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Re: LunaDLL - SMBX Extension Module
Posted: Sun Feb 08, 2015 2:13 pm
by Onule
Odd, could of sworn I had the latest version. Still, redownloading the files fixed it. Also there's no way to freeze the player's input? Can't use the classic events for some reason.
Re: LunaDLL - SMBX Extension Module
Posted: Mon Feb 09, 2015 12:02 pm
by y479021776
Can it use custom SFX?
Re: LunaDLL - SMBX Extension Module
Posted: Mon Feb 09, 2015 12:22 pm
by DarkShadeX
Yes you can.
Just make sure the sound files are in the same folder as the level graphics.
Re: LunaDLL - SMBX Extension Module
Posted: Tue Feb 10, 2015 12:43 am
by lighthouse64
DarkShadeX wrote:Yes you can.
Just make sure the sound files are in the same folder as the level graphics.
But all u get is a ding sound if u do that.
Re: LunaDLL - SMBX Extension Module
Posted: Tue Feb 10, 2015 4:35 pm
by DarkShadeX
Works fine for me.
(try getting wohlstands lunadll package.)
Re: LunaDLL - SMBX Extension Module
Posted: Wed Feb 11, 2015 7:01 am
by lighthouse64
DarkShadeX wrote:Works fine for me.
(try getting wohlstands lunadll package.)
oh, I guess I should try that. Can u send me the link?

Re: LunaDLL - SMBX Extension Module
Posted: Wed Feb 11, 2015 9:33 am
by Wohlstand
lighthouse64 wrote:DarkShadeX wrote:Works fine for me.
(try getting wohlstands lunadll package.)
oh, I guess I should try that. Can u send me the link?

All SDL links (DarkShadeX means especially LunaLUA+SDL version) and readme's here:
http://www.supermariobrosx.org/forums/v ... =69&t=7427
Be careful:
- All musics should have 44100 sample rate or you will get noisy or "too speedy" playback.
- You need to get the special sound pack in OGG format (optional, you can get OGG musics too which have MUCH BETTER quality than presented in SMBX 1.3.0.1 package). More detail on than page
Re: LunaDLL - SMBX Extension Module
Posted: Wed Feb 11, 2015 7:09 pm
by Onule
How does one make it so that trying to input cheats would trigger something else? I'm guessing you use getInput()? If so, how?
Re: LunaDLL - SMBX Extension Module
Posted: Thu Feb 12, 2015 7:01 am
by Destiny
I don't know if this is the right topic to ask that, but anyway, there's a code to disable Peach's float jump and make she jump the same height Luigi jumps? yes, i'm a noob
Re: LunaDLL - SMBX Extension Module
Posted: Thu Feb 12, 2015 10:24 am
by FanofSMBX
Wohlstand: is it possible with LunaDLL to make Goomba effect bigger?
Re: LunaDLL - SMBX Extension Module
Posted: Thu Feb 12, 2015 11:46 am
by Veudekato
Possible to edit effect's size, and without lunadl
Re: LunaDLL - SMBX Extension Module
Posted: Thu Feb 12, 2015 12:16 pm
by h2643
Veudekato wrote:Possible to edit effect's size, and without lunadl
Some of the effects will look cut, even if you'll resize them.
Re: LunaDLL - SMBX Extension Module
Posted: Fri Feb 13, 2015 5:06 am
by Wohlstand
FanofSMBX wrote:Wohlstand: is it possible with LunaDLL to make Goomba effect bigger?
We need to hack effects settings array, and when we will get able to resize effects

and also BGO's (I think, much better adding able to grab size directly from image)
Re: LunaDLL - SMBX Extension Module
Posted: Sat Feb 14, 2015 10:53 pm
by ShinyWolf07
Is this ok to download? I'm getting "SMBX1301+Luna (1).zip may harm your
browsing experience, so Chrome has blocked it."

Re: LunaDLL - SMBX Extension Module
Posted: Sun Feb 15, 2015 12:15 am
by lighthouse64
ShinyWolf07 wrote:Is this ok to download? I'm getting "SMBX1301+Luna (1).zip may harm your
browsing experience, so Chrome has blocked it."

Yes it is. It is considered harmful because it hacks smbx, and it tends to be called a virus.
Re: LunaDLL - SMBX Extension Module
Posted: Wed Feb 25, 2015 11:34 pm
by lighthouse64
I hope this isn't double posting... Anyways, I have a question.

What would go in the parentheses for the coin npc killed so that smbx would know that it is when the npc is killed?
Code: Select all
if(npc5 killed)then
show image
end
Re: LunaDLL - SMBX Extension Module
Posted: Sun Mar 01, 2015 3:58 am
by SilverDeoxys563
Hey FanofSMBX, what would happen if you made a hammer bro throw:
-any player fireballs?
-Venus Firetrap projectiles?
-Rinkas?
-Peach bombs?
-SMB2 bombs?
-Toad boomerangs?
Boomerang Bros and Fire Bros confirmed
Re: LunaDLL - SMBX Extension Module
Posted: Sun Mar 01, 2015 1:29 pm
by DarkShadeX
Boomerang doesnt work.
It just flies outside the screen with the speed of sanic.
Re: LunaDLL - SMBX Extension Module
Posted: Sun Mar 01, 2015 1:43 pm
by FanofSMBX
Fireballs kill the fire bro. Because they're supposed to. I'd bet the same for other player projectiles.
Rinkas fly up for a while then home in. They're used in second to last level of Yoshi's Island X.
lighthouse64 wrote:I hope this isn't double posting... Anyways, I have a question.

What would go in the parentheses for the coin npc killed so that smbx would know that it is when the npc is killed?
Code: Select all
if(npc5 killed)then
show image
end
Likely npc10.
Could someone please merge my two posts I'm on my phone.
Re: LunaDLL - SMBX Extension Module
Posted: Tue Mar 03, 2015 12:14 am
by axds
I usually hate asking for help because I'm stubborn, but I'm at a loss. I am trying to do either one of two things: the essential goal is to manage to have a specific powerup at all times(specifically with link). I have tried using this command (PlayerMemSet,0,0x112,5,0,0,w), which is a step in the right direction and lets me keep a powerup, but only until Link reaches one heart. Regardless of any situation, link returns to his normal state at one heart. Is there a code that will allow a powerup to stick even at one health remaining?
Another idea that I thought of to pull this off was to use the above command combined with the code that let's you put in health count larger than three (HeartSystem,50,500,3,0,0,0). If I could run a code that makes the player take 2 hits instead of one at all times, I could make my health count 6 and thus completely avoiding having 1 heart. However, I can't seem to find any command or offset related to player damage. If anyone could help me out it would really be appreciated.