Page 17 of 80
Re: SMBX 2.0 Open Beta
Posted: Fri Jan 15, 2016 8:32 pm
by Enchlore
It's said that 2.0 improves performance - do custom playable graphics in an episode still lag the game or cause slow loading times?
Re: SMBX 2.0 Open Beta
Posted: Sat Jan 16, 2016 5:56 am
by zxcv
Lag is caused in SMBX by excessive amounts of blocks/BGOs/NPCs in one section.
Re: SMBX 2.0 Open Beta
Posted: Sat Jan 16, 2016 11:08 am
by Anthony Valle
Is posible to get smbx's source code, you can extract it's source code by a program named VB Decomplier Lite.
In the program i mentioned above:
Go to File>Open and then:
1. Find smbx.exe
2. Open it
3. Will show all the source code present in smbx
4. Now save the source code and wait until the code is extracted.
And there you have the source code...
Re: SMBX 2.0 Open Beta
Posted: Sat Jan 16, 2016 11:21 am
by zxcv
This program just gets a pseudo-code. And you have the alternative of getting Assembly code.
Re: SMBX 2.0 Open Beta
Posted: Sat Jan 16, 2016 3:25 pm
by Anthony Valle
Prado wrote:This program just gets a pseudo-code. And you have the alternative of getting Assembly code.
I guess you're right in something, i tested this in my PC, and I tried to open it on Visual Basic 6, but i got error messages... I actually downloaded the real source code of smbx on the internet, i was searching for a possible source code and i found on a wedsite and a downloaded the possible source code and when i run it on Visual Basic 6, and opened it correctly... And actually was smbx source code... I'm making Megaman playable in a smbx episode, is named “Megaman in the Invasion 2", i will post the episode when SMBX 2.0 is finished...
If you the Valid Source code of smbx download it here:
https://dl.dropbox.com/s/lzylyewjabdomy ... e.rar?dl=1
Re: SMBX 2.0 Open Beta
Posted: Sat Jan 16, 2016 4:09 pm
by zxcv
That's strange. What is this?
Code: Select all
' ////////////////////////////////////////////////////////
' // VBReFormer 2007 © Sylvain Bruyere
' // Assembly: Mario.frmOpen (Form)
'////////////////////////////////////////////////////////
Private Function Process8()
'00a761b1 55 push ebp
'00a761b2 8bec mov ebp, esp
'00a761b4 83ec08 sub esp, 08
' *** Reference to "__vbaExceptHandler"
'00a761b7 6866ba4000 push 0040ba66
'00a761bc 64a100000000 mov ax, word ptr fs:[00000000]
'00a761c2 50 push eax
'00a761c3 64892500000000 mov dword ptr fs:[00000000], esp
'00a761ca 81ecbc000000 sub esp, 000000bc
'00a761d0 53 push ebx
'00a761d1 56 push esi
'00a761d2 57 push edi
'00a761d3 8965f8 mov dword ptr [ebp-08], esp
'00a761d6 c745fc606b4000 mov dword ptr [ebp-04], 00406b60
'00a761dd 8b7508 mov esi, dword ptr [ebp+08]
'00a761e0 33db xor ebx, ebx
'00a761e2 56 push esi
'00a761e3 895dec mov dword ptr [ebp-14], ebx
'00a761e6 8b06 mov eax, dword ptr [esi]
'00a761e8 895de8 mov dword ptr [ebp-18], ebx
'00a761eb 895de4 mov dword ptr [ebp-1c], ebx
'00a761ee 895de0 mov dword ptr [ebp-20], ebx
'00a761f1 895ddc mov dword ptr [ebp-24], ebx
'00a761f4 895dd8 mov dword ptr [ebp-28], ebx
'00a761f7 895dd4 mov dword ptr [ebp-2c], ebx
'00a761fa 895dc4 mov dword ptr [ebp-3c], ebx
'00a761fd 895db4 mov dword ptr [ebp-4c], ebx
'00a76200 895da4 mov dword ptr [ebp-5c], ebx
'00a76203 895d94 mov dword ptr [ebp-6c], ebx
'00a76206 895d84 mov dword ptr [ebp-7c], ebx
'00a76209 899d74ffffff mov dword ptr [ebp+ffffff74], ebx
'00a7620f 899d50ffffff mov dword ptr [ebp+ffffff50], ebx
'00a76215 ff900c030000 call dword ptr [eax+0000030c]
' *** Reference to "__vbaObjSet"
'00a7621b 8b3da0104000 mov edi, dword ptr [004010a0]
'00a76221 8d4ddc lea ecx, dword ptr [ebp-24]
'00a76224 50 push eax
'00a76225 51 push ecx
'00a76226 ffd7 call edi
'00a76228 8b10 mov edx, dword ptr [eax]
'00a7622a 8d8d50ffffff lea ecx, dword ptr [ebp+ffffff50]
'00a76230 51 push ecx
'00a76231 50 push eax
'00a76232 89854cffffff mov dword ptr [ebp+ffffff4c], eax
'00a76238 ff92f0000000 call dword ptr [edx+000000f0]
'00a7623e 3bc3 cmp eax, ebx
'00a76240 dbe2 fnclex
'00a76242 7d18 jge a7625b
'00a76244 8b954cffffff mov edx, dword ptr [ebp+ffffff4c]
'00a7624a 68f0000000 push 000000f0
'00a7624f 6840fd4200 push 0042fd40
'00a76254 52 push edx
'00a76255 50 push eax
I know almost nothing about Visual Basic and decompilers, but why it's written in Assembly?
EDIT: I found this masterpiece in NSMBX forums, it looks like real Visual Basic code, and it's only 94593 lines of code.
Hope someone can translate this thing.
http://nsmbxforums.prophpbb.com/topic2814.html
Re: SMBX 2.0 Open Beta
Posted: Sat Jan 16, 2016 4:24 pm
by Gameinsky
Prado wrote:That's strange. What is this?
Code: Select all
' ////////////////////////////////////////////////////////
' // VBReFormer 2007 © Sylvain Bruyere
' // Assembly: Mario.frmOpen (Form)
'////////////////////////////////////////////////////////
Private Function Process8()
'00a761b1 55 push ebp
'00a761b2 8bec mov ebp, esp
'00a761b4 83ec08 sub esp, 08
' *** Reference to "__vbaExceptHandler"
'00a761b7 6866ba4000 push 0040ba66
'00a761bc 64a100000000 mov ax, word ptr fs:[00000000]
'00a761c2 50 push eax
'00a761c3 64892500000000 mov dword ptr fs:[00000000], esp
'00a761ca 81ecbc000000 sub esp, 000000bc
'00a761d0 53 push ebx
'00a761d1 56 push esi
'00a761d2 57 push edi
'00a761d3 8965f8 mov dword ptr [ebp-08], esp
'00a761d6 c745fc606b4000 mov dword ptr [ebp-04], 00406b60
'00a761dd 8b7508 mov esi, dword ptr [ebp+08]
'00a761e0 33db xor ebx, ebx
'00a761e2 56 push esi
'00a761e3 895dec mov dword ptr [ebp-14], ebx
'00a761e6 8b06 mov eax, dword ptr [esi]
'00a761e8 895de8 mov dword ptr [ebp-18], ebx
'00a761eb 895de4 mov dword ptr [ebp-1c], ebx
'00a761ee 895de0 mov dword ptr [ebp-20], ebx
'00a761f1 895ddc mov dword ptr [ebp-24], ebx
'00a761f4 895dd8 mov dword ptr [ebp-28], ebx
'00a761f7 895dd4 mov dword ptr [ebp-2c], ebx
'00a761fa 895dc4 mov dword ptr [ebp-3c], ebx
'00a761fd 895db4 mov dword ptr [ebp-4c], ebx
'00a76200 895da4 mov dword ptr [ebp-5c], ebx
'00a76203 895d94 mov dword ptr [ebp-6c], ebx
'00a76206 895d84 mov dword ptr [ebp-7c], ebx
'00a76209 899d74ffffff mov dword ptr [ebp+ffffff74], ebx
'00a7620f 899d50ffffff mov dword ptr [ebp+ffffff50], ebx
'00a76215 ff900c030000 call dword ptr [eax+0000030c]
' *** Reference to "__vbaObjSet"
'00a7621b 8b3da0104000 mov edi, dword ptr [004010a0]
'00a76221 8d4ddc lea ecx, dword ptr [ebp-24]
'00a76224 50 push eax
'00a76225 51 push ecx
'00a76226 ffd7 call edi
'00a76228 8b10 mov edx, dword ptr [eax]
'00a7622a 8d8d50ffffff lea ecx, dword ptr [ebp+ffffff50]
'00a76230 51 push ecx
'00a76231 50 push eax
'00a76232 89854cffffff mov dword ptr [ebp+ffffff4c], eax
'00a76238 ff92f0000000 call dword ptr [edx+000000f0]
'00a7623e 3bc3 cmp eax, ebx
'00a76240 dbe2 fnclex
'00a76242 7d18 jge a7625b
'00a76244 8b954cffffff mov edx, dword ptr [ebp+ffffff4c]
'00a7624a 68f0000000 push 000000f0
'00a7624f 6840fd4200 push 0042fd40
'00a76254 52 push edx
'00a76255 50 push eax
I know almost nothing about Visual Basic and decompilers, but why it's written in Assembly?
You can write your (de)compiler in anything you want really. Every programming language eventually leads back to binary anwyay.
Assembly is readable binary code pretty much.
Re: SMBX 2.0 Open Beta
Posted: Sat Jan 16, 2016 4:28 pm
by Mable
Whats the point of having the source code when nobody can read it anyway.
Just be happy that some people do something to keep this actually really alive.
Re: SMBX 2.0 Open Beta
Posted: Sat Jan 16, 2016 9:48 pm
by Shadow Yoshi
None of that is the real source code. Using a decompiler does not get you source code, it gets you a decompiled executable. There may be bits of interesting information in there, but it is not the source code. We will likely never have it unless Redigit gives it to us, which means we will likely never have it.
Re: SMBX 2.0 Open Beta
Posted: Sun Jan 17, 2016 2:13 pm
by Cedrik
I downloarded it, but it doesn't work.
Error, Fail, Runtimeerror, ....
Re: SMBX 2.0 Open Beta
Posted: Sun Jan 17, 2016 2:14 pm
by Mable
Care to give a screenshot.....
Re: SMBX 2.0 Open Beta
Posted: Sun Jan 17, 2016 8:12 pm
by Enchlore
In previous SMBX versions, when setting an event to activate when starting the level, the event would not be executed when restarting the level after dying in an episode where "Restart last level on death" is set to "on". Have you found a way around it, or did that not change?
Also, do I have to do anything for multiple checkpoints or they're automatically implemented?
Re: SMBX 2.0 Open Beta
Posted: Sun Jan 17, 2016 11:27 pm
by FanofSMBX
Just out of curosity, why are warps the only expanded debugger limit?
Re: SMBX 2.0 Open Beta
Posted: Mon Jan 18, 2016 7:38 pm
by Anthony Valle
SMBX 2.0 is very good, that i still waiting for the final release, is possible to make the starman (SMW Yellow Parakoopa) spawn from a ? Block?, i'm recreating SMB World 1-1 level.
Re: SMBX 2.0 Open Beta
Posted: Tue Jan 19, 2016 9:31 am
by h2643
Anthony Valle wrote:SMBX 2.0 is very good, that i still waiting for the final release, is possible to make the starman (SMW Yellow Parakoopa) spawn from a ? Block?, i'm recreating SMB World 1-1 level.
Yes, you need to use PGE Editor to put that NPC in a block, as IIRC the original SMBX Editor is too limited to make this possible.
Also good news: Wohlstand has figured out how to launch SMBX Test mode from PGE Editor! That means that SMBX 2.0 team can
finally reject the original SMBX Editor from being included.
Re: SMBX 2.0 Open Beta
Posted: Tue Jan 19, 2016 10:28 am
by Shadow Yoshi
The legacy editor will not be officially deprecated for a while. The time it takes for Wohlstand to perfect that capability in PGE as well as the ensuing time we will give users to migrate will likely amount to multiple months and last until after the release of SMBX 2.0.
Re: SMBX 2.0 Open Beta
Posted: Tue Jan 19, 2016 10:46 am
by Enchlore
h2643 wrote:Yes, you need to use PGE Editor to put that NPC in a block, as IIRC the original SMBX Editor is too limited to make this possible.
You can make a parakoopa spawn from a ? block, but you have to scroll through the NPCs since there isn't a shortcut like there is for items.
Re: SMBX 2.0 Open Beta
Posted: Tue Jan 19, 2016 10:58 am
by PixelPest
Joey wrote:The legacy editor will not be officially deprecated for a while. The time it takes for Wohlstand to perfect that capability in PGE as well as the ensuing time we will give users to migrate will likely amount to multiple months and last until after the release of SMBX 2.0.
And then there's 2.1, 2.2, ...
Re: SMBX 2.0 Open Beta
Posted: Tue Jan 19, 2016 11:16 am
by migueeel
If you guys cancel this project, I will personally come to every one of your homes and slap you C:
Feels great to be back into the hype! Consider me a regular checker now!
Re: SMBX 2.0 Open Beta
Posted: Tue Jan 19, 2016 11:20 am
by h2643
Enchlore wrote:h2643 wrote:Yes, you need to use PGE Editor to put that NPC in a block, as IIRC the original SMBX Editor is too limited to make this possible.
You can make a parakoopa spawn from a ? block, but you have to scroll through the NPCs since there isn't a shortcut like there is for items.
I mean you can't include any NPC you want in a block in SMBX Editor, there are limits (for example you can't include Mother Brain in it). In PGE Editor however, there are no limits.