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Re: SMBX2 (2.0 Beta 3)

Posted: Fri Jan 12, 2018 4:20 pm
by Taycamgame
But then that "muncher" would be OP as hell.

Re: SMBX2 (2.0 Beta 3)

Posted: Fri Jan 12, 2018 5:15 pm
by FanofSMBX
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.

Re: SMBX2 (2.0 Beta 3)

Posted: Fri Jan 12, 2018 7:05 pm
by Super Luigi Bros
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.

Re: SMBX2 (2.0 Beta 3)

Posted: Fri Jan 12, 2018 7:08 pm
by PixelPest
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

Re: SMBX2 (2.0 Beta 3)

Posted: Fri Jan 12, 2018 8:54 pm
by Hoeloe
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.

Re: SMBX2 (2.0 Beta 3)

Posted: Sat Jan 13, 2018 5:29 am
by Taycamgame
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.

Re: SMBX2 (2.0 Beta 3)

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

Re: SMBX2 (2.0 Beta 3)

Posted: Wed Jan 17, 2018 7:02 am
by PixelPest
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

Re: SMBX2 (2.0 Beta 3)

Posted: Fri Jan 19, 2018 11:28 pm
by FanofSMBX
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?

Re: SMBX2 (2.0 Beta 3)

Posted: Sat Jan 20, 2018 7:47 am
by Emral
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...

Re: SMBX2 (2.0 Beta 3)

Posted: Sat Jan 20, 2018 7:54 am
by Taycamgame
Is it just Wohlstand working on PGE, or are all the devs working on it aswell as SMBX stuff?

Re: SMBX2 (2.0 Beta 3)

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

Re: SMBX2 (2.0 Beta 3)

Posted: Sat Jan 20, 2018 11:52 am
by Axiom
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 :(

Re: SMBX2 (2.0 Beta 3)

Posted: Sat Jan 20, 2018 6:45 pm
by Devan2002
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.

Re: SMBX2 (2.0 Beta 3)

Posted: Sat Jan 20, 2018 7:15 pm
by Hoeloe
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.

Re: SMBX2 (2.0 Beta 3)

Posted: Sat Jan 20, 2018 9:05 pm
by Quantumenace
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

Re: SMBX2 (2.0 Beta 3)

Posted: Sun Jan 21, 2018 11:42 am
by Devan2002
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.

Re: SMBX2 (2.0 Beta 3)

Posted: Sun Jan 21, 2018 12:25 pm
by Murphmario
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.

Re: SMBX2 (2.0 Beta 3)

Posted: Sun Jan 21, 2018 12:32 pm
by Hoeloe
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.

Re: SMBX2 (2.0 Beta 3)

Posted: Sun Jan 21, 2018 12:41 pm
by The Dwarven Digger
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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