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Re: New Super Mario Bros. X

Posted: Tue May 12, 2020 9:22 am
by Emral
Core wrote:
Tue May 12, 2020 9:09 am
For configuring blocks, backgrounds, tiles and etc! (for example you can configure their sizes) It seems like you are not aware of npc-n.txt existence
I'm sure they are aware of npc codes, but it's hard to not be confused when no documentation on what options are available is provided.

Re: New Super Mario Bros. X

Posted: Tue May 12, 2020 10:48 am
by KateBulka
Enjl wrote:
Tue May 12, 2020 9:22 am
Core wrote:
Tue May 12, 2020 9:09 am
For configuring blocks, backgrounds, tiles and etc! (for example you can configure their sizes) It seems like you are not aware of npc-n.txt existence
I'm sure they are aware of npc codes, but it's hard to not be confused when no documentation on what options are available is provided.
So far there is documentation only for blocks (and npcs), but eventually we plan to create a documentation for all of them.

Re: New Super Mario Bros. X

Posted: Tue May 12, 2020 1:55 pm
by Amyrakunejo
Core wrote:
Tue May 12, 2020 10:48 am
So far there is documentation only for blocks (and npcs), but eventually we plan to create a documentation for all of them.
Does it include documentation for thetechx.ini so that we can remap game functions EXTERNALLY?

Re: New Super Mario Bros. X

Posted: Wed May 13, 2020 6:14 pm
by GforGoomba
Is a Linux version still being worked on for NSMBX?

Re: New Super Mario Bros. X

Posted: Wed May 13, 2020 6:32 pm
by Wohlstand
GforGoomba wrote:
Wed May 13, 2020 6:14 pm
Is a Linux version still being worked on for NSMBX?
To get a Linux version, you need to build it from sources right now:

Install dependencies:

Code: Select all

sudo apt install git mercurial cmake gcc g++ build-essential libsdl2-dev
then, download this archive:
http://nsmbx.wohlsoft.ru/downloads/nsmb ... nux.tar.gz
ubpack it into any directory, open terminal in it, then run:

Code: Select all

./build-nsmbx-linux-release.sh
It should bootstrap the full NSMBX toolchain in a place. Keep a note that Editor may not work, I still investigate for a reason of it's startup crash here, however, it will work if you will build it yourself separately:
https://wohlsoft.ru/pgewiki/Building_of ... om_sources

Re: New Super Mario Bros. X

Posted: Wed May 13, 2020 6:54 pm
by GforGoomba
Wohlstand wrote:
Wed May 13, 2020 6:32 pm
GforGoomba wrote:
Wed May 13, 2020 6:14 pm
Is a Linux version still being worked on for NSMBX?
To get a Linux version, you need to build it from sources right now:

Install dependencies:

Code: Select all

sudo apt install git mercurial cmake gcc g++ build-essential libsdl2-dev
then, download this archive:
http://nsmbx.wohlsoft.ru/downloads/nsmb ... nux.tar.gz
ubpack it into any directory, open terminal in it, then run:

Code: Select all

./build-nsmbx-linux-release.sh
It should bootstrap the full NSMBX toolchain in a place. Keep a note that Editor may not work, I still investigate for a reason of it's startup crash here, however, it will work if you will build it yourself separately:
https://wohlsoft.ru/pgewiki/Building_of ... om_sources

Image

Added in 36 seconds:
It says that it couldnt find a file or directory. Is this normal?

Re: New Super Mario Bros. X

Posted: Wed May 13, 2020 7:23 pm
by Wohlstand
Oh, damn, I forgot to specify the "ninja-build" dependency!
Please install it and try to run script again.

Re: New Super Mario Bros. X

Posted: Wed May 13, 2020 7:24 pm
by GforGoomba
Wohlstand wrote:
Wed May 13, 2020 7:23 pm
Oh, damn, I forgot to specify the "ninja-build" dependency!
Please install it and try to run script again.
So is it just sudo apt install ninja-build?

Re: New Super Mario Bros. X

Posted: Thu May 14, 2020 9:26 am
by GforGoomba
Okay, I downloaded ninja-build and reinstalled the program, which made an executable file in "game" called thextech. I tried to run the file then...nothing. Is there another step?

Image

Re: New Super Mario Bros. X

Posted: Sun May 17, 2020 10:01 am
by Wohlstand
GforGoomba wrote:
Thu May 14, 2020 9:26 am
Okay, I downloaded ninja-build and reinstalled the program, which made an executable file in "game" called thextech. I tried to run the file then...nothing. Is there another step?

Image
If nothing happens on attempt to start a game, please try to start it from a terminal to see the output. Probably some SO library is missing or a pre-start crash happens...

Re: New Super Mario Bros. X

Posted: Sun May 17, 2020 11:23 am
by GforGoomba
Wohlstand wrote:
Sun May 17, 2020 10:01 am
GforGoomba wrote:
Thu May 14, 2020 9:26 am
Okay, I downloaded ninja-build and reinstalled the program, which made an executable file in "game" called thextech. I tried to run the file then...nothing. Is there another step?

Image
If nothing happens on attempt to start a game, please try to start it from a terminal to see the output. Probably some SO library is missing or a pre-start crash happens...
./thextech: error whe loading shared libraries: libSDL2_mixer_ext.so.2: cannot open shared object file: No such file or directory

Re: New Super Mario Bros. X

Posted: Mon May 18, 2020 4:19 am
by Wohlstand
GforGoomba wrote:
Sun May 17, 2020 11:23 am
./thextech: error whe loading shared libraries: libSDL2_mixer_ext.so.2: cannot open shared object file: No such file or directory
Odd... looks like a mistake in the script, why MixerX was linked as a shared library when in a script was written to build libs in a place? Okay, a quick fix for you just use: LD_LIBRARY_PATH=. ./thextech
the MixerX so should be in the same "game" directory.


EDIT: Nope, that is missing... Okay, try to redownload my build script, I did a small fix on it, please replace it and run again.

Re: New Super Mario Bros. X

Posted: Fri Jun 05, 2020 2:42 am
by Teemster2
Keep up the good work everyone. The Google spreadsheet is showing some nice progress.

Re: New Super Mario Bros. X

Posted: Tue Jun 09, 2020 2:39 pm
by thedarkcave215
Dangit! My episode was gonna be called New Super Mario Bros. X... :lol: (EDIT) Wait.. This is a version of SMBX, not an episode.

Re: New Super Mario Bros. X

Posted: Tue Jun 09, 2020 10:08 pm
by DisasterMaster
Wohlstand wrote:
Mon Apr 27, 2020 9:27 am
- X2 the same as for 38A. Lua will not work. But even lua support will be added soon, scripts will be incompatible.
So the entire LunaLua category in this forum will essentially be incompatible with this new version? Is obsoleting about 4 years worth of Scripts and NPC Packs worth adding in a Frog Suit?

Unless you plan to add baseline everything that all those users contributed or find a way to make them compatible, I see that as a huge step backwards in content.

Re: New Super Mario Bros. X

Posted: Tue Jun 09, 2020 10:14 pm
by Lusho
I think NSMBX's scripting system isn't even going to be lua anymore, and even if NSMBX had lua, no, there's no way to make X2's lua scripts compatible, its simply not possible due to the amount of memory offsets use, the scripts using things that are basegame in X2 but not in NSMBX, etc.

Re: New Super Mario Bros. X

Posted: Wed Jun 10, 2020 8:05 am
by Hoeloe
DisasterMaster wrote:
Tue Jun 09, 2020 10:08 pm
So the entire LunaLua category in this forum will essentially be incompatible with this new version? Is obsoleting about 4 years worth of Scripts and NPC Packs worth adding in a Frog Suit?

Unless you plan to add baseline everything that all those users contributed or find a way to make them compatible, I see that as a huge step backwards in content.
The entirety of SMBX2 content is incompatible, basegame or otherwise. This isn't building on SMBX2, it's built on 1.3.

Re: New Super Mario Bros. X

Posted: Fri Jun 12, 2020 9:04 am
by Teemster2
Hoeloe wrote:
Wed Jun 10, 2020 8:05 am
DisasterMaster wrote:
Tue Jun 09, 2020 10:08 pm
So the entire LunaLua category in this forum will essentially be incompatible with this new version? Is obsoleting about 4 years worth of Scripts and NPC Packs worth adding in a Frog Suit?

Unless you plan to add baseline everything that all those users contributed or find a way to make them compatible, I see that as a huge step backwards in content.
The entirety of SMBX2 content is incompatible, basegame or otherwise. This isn't building on SMBX2, it's built on 1.3.
You can take stuff from nsmbx and use it in 2.0 if I read right such as enemies. You just can't use 2.0 stuff for nsmbx. Correct me if I am wrong.

I know it sounds wrong to do that because core is working so hard on this but nsmbx has enemies I would like to use but at the same time I don't want to use that version.

Re: New Super Mario Bros. X

Posted: Fri Jun 12, 2020 9:06 am
by Emral
Teemster2 wrote:
Fri Jun 12, 2020 9:04 am
You can take stuff from nsmbx and use it in 2.0 if I read right such as enemies. You just can't use 2.0 stuff for nsmbx. Correct me if I am wrong.
Nope, they're mutually incompatible. We can "take" content from NSMBX as much as NSMBX can take content from SMBX2 - by looking at the source code and rewriting the content in our respective programming language and backend, with the source code as reference.

Re: New Super Mario Bros. X

Posted: Fri Jun 12, 2020 3:36 pm
by Wohlstand
CJ_RLushi wrote:
Tue Jun 09, 2020 10:14 pm
I think NSMBX's scripting system isn't even going to be lua anymore, and even if NSMBX had lua, no, there's no way to make X2's lua scripts compatible, its simply not possible due to the amount of memory offsets use, the scripts using things that are basegame in X2 but not in NSMBX, etc.
As the fact these engines different, scripts will not work between each other, here is no united standard against scripts while the SMBX64 standard is exist to declare the base set of pre-defined resources and logic set.

Unfortunately, an even worse hell may appear at PGE Project itself when different and incompatible games will appear. For that case, some weeks ago I built the system that will notify on attempt to load an alien level or world in a game or editor to preserve possible confusions caused by a mess resulted by an incompatibility.