = hotfix patches
- The next major release of PSQ is v2.0.0. The last minor version with bugfixes is now v1.1.
- An archived version of the changelog is now included.

ADDITIONS:
- Added several new cheats:
-- needarainbowmushroom (invincishroom, needaninvincishroom, rainbowpower) - Adds an Invincibility Mushroom to the player's inventory. You might like this as a easy-to-use alternative to donthurtme.
-- needanorb (pondertheorb, praisetheorb, dungeonclear) - Adds a goal orb to the player's inventory.
-- needasmile (smileforyou, imveryhappy) - Get a smile! (for free)
-- getrichquick (scroogemcduck, scroogemcshroom) - Adds 100 coins per tick, even faster than the moneytree cheat.
-- ultimateheal (ultraheal, okheal, betterheal) - Heals the player back to max HP.

- Added new aliases for existing cheats:
-- needamushroom = mushymushy, imveryhungry
-- needaflower = needafireflower, cominginhot
-- needahammersuit/needaboomerang = throwback, returntosender

LEVEL-SPECIFIC CHANGES/FIXES:
- Fortress of Fury - Changed a few things:
-- One setup has been changed to make it less likely for the player to take damage often.
-- Increased some numbers on the Dropdown Countdown Lifts.
-- It's now slightly easier to backtrack after the second gem.

- Chaos in the Cemetery - Corrected a certain easter egg:
-- The easter egg is now properly hidden, it was previously shown due to an oversight.
-- Corrected to no longer hurt the player - this was previously due to a basegame bug.

- Infernal Fringes Frolic: Adjusted enemy placements.
- Pwnpickax: Awkward ladder placement has been changed to a wider ladder. I think that looks much better.
- Malware-Me Mass Attack: Sound design has been improved:
-- Added 8bit sound effects for the level clear sequence.
-- Changed the powerup sound effect to a higher quality version, which is also used in Midnight Museum Mania.

GENERAL CHANGES/BUG FIXES:
- <!> Relevant cheats for basegame powerups will now move items to the reserve box instead. The valid ones are needamushroom, needaflower, needahammersuit, and some of the newly added cheats.
- <!> Attempted to fix fastClimb.lua again:
-- Fixed error occurring on clearing levels with the ? orb while climbing a ladder. This is done by clearing the memory address that stores the index of the last climbed NPC/BGO while a winState is occurring.
-- Attempted to fix clipping issues when colliding with playerblock NPCs. This fixes an issue with clipping into the spy blocks in Automaton Elysium.
-- Tried to minimize minor clipping issues when fastclimbing into walls and ceilings. This may have been further fixed with antizip.lua, but more testing is needed before fastClimb.lua can be released publicly. Please note that this means fast climbing may be temporarily disabled if you try to hug a wall then hold RUN, you need to stop hugging the wall to make it work properly.
--- This also now includes detection for if a block is hidden.

- Changed the palette of Stone Spikes to match their New Super Mario Bros. Wii counterparts more (and to also match with their NPC counterparts in Toad Town). Additionally, their mouth now has proper shading to match the SMM2 Spikes, and their holding sprites have been changed to look less flat.
- All previous bugfixes and changes carry over from previous versions.

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Re: [SMBX2] [Super Mario RE:MIX] Captain Toad: Prism Star Quest [v1.2.1]

Postby FutureNyanCat » Fri Aug 22, 2025 10:45 pm

I've released v1.2.0, which addresses a LOT of stuff for first-time SMBX2 players, this includes live streamers and content creators playing the episode! Shoutouts to Andrew Laughs, cato, and Reintendo0 for helping out point out some of the major issues in the episode itself. As always, thanks for being patient.

Originally v1.1.0 was supposed to be the last patch until Midnight Museum Mania was worked on. I realized this wasn't enough, as I started to notice there's some more things that needed polish, as well as major bug fixes that were a result of me seeing Andrew Laughs play the episode with a controller. I also felt like adding some needed polish to some few minor things as well as a few quality-of-life stuff to help improve the user experience for first-time players.

Updating the episode should be the same as before, no worries about that. The downloads are now updated on the SMBX forums, Discord server (The Starshroom) and on my Carrd. Thanks for being patient with me! Unless if there's still a need for a hotfix patch, this will be the last patch for the episode's meantime, as we'll be moving on to Midnight Museum Mania. I'm also still recovering from an illness, so don't expect work to be this quick, OK?
Spoiler: show
v1.2.0
This version overrides v1.1.0. This is a MINOR patch. Please read the above method to transfer savefiles to the new version.

LEVEL SPECIFIC CHANGES/FIXES:
- <!> Fire Flower Tundra: Added readable signs to explain the ALTRUN fireball mechanics that are used with basegame Toad in SMBX2. (thanks Andrew Laughs)
- <!> Trial of the Ninjis: Defeating Piranha Sprout is no longer required to finish the last room of the timed Ninji ambush challenge. (I've noticed this issue on Reintendo0's latest playthrough video!)
- <!> Added checkpoint mushrooms to Bosses 1, 2 and 7 for consistency with later bosses.
- <!> Boss 5: Improved the boss (thanks to DRACalgar Law and MegaDood):
-- Phase 1 now has checkpoint mushrooms.
-- Improved Phase 2: (thanks Cato)
--- The boss now has indicators for dash attacks and for prompting the player to shoot projectiles into the weak spot
--- The boss now uses set attack patterns instead of randomizing them, making the fight easier to learn (especially for speedrunners)
--- Corrected boss render priority in a few spots (such as warnings).

- Boss 6: Slightly updated visuals for the shield thanks to extraBGOProperties.lua now becoming a universal script.
- Toad Town: Added a new NPC to the Assist Store that gives additional tips on item box/assist item usage.
- Operation Iron Mouse: Under certain circumstances, the level's actual title will now display properly.

GENERAL CHANGES/BUG FIXES:
- <!> Fixed controller buttons not displaying in dialogue boxes, for those playing with a controller. This is due to an oversight where I forgot to include the graphics for buttons on the controller. (Thanks Andrew Laughs for reporting this, and to MrDoubleA for helping me troubleshoot this)
- <!> Finally fixed a thing: the player can now skip Toad Town by simply pausing the game and exiting the level. The path to the prologue cutscene should be already unlocked when doing this. This is a QoL feature that's suited for speedrunning, but first-time players will be able to know this by talking to a specific NPC just outside of Captain Toad's home.
- <!> Fast Climbing: Now properly detects if the player is hugging against NPC-only filters.
- <!> Attempted a fix for an accidental unlock of 100% completion achievement if progress.json is deleted and an in-progress pre-100% save file was loaded at the time (thanks Cato)

- <!> Super Gems have been greatly improved:
-- Added additional sound for collecting a first Super Gem in any level, for increased accuracy with Captain Toad: Treasure Tracker. Additional 8bit sounds have been added in Malware-Me Mass Attack to compensate.
-- Trying to collect an already-collected Super Gem (outlined) will now play a different sound AND give a pity bonus of 20 coins. Fun fact: if you do a rerun of collecting all Super Gems in the game, you'd earned 3060 coins total.
-- An additional sparkle visual has been added when collecting a new Super Gem.

- First-time players are now reminded of the episode having autosave. (Thanks Andrew Laughs for suggesting this!)
- Added an in-game way to check SMBX2 control key jargon - either consult Hint Toad in Toad Town, or check the billboard in Comfort Zone in Warp Zone.
- Improved AI for tank cannonballs - they no longer bounce off the tank. This is applied to all levels that use it.
- Optimized extraBGOProperties.lua usage - now no longer uses copies of the script across levels that use it.
- Starting with this version, future versions of Captain Toad: Prism Star Quest will now display the episode version numbering on the title bar of the SMBX2 game window. Be sure to use this to check what version you're playing on!
- Updated credits.
Added in 10 hours 50 minutes 9 seconds:
Re: [SMBX2] [Super Mario RE:MIX] Captain Toad: Prism Star Quest [v1.2.1]
I've released a hotfix patch: v1.2.1 - to fix coins being tripled as well as improving a couple of few things. Enjoy!
Spoiler: show
v1.2.1
This version overrides v1.2.0. This is a HOTFIX patch. Please read the above method to transfer savefiles to the new version.

LEVEL SPECIFIC CHANGES/FIXES:
- <!> Infernal Fringes Frolic:
-- Fixed four coins that cannot be obtained while the player is in small form (WHAT)
-- Background was updated for quality consistency. It is also used in Midnight Museum Mania.
-- Increased the size of Draglets' fireballs.
-- Moved one of the Draglets to avoid unfair hits.
-- Fixed bombs using outdated graphics.

- Fortress of Fury:
-- Volcano background was also updated under similar circumstances to Infernal Fringes Frolic.

- Electric Summer:
-- <!> Updated Redstone NPC pack to v1.3 for consistency with Automaton Elysium using v1.3 in a similar vein. Minor behavior changes are expected in the electric jewels' behaviors, but shouldn't be too different.
-- Added a checkpoint.
-- Fixed a softlock near the end.
-- Unfixed above softlock again. Apparently, this is better.

- Iridescent Ignition: Fixed bombs using outdated graphics.
- Achromatic Darklands: Removed references to old cutscene content from internal data.

GENERAL CHANGES/BUG FIXES:
- <!> Fixed coins being worth thrice than normal:
-- this was due to a coding error where I registered the basegame currency THREE TIMES. I don't even know why I registered it again and again when I implemented currencies for a cheat code AND for the Gold Mushroom itself. I should've used currencies.CURRENCY_COINS instead. Anyways, enjoy.
- Gold Mushrooms now use onPostNPCCollect. Optimized code to allow the item to consistently work across every level possible. I think.


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