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HVMetal
- Snifit

- Posts: 234
- Joined: Tue Dec 29, 2015 9:44 am
Postby HVMetal » Mon Jun 27, 2016 6:54 am
S1eth wrote:HVMetal wrote:My LunaLua is not working for some reason. It says that MSVCP140.dll can't be found and to re-install the whole thing but I get the same error all over the time even after the re-instalation.
Try executing vcredist_x86.exe in your SMBX directory.
Thank you, now its working fine.
Edit: Actually, its pretty much acting like the normal SMBX engine, it doesnt loads anything special, .ogg formats are not working. I have no idea whats wrong now.
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Mari0no1
- Rex

- Posts: 35
- Joined: Sat Feb 20, 2016 5:20 pm
Postby Mari0no1 » Tue Jun 28, 2016 4:47 pm
Violince wrote:Greetings guys. I have been lurking on these forums for a couple weeks now and the time has come to reveal myself (this shall be my introduction as well I guess). I need technical help. I am working on a post process graphic injector to give a new modern look to SMBX with the use of HQ4X and some other SweetFX shaders. Below is a PREVIEW of what I am working on. It is not done yet and I have only worked on it remotely from work, so tweaking and finalizing the settings will go later. However, it gives a good idea of what is possible.
Now, on the technical side of things, this graphic mod will ABSOLUTELY require LunaLua executable, as I need an opengl render to inject the effect into the game and the original EXE is ActiveX. That's not an issue. The issue I have is that LunaLua forces 4/3 rendering and put black bars instead of stretching the image. I completely understand why this can be appealing for a more authentic experience, but the goal of my mod is to give a more HD design, and a stretched 16/9 image would more adequately fit my vision of what this mod should be.
TLDR ; Is there ANY way I can force 16/9 stretching by using LunaLua exectuable? I searched in the files, but couldn't find anything. Maybe a little help from the devs on this, as I believe the idea of my mod would most likely appeal to some people?
Thanks guys! Let's keep the PC Mario editing world alive!

You have SMBX Redrawn ? download link please
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h2643
- Birdo

- Posts: 2890
- Joined: Sat Dec 21, 2013 7:23 am
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Contact:
Postby h2643 » Tue Jun 28, 2016 5:39 pm
Mari0no1 wrote:You have SMBX Redrawn ? download link please
http://www.smbxgame.com/forums/v ... 20#p225120
the link was posted in that thread I LINKED endless times, if not more.
Wait, why is this in this thread... whatever...
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Super Mario Math
- Cheep-Cheep

- Posts: 13
- Joined: Sat Jul 25, 2015 6:17 pm
Postby Super Mario Math » Mon Jul 11, 2016 5:36 pm
There's a bug with the onKeyDown() event. It get's delayed one frame.
mainV2.lua
Debug text location 1
Code: Select all function EventManager.callEvent(name, ...)
if name ~= "onKeyboardPress" and name ~= "onKeyboardPressDirect" then
Text.windowDebug(name)
end
local mainName, childName = unpack(name:split("."))
if(mainName == nil or childName == nil)then
mainName, childName = unpack(name:split(":"))
end
...
Debug text location 2
Code: Select all function EventManager.doQueue()
while(#EventManager.queuedEvents > 0)do
local nextQueuedEvent = table.remove(EventManager.queuedEvents)
EventManager.callEvent(nextQueuedEvent.eventName, unpack(nextQueuedEvent.parameters))
end
if(not isOverworld)then
Text.windowDebug("classic events")
__ClassicEvents.doEvents()
end
end
When printing the events in order (on a frame after the loading one), the events are:
onLoop
classic events (the one that calls onKeyDown())
onLoopSection#
onInputUpdate
onTick
onTickEnd
onDraw
onCameraUpdate
onHUDDraw
onDrawEnd
The game does not register the press of the jump button until onInputUpdate, so when LunaLua checks if the jump button has been pressed, it gets wrong information, but it does read the jump button on the next frame.
This causes my walljump.lua code to cause the player to wall jump if he presses jump while hugging a wall and standing on ground, which is definitely not supposed to happen.
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Hoeloe
- Foo

- Posts: 1465
- Joined: Sat Oct 03, 2015 6:18 pm
- Flair: The Codehaus Girl
- Pronouns: she/her
Postby Hoeloe » Mon Jul 11, 2016 9:17 pm
I believe that is known, but fixing it would break basically everything that has used onKeyDown up until this point. Changing the location of an event call can have huge implications.
From what I remember, this is exactly why onInputUpdate was added, so I would suggest using that instead. It's the same reason onTick was added instead of moving onLoop.
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Kevsoft
- Flurry

- Posts: 375
- Joined: Sun Jul 27, 2014 8:03 am
Postby Kevsoft » Tue Jul 12, 2016 2:16 am
Hoeloe wrote:From what I remember, this is exactly why onInputUpdate was added
Pretty much that.
onKeyUp/onKeyDown processes key-updates in onLoop which handled the key update from the last frame.
onInputUpdate however directly intercepts the controls and you can even modify them. If you want something similar to onKeyUp/onKeyDown then considere using Input2.lua instead.
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Super Mario Math
- Cheep-Cheep

- Posts: 13
- Joined: Sat Jul 25, 2015 6:17 pm
Postby Super Mario Math » Sun Jul 24, 2016 2:30 pm
When the player enters a new section by editing the player.CurrentSection field instead of warping, the music doesn't change, even though the background does. This glitch works only in the main game, not in the level editor.
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Hoeloe
- Foo

- Posts: 1465
- Joined: Sat Oct 03, 2015 6:18 pm
- Flair: The Codehaus Girl
- Pronouns: she/her
Postby Hoeloe » Sun Jul 24, 2016 3:26 pm
Super Mario Math wrote:When the player enters a new section by editing the player.CurrentSection field instead of warping, the music doesn't change, even though the background does. This glitch works only in the main game, not in the level editor.
This is also known and not something that is sane to fix. These fields directly map to memory locations in the player struct, so adding side effects to them could have unintended consequences.
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CynicHost
- Level Reviewer

- Posts: 455
- Joined: Fri Dec 25, 2015 9:28 am
- Flair: heck
Postby CynicHost » Thu Aug 18, 2016 1:13 am
Is the launcher music supposed to be different when running the modded SMBX?
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lotus006
- Spike

- Posts: 284
- Joined: Thu Sep 24, 2015 12:59 am
Postby lotus006 » Wed Aug 31, 2016 3:20 am
so what is the future of Lunalua, it is dead ? because there is no update since february 0.7.3 (I think) whats happening ?
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Wohlstand
- Van De Graf

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
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Contact:
Postby Wohlstand » Wed Aug 31, 2016 4:34 am
LunaLUA still be alive, and we are working on it, you can take night dev builds to take latest updates before new release
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lotus006
- Spike

- Posts: 284
- Joined: Thu Sep 24, 2015 12:59 am
Postby lotus006 » Fri Sep 02, 2016 5:18 am
Wohlstand wrote:LunaLUA still be alive, and we are working on it, you can take night dev builds to take latest updates before new release
Thanks this is cool to know it's still be working on
Any changelog about new stuff about after 0.7.3 ?
Thanks again 
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Wohlstand
- Van De Graf

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
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Contact:
Postby Wohlstand » Fri Sep 02, 2016 11:57 am
lotus006 wrote:Wohlstand wrote:LunaLUA still be alive, and we are working on it, you can take night dev builds to take latest updates before new release
Thanks this is cool to know it's still be working on
Any changelog about new stuff about after 0.7.3 ?
Thanks again 
GitHub your best friend: Waitch it carefully and you will know everything about changes
https://github.com/Wohlhabend-Networks/ ... ngelog.txt
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ivanmegafanboy
- Blooper

- Posts: 175
- Joined: Wed Aug 12, 2015 11:47 am
Postby ivanmegafanboy » Thu Oct 20, 2016 12:19 am
I had some problems with 1.3 vanilla episodes, I can't play tower of biased 6 and 8 properly, because it seems that LunaLua hates pokemon music, as an error message will pop out telling me that the game can't reproduce the music file. Well, at this point everything works as usual, just without music, I enter the level and it goes fine, but if I go back to the hub, SMBX will crash, but only on the section that haves that music. There is no errors at all on the original 1.3 version. How can I fix this?
By the way, the improved transparency effects are beautiful.
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Wohlstand
- Van De Graf

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
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Contact:
Postby Wohlstand » Thu Oct 20, 2016 4:26 am
ivanmegafanboy wrote:I had some problems with 1.3 vanilla episodes, I can't play tower of biased 6 and 8 properly, because it seems that LunaLua hates pokemon music, as an error message will pop out telling me that the game can't reproduce the music file. Well, at this point everything works as usual, just without music, I enter the level and it goes fine, but if I go back to the hub, SMBX will crash, but only on the section that haves that music. There is no errors at all on the original 1.3 version. How can I fix this?
By the way, the improved transparency effects are beautiful.
That music seems damaged, but you can fix it, just use PGE Maintainer utility, point to one of those episodes and start process
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ivanmegafanboy
- Blooper

- Posts: 175
- Joined: Wed Aug 12, 2015 11:47 am
Postby ivanmegafanboy » Thu Oct 20, 2016 11:46 am
Wohlstand wrote:That music seems damaged, but you can fix it, just use PGE Maintainer utility, point to one of those episodes and start process
Where can I find the Maintainer utility? Is it on PGE editor?
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Wohlstand
- Van De Graf

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
-
Contact:
Postby Wohlstand » Thu Oct 20, 2016 3:14 pm
ivanmegafanboy wrote:Wohlstand wrote:That music seems damaged, but you can fix it, just use PGE Maintainer utility, point to one of those episodes and start process
Where can I find the Maintainer utility? Is it on PGE editor?
Its separated application which placed together with PGE Editor in the same folder: "pge_maintainer.are". Anyway for best result take PGE from laboratory. This utility can do mass audio conversion per episode with auto-renaming (if you converting from MP3 into OGG, for example).
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ivanmegafanboy
- Blooper

- Posts: 175
- Joined: Wed Aug 12, 2015 11:47 am
Postby ivanmegafanboy » Sat Oct 22, 2016 11:10 am
Wohlstand wrote:Its separated application which placed together with PGE Editor in the same folder: "pge_maintainer.are". Anyway for best result take PGE from laboratory. This utility can do mass audio conversion per episode with auto-renaming (if you converting from MP3 into OGG, for example).
I found it, let's see how it works.
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ROA
- Rex

- Posts: 31
- Joined: Sun Jul 12, 2015 2:21 am
Postby ROA » Tue Nov 08, 2016 12:14 pm
Hi, anyone pls tell me if its possible to make this river effect with luna, plsss
If this is not the section to make requests, pls tell me where...
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PixelPest
- Raccoon Mario

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
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Contact:
Postby PixelPest » Tue Nov 08, 2016 12:37 pm
There's a level included in "HONK" (the Demo levels) in 2.0 that does this. It's at the very end of the hub
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