Exact Limits of the SMBX worldmap editor - new kind of limits discovered!
Posted: Thu Apr 17, 2014 12:50 pm
After I have read a topic from MECHDRAGON777 about the level-limit of 400, I have decided to check for all the different limits of the worldmap editor of SMBX.
And here they are now, double-checked and counted for sure:
Limits of the amount of total objects placable before SMBX reaches it's corresponding limits:
Maximum number of tiles (only tiles are counted, no matter how big they are): 20.000 tiles (you can fill up more than 40 fully filled screens with 1x1 scale tiles)
Maximum number of paths : 2.000 Paths (so one can say, if you will use 150 levels in your episode, you have about 13 path tiles to place for each of them)
Maximum number of music boxes: 1.000 (when placing the 1.001 ones, it will cause an Run-time error 9!)
Maximum Number of sceneries (no matter how big they are): 5.000 sceneries (they should be enough to greatly design a bigger sized worldmap without spacing it out too much)
Maximum number of levels (already found out by MECHDRAGON777 before): 400 Levels (you never should hit this limit, I guess ;-) )
Maximum number of stars is 9999 (first explained by "Castlewars". It will cause an "Run-time error 6 - Overflow" as soon as you enter a fifth digit in the "settings"-window in the worldmap editor of SMBX)
The next paragraph may only be interesting for you, if you use PGE. If you only use the legacy editor of SMBX, the following information is pretty much useless for you!
After I have read a post from "H2643" about unused but fully functional blocks in the "Interesting things in SMBX"-thread, I had a little idea about seeing what these blocks are.
But it also inspired me to check out other stuff, which kind of blew me a bit. ^^
When you use the PGE-editor by "Wohlstand" and you know how to set up PGE and SMBX right, then you can increase the number of different usable items in SMBX (new level-tiles, new paths, new worldmap-tiles, new sceneries) by a huge amount. So, I like to credit "H2643" for inspiring me with his discovery about the usable level blocks in SMBX. :-)
And here is what I am talking about:
1) The total amount of different tiles you can use in the SMBX-editor, is 328 tiles. But in reality you can use up to 400 different tiles. They are all 32x32 pixels in size and they are all un-animated.
If you pick any of the tiles reaching from 329 to 400 in the SMBX worldmap-editor, it crashes with an "Runtime-Error 340 - control array element XYZ dosn't exist".
Also, if you try to use any tile from 401 upwards, SMBX instantly crashes with an "Runtime Error 9 - subscript out of range", so only use the tiles reaching from 1 to 400!
2) The total amount of different sceneries you can use in the SMBX-editor, is 65 scenes. But if you use the PGE-editor to place them, you can actually use up to 100 different sceneries on your worldmap.
They are also all 32x32 pixels in size and they are also all not animated. And just like with the tiles, if you pick any of them up in the SMBX-editor, it crashes with an "Runtime-Error 340 - control array element XYZ dosn't exist"-message.
Also, if you try to use any scene from 101 upwards, SMBX instantly crashes with an "Runtime Error 9 - subscript out of range", so only use the sceneries reaching from 1 to 100!
3) The total amount of different level-graphics you can use in the SMBX-editor, is 32. But when you utilize PGE, you may use up to 100 different level-tiles. And like the previous ones, the levels are all 32x32 pixels in size and are not animated. They also cause a crash with the message "Runtime-Error 340 - control array element XYZ dosn't exist", if you pick them up in the SMBX-editor.
Also, if you try to use any level from 101 upwards, SMBX instantly crashes with an "Runtime Error 9 - subscript out of range", so only use the levels reaching from 1 to 100!
4) The last and most interesting one for me, alongside the tiles: You usually can use 28 different path-graphics, when you use the legacy editor of SMBX, and 32 different paths when you use PGE. But in reality you can use up to 100 different path-graphics in SMBX, when you use PGE to build them into your worldmap. And just like all the previous ones, they are all 32x32 pixels in size and also they are all un-animated. And if you pick them up in the SMBX-worldmap editor, you get an "Runtime-Error 340 - control array element XYZ dosn't exist" too.
Also, if you try to use any path from 101 upwards, SMBX instantly crashes with an "Runtime Error 9 - subscript out of range", so only use the paths reaching from 1 to 100!
5) Not really for the worldmap-editor, but for the level-editor of SMBX: You can use 190 different BGOs in the SMBX-editor, but you can use the PGE-editor to place the unused BGOs 191 to 200 too.
The unused BGOs all have the size of 32x32 pixels and they are all surprisingly using a mask-file/transparency. The same runtime errors will occur if you pick them up in the SMBX-editor,so only use PGE to alter things.
6) (mentioned by "H2643" in the "Interesting things in SMBX"-thread) Also not really for the worldmap-editor, but for the level-editor of SMBX: You can use 638 different blocks in the SMBX level-editor, but when you use PGE, you can use up to 700 different blocks. All the blocks are 32x32 pixels in size and they are all using (to my surprise) a mask-file/transparency. They are all solid, non-slippery, cubic in shape, and when you put an item into them, they turn into an emptied SMB3 item block as soon as you hit them. You get the usual runtime-errors in the SMBX-editor when you pick them up in there. Of course you can resize them in PGE as you like too.
7) And the last thing not really for the worldmap-editor, but for the level-editor of SMBX: You can use 58 different level-backgrounds in the SMBX-editor. But when you use PGE to change the level-background to anything after "background2-58" then...SMBX just shows a glitched background, like when you use a backround that is not big enough for the corresponding section. So no new cool improvement here. :-P
So, when it comes to options, with this method of placing the unused items, you get:
-around 22% more different worldmap-tiles usable
-around 51% more different worldmap-sceneries usable
-around 209% more different worldmap level-icons usable
-around 209% more different worldmap paths usable
-around 5% more different BGOs usable
-around 11% more blocks usable
What all of these items also have in common, is that their limits always can be devided by 100. Also, SMBX can still save your worldmap or level without crashing, when you use any of the unused items.
But as said, you first need to set up PGE and SMBX properly to use any of these things, but once done, they will show up perfectly fine in your project/episode when playing it in SMBX. You do not need any luna.lua, though.
Here you can get my "SMBXpanded setup pack" which contains everything you need to use the new stuff:
http://www.smbxgame.com/forums/v ... 03#p223111
And just for some trivia and the fun of it, this one ^^: (I used the "PGE" and the build-in windows-calculator to get that result)
The size a worlmap in SMBX can have, is x=8208 tiles (horizontal), y=8548 (vertical) tiles (with a size of 32x32 pixels each). This only means that you could theoretically place a total of 70.161.984 tiles (32x32 pixels size) in a single worldmap of SMBX ^^ (calculators a nice, eh :-P).
And this does mean, that a total of 71.845.871.616 pixels are contained in such worldmap. This is a huge pile of numbers xD. So, never set yourself the goal to fill all the possible tiles into a worlmap, unless you want to kill your PC or hang up PGE ;-P
Also, here are some bugs related to the SMBX-worldmap editor, that can cause real problems.
When you put custom sceneries that replace any scenery from 33 to 65 into your projects world folder, when you save next time, SMBX will crash with an "Run-time error 340 - control array element XX dosn't exist". This can screw you over especially when you worked on your worldmap for a long time already. You can replace all the sceneries reaching from 1 to 32 safely without any errors and crashes, though.
When you put any special sign like "" in your levels name (no matter if the file name of the level, or the name of the level itself), you cannot open the .wld-file afterwards anymore, as it will cause a "Run-time error 6 - Overflow" everytime you try that. This is the most devastating bug known so far, so please stay away from using any other things than characters and numbers in your level names. Thanks to "as303298" for telling about this heavyweight bug.
With the Exception of the Music-Boxes, everything can be placed to their Limits without crashing the Editor. I hope this Informations are of any Use.
And here they are now, double-checked and counted for sure:
Limits of the amount of total objects placable before SMBX reaches it's corresponding limits:
Maximum number of tiles (only tiles are counted, no matter how big they are): 20.000 tiles (you can fill up more than 40 fully filled screens with 1x1 scale tiles)
Maximum number of paths : 2.000 Paths (so one can say, if you will use 150 levels in your episode, you have about 13 path tiles to place for each of them)
Maximum number of music boxes: 1.000 (when placing the 1.001 ones, it will cause an Run-time error 9!)
Maximum Number of sceneries (no matter how big they are): 5.000 sceneries (they should be enough to greatly design a bigger sized worldmap without spacing it out too much)
Maximum number of levels (already found out by MECHDRAGON777 before): 400 Levels (you never should hit this limit, I guess ;-) )
Maximum number of stars is 9999 (first explained by "Castlewars". It will cause an "Run-time error 6 - Overflow" as soon as you enter a fifth digit in the "settings"-window in the worldmap editor of SMBX)
The next paragraph may only be interesting for you, if you use PGE. If you only use the legacy editor of SMBX, the following information is pretty much useless for you!
After I have read a post from "H2643" about unused but fully functional blocks in the "Interesting things in SMBX"-thread, I had a little idea about seeing what these blocks are.
But it also inspired me to check out other stuff, which kind of blew me a bit. ^^
When you use the PGE-editor by "Wohlstand" and you know how to set up PGE and SMBX right, then you can increase the number of different usable items in SMBX (new level-tiles, new paths, new worldmap-tiles, new sceneries) by a huge amount. So, I like to credit "H2643" for inspiring me with his discovery about the usable level blocks in SMBX. :-)
And here is what I am talking about:
1) The total amount of different tiles you can use in the SMBX-editor, is 328 tiles. But in reality you can use up to 400 different tiles. They are all 32x32 pixels in size and they are all un-animated.
If you pick any of the tiles reaching from 329 to 400 in the SMBX worldmap-editor, it crashes with an "Runtime-Error 340 - control array element XYZ dosn't exist".
Also, if you try to use any tile from 401 upwards, SMBX instantly crashes with an "Runtime Error 9 - subscript out of range", so only use the tiles reaching from 1 to 400!
2) The total amount of different sceneries you can use in the SMBX-editor, is 65 scenes. But if you use the PGE-editor to place them, you can actually use up to 100 different sceneries on your worldmap.
They are also all 32x32 pixels in size and they are also all not animated. And just like with the tiles, if you pick any of them up in the SMBX-editor, it crashes with an "Runtime-Error 340 - control array element XYZ dosn't exist"-message.
Also, if you try to use any scene from 101 upwards, SMBX instantly crashes with an "Runtime Error 9 - subscript out of range", so only use the sceneries reaching from 1 to 100!
3) The total amount of different level-graphics you can use in the SMBX-editor, is 32. But when you utilize PGE, you may use up to 100 different level-tiles. And like the previous ones, the levels are all 32x32 pixels in size and are not animated. They also cause a crash with the message "Runtime-Error 340 - control array element XYZ dosn't exist", if you pick them up in the SMBX-editor.
Also, if you try to use any level from 101 upwards, SMBX instantly crashes with an "Runtime Error 9 - subscript out of range", so only use the levels reaching from 1 to 100!
4) The last and most interesting one for me, alongside the tiles: You usually can use 28 different path-graphics, when you use the legacy editor of SMBX, and 32 different paths when you use PGE. But in reality you can use up to 100 different path-graphics in SMBX, when you use PGE to build them into your worldmap. And just like all the previous ones, they are all 32x32 pixels in size and also they are all un-animated. And if you pick them up in the SMBX-worldmap editor, you get an "Runtime-Error 340 - control array element XYZ dosn't exist" too.
Also, if you try to use any path from 101 upwards, SMBX instantly crashes with an "Runtime Error 9 - subscript out of range", so only use the paths reaching from 1 to 100!
5) Not really for the worldmap-editor, but for the level-editor of SMBX: You can use 190 different BGOs in the SMBX-editor, but you can use the PGE-editor to place the unused BGOs 191 to 200 too.
The unused BGOs all have the size of 32x32 pixels and they are all surprisingly using a mask-file/transparency. The same runtime errors will occur if you pick them up in the SMBX-editor,so only use PGE to alter things.
6) (mentioned by "H2643" in the "Interesting things in SMBX"-thread) Also not really for the worldmap-editor, but for the level-editor of SMBX: You can use 638 different blocks in the SMBX level-editor, but when you use PGE, you can use up to 700 different blocks. All the blocks are 32x32 pixels in size and they are all using (to my surprise) a mask-file/transparency. They are all solid, non-slippery, cubic in shape, and when you put an item into them, they turn into an emptied SMB3 item block as soon as you hit them. You get the usual runtime-errors in the SMBX-editor when you pick them up in there. Of course you can resize them in PGE as you like too.
7) And the last thing not really for the worldmap-editor, but for the level-editor of SMBX: You can use 58 different level-backgrounds in the SMBX-editor. But when you use PGE to change the level-background to anything after "background2-58" then...SMBX just shows a glitched background, like when you use a backround that is not big enough for the corresponding section. So no new cool improvement here. :-P
So, when it comes to options, with this method of placing the unused items, you get:
-around 22% more different worldmap-tiles usable
-around 51% more different worldmap-sceneries usable
-around 209% more different worldmap level-icons usable
-around 209% more different worldmap paths usable
-around 5% more different BGOs usable
-around 11% more blocks usable
What all of these items also have in common, is that their limits always can be devided by 100. Also, SMBX can still save your worldmap or level without crashing, when you use any of the unused items.
But as said, you first need to set up PGE and SMBX properly to use any of these things, but once done, they will show up perfectly fine in your project/episode when playing it in SMBX. You do not need any luna.lua, though.
Here you can get my "SMBXpanded setup pack" which contains everything you need to use the new stuff:
http://www.smbxgame.com/forums/v ... 03#p223111
And just for some trivia and the fun of it, this one ^^: (I used the "PGE" and the build-in windows-calculator to get that result)
The size a worlmap in SMBX can have, is x=8208 tiles (horizontal), y=8548 (vertical) tiles (with a size of 32x32 pixels each). This only means that you could theoretically place a total of 70.161.984 tiles (32x32 pixels size) in a single worldmap of SMBX ^^ (calculators a nice, eh :-P).
And this does mean, that a total of 71.845.871.616 pixels are contained in such worldmap. This is a huge pile of numbers xD. So, never set yourself the goal to fill all the possible tiles into a worlmap, unless you want to kill your PC or hang up PGE ;-P
Also, here are some bugs related to the SMBX-worldmap editor, that can cause real problems.
When you put custom sceneries that replace any scenery from 33 to 65 into your projects world folder, when you save next time, SMBX will crash with an "Run-time error 340 - control array element XX dosn't exist". This can screw you over especially when you worked on your worldmap for a long time already. You can replace all the sceneries reaching from 1 to 32 safely without any errors and crashes, though.
When you put any special sign like "" in your levels name (no matter if the file name of the level, or the name of the level itself), you cannot open the .wld-file afterwards anymore, as it will cause a "Run-time error 6 - Overflow" everytime you try that. This is the most devastating bug known so far, so please stay away from using any other things than characters and numbers in your level names. Thanks to "as303298" for telling about this heavyweight bug.
With the Exception of the Music-Boxes, everything can be placed to their Limits without crashing the Editor. I hope this Informations are of any Use.