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Kevsoft
- Ripper II

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Postby Kevsoft » Tue Nov 03, 2015 1:23 pm
I just checked the code. It is nearly perfect. The only issue is that events has to be in the API's namespace.
so instead of:
you do
because only stuff which is in flagpole_exit is usable for the user (who uses your API) and the event manager (--> registerEvent)
(the same you have to do with the locks-function)
EDIT: Here is the fixed version: http://pastebin.com/1Lcwe2Sy
Also I would like to remind that single functions which are not used by the end-user should be marked as "local". This prevents naming-conflicts with other apis.
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Kevsoft
- Ripper II

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Postby Kevsoft » Tue Nov 03, 2015 3:03 pm
Well did the SMBX application freeze (like a white overlay over the game window) or does the game window doesn't even pop up?
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Kevsoft
- Ripper II

- Posts: 375
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Postby Kevsoft » Tue Nov 03, 2015 3:35 pm
LunaLua v0.7.2.1 has just been released. This is an important update because it fixes an exploit which manages to run assembler code on your computer throught lunadll.txt due to an exploit in the Autocode module.
Additional changes are:
* Extended NPC class
* Added cheat values. Some cheat can now be toggled by value. (Defines.* namespace)
* Added Audio.MusicArtistTag(), Audio.MusicAlbumTag() and Audio.MusicCopyrightTag() functions
* Added console class. You can now use the windows console for debugging. (See LunaLua command arguments at the wiki)
* Hotfix Bugfix [LunaLua]: Fixed ROP exploit at the Autocode module.
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Darkonius Mavakar
- Torpedo Ted

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Postby Darkonius Mavakar » Tue Nov 03, 2015 4:05 pm
Kevsoft wrote:Well did the SMBX application freeze (like a white overlay over the game window) or does the game window doesn't even pop up?
it freezes
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Kevsoft
- Ripper II

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Postby Kevsoft » Tue Nov 03, 2015 4:11 pm
And before smbx was freezing you started the console application, right?
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Kevsoft
- Ripper II

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Postby Kevsoft » Wed Nov 04, 2015 3:55 am
A Hotfix which fixes the Autocode Module has just been uploaded!
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Cornholio309
- Koopa

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- Joined: Fri Nov 06, 2015 4:26 pm
Postby Cornholio309 » Fri Nov 06, 2015 4:40 pm
Just registered on the forums to ask this: How exactly can I be sure that LunaLua's lua functions are indeed working? I've tried tinkering with them for a couple of minutes now and can't get them to work.
I get a nice notification in intro.lvl telling me what version of LunaLua I have, I can change between the letterbox mode and "stretch mode" that this page describes, but using the lunadll.lua file doesn't appear to work. I've tried copying and pasting the example on the first page, no dice. I've tried using the "double jump" lua file example made by another user, and that doesn't appear to work either.
For the record, this is what the folder of my test level looks like:
Despite this, both lua examples don't appear to work.
Is there something I'm missing that's preventing this from working? I downloaded the latest revision, with the hex edited SMBX 1.3.0.2, and I kept the full base game included. My operating system is Windows 10 as well.
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HenryRichard
- Reznor

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Postby HenryRichard » Fri Nov 06, 2015 4:48 pm
You need to make a folder called testworld.lvl and put the lunadll.lua in there. If you want to have lunadll.lua files that apply to all levels in the folder, you call it lunaworld.lua.
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Cornholio309
- Koopa

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- Joined: Fri Nov 06, 2015 4:26 pm
Postby Cornholio309 » Fri Nov 06, 2015 4:59 pm
Strangely the lunadll.lua file still doesn't appear to be working, but lunaworld.lua works just fine. Any ideas why?
Otherwise, I really appreciate the quick and kind reply! Still slightly curious about this in case I ever run into an issue where I want to use lunadll.lua rather than applying everything to every level in the folder.

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HenryRichard
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Postby HenryRichard » Fri Nov 06, 2015 5:01 pm
HenryRichard wrote:You need to make a folder called testworld.lvl and put the lunadll.lua in there.
...except without the .lvl.
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Cornholio309
- Koopa

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Postby Cornholio309 » Fri Nov 06, 2015 5:08 pm
HenryRichard wrote:...except without the .lvl.
I tried that earlier. Oddly enough, nothing seems to happen. I'm using the double jump lua example. If I shove that into a lua file named lunaworld.dll, it works fine. If I use just lunadll.lua, nothing seems to happen.

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HenryRichard
- Reznor

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Postby HenryRichard » Fri Nov 06, 2015 5:15 pm
You don't put the level in that folder!
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Cornholio309
- Koopa

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Postby Cornholio309 » Fri Nov 06, 2015 5:25 pm
Ah-ha! That was my issue. Thank you! It works just fine now.
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HenryRichard
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Postby HenryRichard » Tue Nov 10, 2015 9:37 pm
I'm kinda wondering this after reading some posts in the SMBX download topic: when will LunaLua hit version 1.0?
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Kevsoft
- Ripper II

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Postby Kevsoft » Wed Nov 11, 2015 12:21 am
LunaLua will hit 1.0 when:
1.) If all known fields has been implemented.
2.) If it is stable. This would require however a few people who help me bugtestig every API.
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Voymo
- Hoopster

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Postby Voymo » Fri Nov 13, 2015 8:03 am
Hey, another question regarding LunaLUA. Does someone know a code to remove the  's from Toad, Peach and Link's HUD when using a LunaDLL code to make them have 4 HP instead of the default 3 (so the hearts are unused then anyway)?
Last edited by Voymo on Sat Nov 14, 2015 4:44 pm, edited 2 times in total.
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Kevsoft
- Ripper II

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- Joined: Sun Jul 27, 2014 8:03 am
Postby Kevsoft » Sat Nov 14, 2015 2:17 am
LunaLua v0.7.2.2 has been released with following changes:
* Extended NPC class
* Bugfix [LunaLua]: Fixed Camera.width and Camera.height
* Bugfix [LunaLua]: Fixed the bug, where the functions Blocks.get and Blocks.getInterseting don't includes the last block.
* Added onNPCKill event
* Block can now be spawned with Block.spawn(...)
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HenryRichard
- Reznor

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Postby HenryRichard » Sat Nov 14, 2015 1:18 pm
You forgot something in SDL2_mixer_ext.dll.
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