Wohlstand wrote: ↑Sat Oct 09, 2021 8:42 pm
The fact, Me and my friends were doing the same work on the TheXTech side
You know full well I was referring to POST 1.3 episodes - ones with LunaLua code attached.
0lhi wrote: ↑Sun Oct 10, 2021 2:06 pm
That's the only way to ensure long-term platform-independence. Unless PCs become much more powerful and x86 Emulation becomes feasible. But, I don't see that happening.
It's not. WINE exists and runs SMBX2 fairly well by my understanding. Obviously not as well as native, but from our perspective it's a "good enough" solution that works and doesn't require us to basically rebuild SMBX2 from the ground up.
0lhi wrote: ↑Sun Oct 10, 2021 2:06 pm
Can you elaborate on this? How could platform-independence be accomplished? How would sticking to backward-compatibility delay development?
The problem with platform independence is that SMBX2 is built as an addon to a specific pre-compiled executable, and much of its code (and the code of some episodes, which is why I reference backwards compatibility specifically) relies on a specific layout of memory structures in this executable. Recompiling the code from source would re-allocate everything, and effectively cause older episodes and basegame code to not just break, but likely cause the game to outright crash to desktop. SMBX 1.3 was only ever compiled to run on Windows, and since SMBX2 is built on top of that, we can't do much about it. If we DID want to make the game truly platform independent, it would mean reimplementing a good chunk of basegame code, and installing some sort of memory emulation to ensure backwards compatibility with episodes, which would take an awful lot of work to do.
0lhi wrote: ↑Sun Oct 10, 2021 2:06 pm
Sure. If you (the X2 devs) are clear about your priorities, and acknowledge the downsides they entail, that's fine. It's not what I'm seeing though.
We do in fact do this quite a lot. We just don't actually do most of our discussion here, since this isn't really the "home base" for SMBX2 development, so to speak. Most of this happens over in Codehaus.
What you're missing here is surrounding context, as a lot of these discussions occur partly here, and partly on discord servers. In terms of "delegitimizing alternatives", that's not the intent here. However, there have been MANY issues in the past with people getting confused over which version of SMBX is the one they should be using for a particular episode. People have tried plugging LunaLua code into 38A's Teascript editor, they've tried opening SMBX2 levels in 38A (and subsequently breaking them due to 38A's auto-conversion), they've tried opening 38A levels in X2, etc. etc. People get confused when there are lots of different versions of the same thing, especially when one is aiming for the same goal as another, and modelled on it too (NSMBX was originally planning to include Lua scripting, too, based on LunaLua). This has all been discussed a long time ago
via Discord and this is basically the reason why the project was renamed to not be "another SMBX version", so as to not muddy the waters and confuse people. No-one on the SMBX2 team objects to people making their own forks of SMBX to do whatever with, but there are genuine issues that occur when people make lots of slightly different variations, all called "SMBX" in some fashion, and dealing with those back with 38A genuinely set back a lot of our development and actually catalysed a lot of rather unpleasant drama. The easiest way to avoid that is for new projects to set themselves apart, even if just by name, rather than be "another SMBX thing". There's a reason projects like Super Mario ReInvent and TheXTech don't contain "SMBX" in the name, and this is it.
As for "denial that they have an audience", the fact of the matter is that 38A and X2 have by far the largest playerbases of any of the SMBX projects, so in the context of "which version should I pick if I want people to play my episode?", it's absolutely sensible to suggest "maybe not one of the ones with a relatively low number of installs, maybe pick one that people already have on their computers."
Were those two posts you linked phrased perfectly? Probably not, but it's not as antagonistic as you seem to suggest.