SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

General discussion about Super Mario Bros. X.
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Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby Wiimeiser » Mon Feb 05, 2024 6:39 am

As far as b4 stuff breaking goes, Hatters now throw an error when spawning from a block.

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Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby Emral » Mon Feb 05, 2024 9:13 am

mariobrigade2018 wrote:
Sun Feb 04, 2024 8:57 pm
Quad Cannons have this error message:
Image
Hey, how did you get this bug?
Did you by chance transform the custom npc cannons into basegame cannons? If so, that's not supported and might be the reason for this bug. Please place the NPC from scratch. Could this be the same thing for your earlier screenshot about the fire spitting piranha plants?

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Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby Murphmario » Mon Feb 05, 2024 10:19 am

When starting a level, Egg Plants are visible for a brief period if they're set to invisible.

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Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby Just_Thomas » Mon Feb 05, 2024 1:08 pm

There is one tiny thing about the semi solid slopes I noticed. If they are overlapping with the ground not only in SMB3: SMA4 but also already in SMW on SNES you keep on walking on the ground. (in video: sec. 13 and 14, Level: groovy)
https://youtu.be/3LlYW6g-nmY?t=13

Image

Seriously, can this be changed as well or rather naah?!

Edit: Also here an other example of "Vexing Doors". I used arrows to mark, how the player walks (first down the stair to the left and from the left you can "walkthrough" the stair to get to the other side)
Image

Edit 2:
The Goal tape (NPC-353) as well as the goal orb (NPC-354) do calculate now the time as like as they do in the original game.
So it would be nice, if the smb1 flagpole would do the same.
For the SMB3 Card Roulette (NPC-11) it was also already done as well.
Link: viewtopic.php?t=25419

Edit 3:
Good thing nobody has seen my stupid face right now when I realized block-1386 DOES exactly what I thought is missing.
And yes, I found it
Global: Added walkpaststair - If true, player and NPCs approaching this stair (semisolid slope) block while grounded will walk past instead of up
congrats, you guys are geniuses, well done! You really do know the games really well. I'll just leave this pile of shame here.

mariobrigade2018
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Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby mariobrigade2018 » Mon Feb 05, 2024 3:28 pm

Emral wrote:
Mon Feb 05, 2024 9:13 am
mariobrigade2018 wrote:
Sun Feb 04, 2024 8:57 pm
Quad Cannons have this error message:
Image
Hey, how did you get this bug?
Did you by chance transform the custom npc cannons into basegame cannons? If so, that's not supported and might be the reason for this bug. Please place the NPC from scratch. Could this be the same thing for your earlier screenshot about the fire spitting piranha plants?
Huh? No! Of course not! I was one of the first folks to get the update, and I did notice that, but I'm not sure.

Image

Image

The Venus fly trap also has a sound when it spits out its fireball and the fireball moves a bit faster when first spawned. Did someone at the dev team mess the configs up? I'm not sure about the cannons tho.

Added in 2 minutes 36 seconds:
Do you want me to redownload the game?

I did notice that the description for the basegame NPC matches those of the Custom NPC Packs.

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Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby Emral » Mon Feb 05, 2024 5:54 pm

mariobrigade2018 wrote:
Mon Feb 05, 2024 3:31 pm
Huh? No! Of course not!
Believe me, it's not as obvious as you think. Especially when it comes to extra settings-related issues like this that we on the dev team have trouble reproducing.
Could you put both of the trouble children into a singular level and send it over to me so I can test it out in an environment where the bug happens?

mariobrigade2018
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Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby mariobrigade2018 » Mon Feb 05, 2024 6:24 pm

Emral wrote:
Mon Feb 05, 2024 5:54 pm
mariobrigade2018 wrote:
Mon Feb 05, 2024 3:31 pm
Huh? No! Of course not!
Believe me, it's not as obvious as you think. Especially when it comes to extra settings-related issues like this that we on the dev team have trouble reproducing.
Could you put both of the trouble children into a singular level and send it over to me so I can test it out in an environment where the bug happens?
I’ll redownload and see if anything changed.
Last edited by mariobrigade2018 on Mon Feb 05, 2024 7:04 pm, edited 1 time in total.

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Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby Murphmario » Mon Feb 05, 2024 6:35 pm

Found another small bug: Burner Beetle's animation doesn't stop when the game is paused. It's also animated too fast in the editor.

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Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby DRACalgar Law » Mon Feb 05, 2024 7:04 pm

There are certain recently added NPCs that have inconcise editor animations. Iirc, one of them was Clawgrip.

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Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby mariobrigade2018 » Mon Feb 05, 2024 7:06 pm

mariobrigade2018 wrote:
Mon Feb 05, 2024 6:24 pm
Emral wrote:
Mon Feb 05, 2024 5:54 pm
mariobrigade2018 wrote:
Mon Feb 05, 2024 3:31 pm
Huh? No! Of course not!
Believe me, it's not as obvious as you think. Especially when it comes to extra settings-related issues like this that we on the dev team have trouble reproducing.
Could you put both of the trouble children into a singular level and send it over to me so I can test it out in an environment where the bug happens?
I’ll redownload and see if anything changed.
Ok, this bug only happens in one level. I'm going to transfer everything in there to see if it goes away.

Added in 29 minutes 16 seconds:
https://youtu.be/15ia-OiEFzQ?t=28
I'm trying to make this. What extra setting did the cannon used and at what number?

Here's the level.
https://drive.google.com/file/d/1jCE3iI ... sp=sharing

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Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby Justin Bieber Fan » Mon Feb 05, 2024 9:08 pm

Just_Thomas wrote:
Mon Feb 05, 2024 3:09 am
Cognition wrote:
Sun Feb 04, 2024 7:57 pm
Not sure if this is a new bug or something that has always been but, the dragon coins are effected by the P-Switches.
There you go, deIce came up with a solution
(thread: viewtopic.php?t=28731#)

Code: Select all

local coinIDs = { 274 } -- add/remove coin ids here, comma-separated
local function checkNPCSection(n)
	if(n:mem(0x12C, FIELD_WORD) > 0) then
		n.section = Player(n:mem(0x12C, FIELD_WORD)).section
		return
	end
	for i = 0, Section.count() - 1 do
		if(n.x >= Section(i).boundary.left and 
		n.x + n.width <= Section(i).boundary.right and
		n.y >= Section(i).boundary.top and
		n.y + n.height <= Section(i).boundary.bottom) then
			n.section = i
			return
		end
	end
	local min_section = -1
	local min_dist = -1
	
	local nch = (n.x + n.width * 0.5)
	local ncv = (n.y + n.height * 0.5)
	
	for i = 0, Section.count() - 1 do
		local disth = 0.5 * (Section(i).boundary.left + Section(i).boundary.right) - nch
		local distv = 0.5 * (Section(i).boundary.top + Section(i).boundary.bottom) - ncv
		local cdist = disth*disth + distv*distv
		if(min_dist == -1 or cdist < min_dist) then
			min_section = i
			min_dist = cdist
		end
	end
	n.section = min_section
end

function onPostEventDirect(e)
	if(e == "P Switch - Start") then
		for _, v in Block.iterate() do
			for _, cid in ipairs(coinIDs) do
				if(v.isValid and v.layerName ~= "Destroyed Blocks" and v:mem(0x5C, FIELD_WORD) == cid) then
					local newnpc = NPC.spawn(cid, v.x, v.y, 0, true)
					checkNPCSection(newnpc)
					newnpc.layerName = v.layerName
					newnpc.deathEventName = v:mem(0x10, FIELD_STRING)
					newnpc.noMoreObjInLayer = v:mem(0x14, FIELD_STRING)
					newnpc.x = newnpc.x + (v.width - newnpc.width) * 0.5
					newnpc.isHidden = v.isHidden
					v:remove(false)
					break
				end
			end
		end
	end
end
JustinBieber96 wrote:
Sun Feb 04, 2024 7:08 pm
Hello, does the SMBX2 B4 episodes works in B5 engine without any glitches?
Dude, that's like promising your wife you'll always love her and never leave her. No developer can promise that, it's completely impossible.
:(

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Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby mariobrigade2018 » Mon Feb 05, 2024 9:20 pm

JustinBieber96 wrote:
Mon Feb 05, 2024 9:08 pm
Just_Thomas wrote:
Mon Feb 05, 2024 3:09 am
Cognition wrote:
Sun Feb 04, 2024 7:57 pm
Not sure if this is a new bug or something that has always been but, the dragon coins are effected by the P-Switches.
There you go, deIce came up with a solution
(thread: viewtopic.php?t=28731#)

Code: Select all

local coinIDs = { 274 } -- add/remove coin ids here, comma-separated
local function checkNPCSection(n)
	if(n:mem(0x12C, FIELD_WORD) > 0) then
		n.section = Player(n:mem(0x12C, FIELD_WORD)).section
		return
	end
	for i = 0, Section.count() - 1 do
		if(n.x >= Section(i).boundary.left and 
		n.x + n.width <= Section(i).boundary.right and
		n.y >= Section(i).boundary.top and
		n.y + n.height <= Section(i).boundary.bottom) then
			n.section = i
			return
		end
	end
	local min_section = -1
	local min_dist = -1
	
	local nch = (n.x + n.width * 0.5)
	local ncv = (n.y + n.height * 0.5)
	
	for i = 0, Section.count() - 1 do
		local disth = 0.5 * (Section(i).boundary.left + Section(i).boundary.right) - nch
		local distv = 0.5 * (Section(i).boundary.top + Section(i).boundary.bottom) - ncv
		local cdist = disth*disth + distv*distv
		if(min_dist == -1 or cdist < min_dist) then
			min_section = i
			min_dist = cdist
		end
	end
	n.section = min_section
end

function onPostEventDirect(e)
	if(e == "P Switch - Start") then
		for _, v in Block.iterate() do
			for _, cid in ipairs(coinIDs) do
				if(v.isValid and v.layerName ~= "Destroyed Blocks" and v:mem(0x5C, FIELD_WORD) == cid) then
					local newnpc = NPC.spawn(cid, v.x, v.y, 0, true)
					checkNPCSection(newnpc)
					newnpc.layerName = v.layerName
					newnpc.deathEventName = v:mem(0x10, FIELD_STRING)
					newnpc.noMoreObjInLayer = v:mem(0x14, FIELD_STRING)
					newnpc.x = newnpc.x + (v.width - newnpc.width) * 0.5
					newnpc.isHidden = v.isHidden
					v:remove(false)
					break
				end
			end
		end
	end
end
JustinBieber96 wrote:
Sun Feb 04, 2024 7:08 pm
Hello, does the SMBX2 B4 episodes works in B5 engine without any glitches?
Dude, that's like promising your wife you'll always love her and never leave her. No developer can promise that, it's completely impossible.
:(
You know what they say:
Spoiler: show
Ya can't make an omelet without crackin' a few eggs.

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Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby Emral » Tue Feb 06, 2024 5:01 am

mariobrigade2018 wrote:
Mon Feb 05, 2024 7:35 pm
Here's the level.
https://drive.google.com/file/d/1jCE3iI ... sp=sharing
Thanks for the level. The cause is that you have extra settings files in this folder that overwrite the basegame extra settings files for the npcs that you've been experiencing errors for. Please either rename those extra settings files, or delete them.

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Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby mariobrigade2018 » Tue Feb 06, 2024 10:42 am

Emral wrote:
Tue Feb 06, 2024 5:01 am
mariobrigade2018 wrote:
Mon Feb 05, 2024 7:35 pm
Here's the level.
https://drive.google.com/file/d/1jCE3iI ... sp=sharing
Thanks for the level. The cause is that you have extra settings files in this folder that overwrite the basegame extra settings files for the npcs that you've been experiencing errors for. Please either rename those extra settings files, or delete them.
...You can overwrite extrasetting files? Huh. Well, better start deleting them. Thanks for the help!

Added in 1 hour 3 minutes 38 seconds:
This suggestion will probably break the levels made in this version, but I want to say it anyway.

Can an extrasetting be made for the Volcano Piranha Plant that makes it act like the Mario Forever version of itself?

Ibaka
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Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby Ibaka » Tue Feb 06, 2024 11:51 am

Android, ios, and linux users are jealous and crying rn

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Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby Amine1542 » Tue Feb 06, 2024 5:03 pm

Do star coins serve any purpose in this update?

Emral
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Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby Emral » Tue Feb 06, 2024 6:20 pm

Ibaka wrote:
Tue Feb 06, 2024 11:51 am
Android, ios, and linux users are jealous and crying rn
because our installer works on linux and macos? steamdeck too fyi

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Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby krakin » Tue Feb 06, 2024 9:48 pm

Oh wow, Beta 5 is finally here? I might just install it and play around a bit this weekend to see what it’s all about.

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Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby mariobrigade2018 » Tue Feb 06, 2024 11:29 pm

You've heard of bullet hells, but have you ever seen...

Image

Flaming Death!?
(Red box is npc-548{Step-Activated-Burner})

ShadowXeldron
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Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby ShadowXeldron » Wed Feb 07, 2024 9:03 am

Having finally confirmed that it works under Wine and that the graphical effects now work again (they were sorely missed), I guess I now have an excuse to get back into SMBX2.


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