Search found 513 matches
- 11 years ago
- Forum: project showcase
- Topic: Anyone want to test an SMBX extension module?
- Replies: 52
- Views: 39359
Re: Anyone want to test an SMBX extension module?
Is it really lagging? All in all, that's a really fast operation.
- 11 years ago
- Forum: project showcase
- Topic: Anyone want to test an SMBX extension module?
- Replies: 52
- Views: 39359
Re: Anyone want to test an SMBX extension module?
I dunno. Since the Y speed thing is floating point, it's highly unlikely it'll be exactly 0 I think, but maybe you're right. I'm just theorizing right now.
- 11 years ago
- Forum: project showcase
- Topic: Anyone want to test an SMBX extension module?
- Replies: 52
- Views: 39359
Re: Anyone want to test an SMBX extension module?
I recall there being a field in the player object for that, but maybe not. If I had to do it right this instant, I would say check the Y speed of the player. If it == 0, then they must be on the ground right? Not sure if that's accurate when you're on a moving layer though... Also here is the latest...
- 11 years ago
- Forum: project showcase
- Topic: Anyone want to test an SMBX extension module?
- Replies: 52
- Views: 39359
Re: Anyone want to test an SMBX extension module?
Oh yeah, that would've been a good idea.
- 11 years ago
- Forum: A2XT
- Topic: SMBX Help Thread
- Replies: 798
- Views: 175851
Re: SMBX Help Thread
There's a way to move layers around based on any conceivable condition as shown here http://www.youtube.com/watch?v=KFEJg0NY7MM but it's in a crude state right now and maybe the ingame triggers can do what you need
- 11 years ago
- Forum: A2XT
- Topic: Episode 1 Discussion Thread
- Replies: 1130
- Views: 164586
Re: A2MBXT Discussion Thread
I don't think the item holding rule addresses the real fundamental issue, which is that it was just too hard and too repetitive to enjoy that level casually. If you want the game to be accessible and enjoyable to a lot of people who aren't raocow, the bold thing to do would be to institute a difficu...
- 11 years ago
- Forum: A2XT
- Topic: Episode 1 Discussion Thread
- Replies: 1130
- Views: 164586
Re: A2MBXT Discussion Thread
Actually I'm kinda against this idea though. Not that I'm really involved with this project, but you guys are going too crazy with all this stuff. Why not just copy ASMBXT except this time with an overworld? That's about as perfect as I can envision this project. How is this too crazy? This looks l...
- 11 years ago
- Forum: A2XT
- Topic: Episode 1 Discussion Thread
- Replies: 1130
- Views: 164586
Re: A2MBXT Discussion Thread
If you actually wanted to do that, it would be really simple. You just shell out the command to Windows and let Windows handle it. Have a folder with a bunch of .swf movies and play them whenever while the game would be minimized i the background. If you don't have flash or whatever installed, no bi...
- 11 years ago
- Forum: A2XT
- Topic: A2MBXT - Graphics
- Replies: 985
- Views: 188089
Re: ASMBXT - Graphics
So A lot of people liked that Keith Courage level in ASMBXT. I'm thinking of making a sequel, but need some help ripping enemy graphics. anyone wanna help? Asking again. Would really like some help with this. That level was one of my favs, but it was too short and easy for me. I'd just like to see ...
- 11 years ago
- Forum: project showcase
- Topic: Anyone want to test an SMBX extension module?
- Replies: 52
- Views: 39359
Re: Anyone want to test an SMBX extension module?
lol. There are probably some command line options for all of that but hell if I know what they are. I'll be amused if anyone manages to do this. By the way you might be interested in that I didn't mention that there is some layer framework completed. In layer.h there is a thing like GetPlayer() whic...
- 11 years ago
- Forum: A2XT
- Topic: A2MBXT - Sounds & Music
- Replies: 427
- Views: 100858
Re: A2MBXT - Sounds & Music
I can't even get ollydbg to open SMBX without sound disabled because the sound code is awful so I wouldn't count on it. Also from what I've seen it's probably hardcoded, like everything else in the game, and won't be easy to change.
- 11 years ago
- Forum: project showcase
- Topic: Anyone want to test an SMBX extension module?
- Replies: 52
- Views: 39359
Re: Anyone want to test an SMBX extension module?
Part 1. Basics LunaDLL is an extension module for smbx. It is a collection of customizable code that can be recompiled relatively easily. It allows you to manipulate smbx's memory while it is being run, the only limit to what can be done being what knowledge we have of the smbx memory layout. Not a...
- 11 years ago
- Forum: project showcase
- Topic: Anyone want to test an SMBX extension module?
- Replies: 52
- Views: 39359
Re: Anyone want to test an SMBX extension module?
Someone should put this somewhere http://www.youtube.com/watch?v=cIDGrIZl ... e=youtu.be
Also I'm making a "this thing" tutorial in case I get hit by a meteor
Also I'm making a "this thing" tutorial in case I get hit by a meteor
- 11 years ago
- Forum: A2XT
- Topic: SMBX Help Thread
- Replies: 798
- Views: 175851
Re: SMBX Help Thread
Depends on what effect you want to happen. Changing the player is easy, but how to arbitrarily trigger the built-in smbx event system is a bit hazy right now.
- 11 years ago
- Forum: project showcase
- Topic: Anyone want to test an SMBX extension module?
- Replies: 52
- Views: 39359
Re: Anyone want to test an SMBX extension module?
Yeah I know there's a whole shitload of static ram addresses in the 00B2xxxx range that would probably be super helpful if we knew what they did.
- 11 years ago
- Forum: project showcase
- Topic: Anyone want to test an SMBX extension module?
- Replies: 52
- Views: 39359
Re: Anyone want to test an SMBX extension module?
Yeah actually, lol. ANything you can think of with manipulating these you can probably do: // - Player MOB Struct. size = 0x184 (388 bytes) // //+0x00 qw = X position (absolute coordinates within level) //+0x08 qw = Y position (absolute coordinates within level) //+0x10 qw = height or hitbox related...
- 11 years ago
- Forum: project showcase
- Topic: Anyone want to test an SMBX extension module?
- Replies: 52
- Views: 39359
Re: Anyone want to test an SMBX extension module?
SAJewers asked for some thingy so I've added some basic framework functions for accessing stuff during frames. GetPlayer(int WhichPlayer) - This function traverses the player array for you and returns a pointer to the specified player's sprite object. One of the things you can do when you have a poi...
- 11 years ago
- Forum: let's play
- Topic: Copy Kitty - Imitation is the besterest form of flattery
- Replies: 1237
- Views: 243961
Re: Copy Kitty - Imitation is the besterest form of flattery
I'm pretty sure none of these collabs are actually ever going to finish except a2mbxt, sorry to say. Probably not a good idea to start more Hey what about A2MT you dick That shit ain't going to finish unless a few highly motivated people just do the remaining stuff themselves and say to hell with w...
- 11 years ago
- Forum: A2XT
- Topic: Submission Guidelines (READ FIRST)
- Replies: 193
- Views: 76749
Re: RE: Submitting levels
I mean I get why that's the direction it's gone in. Some guy complained about "level design" for months during the LP, and some people took it as a personal slight or they feel responsible for the negative comments, even though it's just a bunch of random compilation levels they had nothin...
- 11 years ago
- Forum: A2XT
- Topic: Submission Guidelines (READ FIRST)
- Replies: 193
- Views: 76749
Re: RE: Submitting levels
I kinda dislike the big-old-list-of-rules direction this thing has taken (all of them can be superseded by one rule imo, "Don't do anything to diminish the experience of your level") so I probably won't submit a level but I'm up for doing ~SpeciaL OpErAtIonS~ requests with the extension DL...
- 11 years ago
- Forum: A2XT
- Topic: Episode 1: Post Levels Here
- Replies: 534
- Views: 102834
Re: A2MBXT: Post Levels Here
SAJewers: That'll be easy enough, but I'm realizing now that I need a better way to detect which level is being played and when to disable and enable that code from running otherwise everything you play is gonna have that doubletap switching (in the editor, levelID is always 0 so that won't work...)...
- 11 years ago
- Forum: A2XT
- Topic: Episode 1: Post Levels Here
- Replies: 534
- Views: 102834
Re: A2MBXT: Post Levels Here
That would be super easy to do, the only challenge would be thinking up a way for it to be accessible for both keyboard and controller. On keyboard you could switch chars instantly with say the 1 - 5 keys, or maybe it would be more controller friendly if it was a button combo like hold up + press X ...
- 11 years ago
- Forum: A2XT
- Topic: Episode 1 Discussion Thread
- Replies: 1130
- Views: 164586
Re: A2MBXT Discussion Thread
the volcano theme ruled
- 11 years ago
- Forum: let's play
- Topic: Copy Kitty - Imitation is the besterest form of flattery
- Replies: 1237
- Views: 243961
Re: Copy Kitty - Imitation is the besterest form of flattery
I'm pretty sure none of these collabs are actually ever going to finish except a2mbxt, sorry to say. Probably not a good idea to start more
- 11 years ago
- Forum: A2XT
- Topic: Episode 1 Discussion Thread
- Replies: 1130
- Views: 164586
Re: A2MBXT Discussion Thread
"Just get a bunch of levels done and let God sort 'em out" -- me, 2013