Super Basic Mario Editor

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Axiom
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Axiom » Tue Jul 15, 2014 7:32 am

Darkonius Mavakar wrote:Sounds stupid but you, wohlstand and luigifan shoud team up to program this :3
Wohlstand's busy with his. I'm busy with the Episode Manager (not really :P) but I am doing some work on Wohlstand's editor.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Darkonius Mavakar » Tue Jul 15, 2014 7:36 am

One more question, when you said "will not be compatible with smbx"
you mean we can't open smbx's levels in vsmbx?
that's quite a bummer, wohl's making his editor still compatible with old smbx levels.
is there a way to "fix" that?

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Axiom » Tue Jul 15, 2014 7:53 am

He could very well. Wohl has documented the SMBX level format very well. However, SMBX's format is also old and probably very slow too
Raster wrote:and building on a platform that only 1% of the desktop users use isn't necessary.
Wow this quote really gets me heated. I hope you realise the number of people that are probably switching to Linux due to support for Windows XP ending? That's like building a translation app and not including Greek because 0.18% of the people speak it. (http://en.wikipedia.org/wiki/List_of_la ... e_speakers)

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Wohlstand » Tue Jul 15, 2014 8:03 am

Darkonius Mavakar wrote:One more question, when you said "will not be compatible with smbx"
you mean we can't open smbx's levels in vsmbx?
that's quite a bummer, wohl's making his editor still compatible with old smbx levels.
is there a way to "fix" that?
Create a non-compatible technology can everybody, but for made compatibility with exist technology, necessary to made a big work for research them and make a lot of specifications about read/write/render of them. I think, because a lot of SMBX's episodes/levels already created, most important to use the compatibility with SMBX. Or I will made read/write VSMBX's files inside my editor, but I must made before the LVLX format, for protect lost of new features (LVL file can't get more data and it have a strict syntax).
Luigifan2010 wrote:He could very well. Wohl has documented the SMBX level format very well. However, SMBX's format is also old and probably very slow too
Format isn't slow: file with size < 300 KB reading quickly. The lot of time doing the preparing of map: placing all items which gotten from file on the map before return control to human.
SMBX "saving" too long because it after write file doing the reload of file. My PGE-Editor don't doing reload of file on save, because click on the "save" button for a huge level will save file instantly.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Darkonius Mavakar » Tue Jul 15, 2014 8:07 am

What about like, a file converter that converts .lvl to .lvlx?
i don't know anything about.programming so sorry for my ignorance

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Wohlstand » Tue Jul 15, 2014 8:35 am

Darkonius Mavakar wrote:What about like, a file converter that converts .lvl to .lvlx?
i don't know anything about.programming so sorry for my ignorance
For made .lvlx don't need converter, because I will internally save possible to play old SMBX's files. You will can open LVL file and re-save them into .lvlx . And back same operation. But if you save settings of new features into LVLX, you will lost them on saving into LVL format.
But I think, for transfer whole episodes, I can made the console tool for convert LVL2LVLX and LVLX2LVL. Same for WLD format (WLDX).
Later I will create the LVLX specification. Instead LVL, It will use parameter markers. It will give possible for read new files with old versions.

This is a little sketch of LVLX raw data:
http://engine.wohlnet.ru/docs/Images/Th ... _Think.txt

And, for made small size, all unused sections will not be written in file, and all values which equal to defaults will not written in the file too.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Tue Jul 15, 2014 9:20 am

Darkonius Mavakar wrote:One more question, when you said "will not be compatible with smbx"
you mean we can't open smbx's levels in vsmbx?
that's quite a bummer, wohl's making his editor still compatible with old smbx levels.
is there a way to "fix" that?
I'm using a different save format that makes sense to me. I've mentioned making a converter, but other than that I don't plan to fully emulate SMBX and saving is going to be one of the things changed.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Wohlstand » Tue Jul 15, 2014 9:50 am

Wohlstand wrote: fully emulate SMBX
You need only read file format into your internal data arrays, this is easy ;)
Most hard work is a correctly render of items by its ID's, offsets, collision boxes, etc. + parsing of the custom graphics and NPC.txt. If you need Item's settings, read my INI files first (UTF-8 without BOM).
Also, if you made the difference IDs of items, you must made conversion table for replace ID's into your internal format

Note: if you see version markers like "(>= 17)" this means you must skip parsing of this parameter if file version <17 and after read line parse next.
Don't forget validate parameters! This is a big Redigit's mistake: wrong file will made crash of SMBX.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Axiom » Tue Jul 15, 2014 10:22 am

Wohlstand wrote:Note: if you see version markers like "(>= 17)" this means you must skip parsing of this parameter if file version <17 and after read line parse next.
Don't forget validate parameters! This is a big Redigit's mistake: wrong file will made crash of SMBX.
Well at least with .NET if he screws up it shouldn't kill the whole program but just show one of those unhandled exception thingies.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Wohlstand » Tue Jul 15, 2014 1:15 pm

@Luigifan2010,
See my little example of read and validate of gotten from file value:
https://github.com/Wohlhabend-Networks/ ... d.cpp#L251

Code: Select all

        str_count++;line = in.readLine();
        if( SMBX64::qStr(line) ) //Author 2
            goto badfile;
        else FileData.author2 = removeQuotes(line);
where in.readLine(); - read next line from text file (from current position to next "\n")
Where SMBX64::qStr(line) - is a validator of a string indise quotes ["this is a string"]:
The value checking by regular expressions inside Qt:

Code: Select all

QRegExp qstr = QRegExp("^\"(?:[^\"\\\\]|\\\\.)*\"$"); //Define of the regular expression for quoted string

bool SMBX64::qStr(QString in) // QUOTED STRING
{
    return !qstr.exactMatch(in); //Check match with string from argument and returns true if wrong or false, if valid.
}
This function returns true if value wrong. If value is invalid the error message will be displayed.
For other types of strings made more validators:
https://github.com/Wohlhabend-Networks/ ... 64.cpp#L21

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Axiom » Tue Jul 15, 2014 1:42 pm

And I imagine this could be adapted to C# somehow and VB with some witchcraft :P

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby HenryRichard » Tue Jul 15, 2014 5:18 pm

Wow! This is amazing! I mean, it looks so much like SMBX, and yet so much better! I wish you good luck with this!
Oh, and just so you know, a "bro" option for NPCs that makes a hammer brother throw them would be cool (though it probably won't happen).

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Lunar Chris » Tue Jul 15, 2014 9:21 pm

HenryRichard wrote:Wow! This is amazing! I mean, it looks so much like SMBX, and yet so much better! I wish you good luck with this!
Oh, and just so you know, a "bro" option for NPCs that makes a hammer brother throw them would be cool (though it probably won't happen).
He can add the SMB3 hammer bro and use its code to make boomerang, sledge, ice, and fire bro.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Julia Pseudo » Tue Jul 15, 2014 10:07 pm

HenryRichard wrote: Oh, and just so you know, a "bro" option for NPCs that makes a hammer brother throw them would be cool (though it probably won't happen).
This is an excellent idea. I don't think I've heard anyone suggest this before now but it just makes so much sense.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Tue Jul 15, 2014 10:16 pm

Pseudo-dino wrote:
HenryRichard wrote: Oh, and just so you know, a "bro" option for NPCs that makes a hammer brother throw them would be cool (though it probably won't happen).
This is an excellent idea. I don't think I've heard anyone suggest this before now but it just makes so much sense.
Yeah this sounds cool, already planned on adding something similar for when I add the Amazing Flyin' Hammer Bro from SMW.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Julia Pseudo » Tue Jul 15, 2014 10:19 pm

^
Ooh I think I understand what you're talking about (any enemy on a platform am I right?). That's fantastic, considering how difficult it is to emulate that enemy in SMBX.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby SMBXxer » Tue Jul 15, 2014 10:42 pm

GhostHawk wrote: When I add the Amazing Flyin' Hammer Bro
GhostHawk wrote: Amazing Flyin' Hammer Bro
GhostHawk wrote: Amazing Flyin' Hammer Bro
I fucking died.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Tue Jul 15, 2014 10:44 pm

SMBXxer wrote:
GhostHawk wrote: When I add the Amazing Flyin' Hammer Bro
GhostHawk wrote: Amazing Flyin' Hammer Bro
GhostHawk wrote: Amazing Flyin' Hammer Bro
I fucking died.
But that's his name. :(

http://www.mariowiki.com/Amazing_Flyin'_Hammer_Bro.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby SMBXxer » Tue Jul 15, 2014 11:30 pm

GhostHawk wrote:
SMBXxer wrote:
GhostHawk wrote: When I add the Amazing Flyin' Hammer Bro
GhostHawk wrote: Amazing Flyin' Hammer Bro
GhostHawk wrote: Amazing Flyin' Hammer Bro
I fucking died.
But that's his name. :(

http://www.mariowiki.com/Amazing_Flyin'_Hammer_Bro.
I know, I was happy.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Lunar Chris » Wed Jul 16, 2014 8:34 am

I guess it seems this guy is reviving SMBX 1.4 as far as I can tell. With all the new stuff being added, there's gonna be limitless possibilities for creativity. When do you suppose you'll have this finished?


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