Search found 1288 matches

by Rednaxela
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 223694

Re: Presenting: Lunadll for Lua!

Couldn't one also set the # of stars in the HUD themselves with code as well though? While it might be more complicated, it would seem to be better to grab wither the # of stars, or completion % from the save file, which AFAIK is harder to manipulate. Setting the # of stars in the HUD is what's alr...
by Rednaxela
8 years ago
Forum: forum games
Topic: The talkhaus one-word-story
Replies: 1412
Views: 182044

Re: The talkhaus one-word-story

Reznor
by Rednaxela
8 years ago
Forum: archive
Topic: MaGL X2 Discussion - MaGL X2 Lands TOMORROW. GET. HYPE.
Replies: 3541
Views: 578742

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Hmm, today has been a day of making a ton of progress on my level. I expect it'll be ready to send to a few people to test tomorrow some time... and in the meantime while getting feedback on how it plays I'll need to figure out to do for the rest of the music in it, hmm... I just finished making the...
by Rednaxela
8 years ago
Forum: archive
Topic: MaGL X2 Discussion - MaGL X2 Lands TOMORROW. GET. HYPE.
Replies: 3541
Views: 578742

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Oh good, I was thinking 8000 for some reason. Apparently 8000 is the limit on background objects. That might be the reason. (You can see that from the SMBX editor in View->Debugger) Those limits are often a few thousand out. I'm not sure why, but the limits are all a lot lower than the SMBX debugge...
by Rednaxela
8 years ago
Forum: archive
Topic: MaGL X2 Discussion - MaGL X2 Lands TOMORROW. GET. HYPE.
Replies: 3541
Views: 578742

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Ometeotl wrote:Oh good, I was thinking 8000 for some reason.
Apparently 8000 is the limit on background objects. That might be the reason.
(You can see that from the SMBX editor in View->Debugger)
by Rednaxela
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 223694

Re: Presenting: Lunadll for Lua!

(Uh, technically, given raw memory access calls are there, untrusted LunaLua code isn't completely safe anyway... though certainly not as easy to cause mischief with that) But yeah, the UserData method is the way to go about saving/loading data. That can also be pre-loaded with data in an installat...
by Rednaxela
8 years ago
Forum: archive
Topic: MaGL X2 Discussion - MaGL X2 Lands TOMORROW. GET. HYPE.
Replies: 3541
Views: 578742

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

I just tried importing CinematX and it's crashing in a really exciting and incomprehensible way. Let's see... that line number would mean you're running cinematX 0.0.6 1185: -- Get the substring between the first and last characters 1186: local checkStringA = string.sub (msgStr, 2, string.len(msgSt...
by Rednaxela
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 223694

Re: Presenting: Lunadll for Lua!

A quick advisement to anyone who's started to use the new spawnNPC routine (either the C++ or Lua version) The current code for that spawns NPCs in a way that duplicates how the memory map looks for NPCs that are supposed to respawn (i.e. ones normally placed in the level editor). If you want to spa...
by Rednaxela
8 years ago
Forum: archive
Topic: MaGL X2 Discussion - MaGL X2 Lands TOMORROW. GET. HYPE.
Replies: 3541
Views: 578742

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Lunatic Quark wrote:well that's inconvenient... is there a list somewhere of npcs that are immune to it by default?
Actually there is a list of sorts I came across a while ago here courtasy of Wohlstand and Veudekato. For raccoon/tanooki tail immunity, look for "no" in the second-from-rightmost column.
by Rednaxela
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 223694

Re: Presenting: Lunadll for Lua!

For what use case? I'd be very uncomfortable with something external using the number that may get re-used. Problems could occur if you have a table indexed by that number. (EDIT: Except maybe for debugging output purposes?) Debugging is essentially the main purpose. Hmm, I'm fine allowing the inte...
by Rednaxela
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 223694

Re: Presenting: Lunadll for Lua!

We should still be able to get the UID of a wrapped NPC, but not the wrapped NPC from the UID alone (not easily, anyway). For what use case? I'd be very uncomfortable with something external using the number that may get re-used. Problems could occur if you have a table indexed by that number. (EDI...
by Rednaxela
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 223694

Re: Presenting: Lunadll for Lua!

It would be better if the internal and external UIDs matched (things get confusing otherwise, because the memory location says one thing, while Lua says another). Because of this, I wouldn't implement it. It's not necessary, and only serves to make the library more confusing because of this. So you...
by Rednaxela
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 223694

Re: Presenting: Lunadll for Lua!

To make giving a UID externally properly safe (given I have recycling implemented after it wraps around in order to keep fitting in a short), how about I add a second "for external use" UID with stronger very-long-term uniqueness guarantees (never wraps around or gets re-used)? Ah, I see ...
by Rednaxela
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 223694

Re: Presenting: Lunadll for Lua!

There isn't particularly a reason, it's just that I'm always looking for ways to keep things contained, and storing two lists of references is usually a little pointless when you can make do with one. Hmm, fair enough. I'll add the external UID. Here's a question you may have some input on... If yo...
by Rednaxela
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 223694

Re: Presenting: Lunadll for Lua!

If we did adapt this for use in cinematX, it could make things a lot easier. I suggest adding a function to get a persistent NPC from the UID. That way, Actors would only need to create new NPCs, then store the UID in the Actor class. They could then grab the references directly from this library, ...
by Rednaxela
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 223694

Re: Presenting: Lunadll for Lua!

Please use the "error" function from lua std-library! It provides a nice stacktrace of the error. Please do not use windowDebug to report errors! Whoops, I'm aware of that (note that I do use error in a different areas of the code) but slipped up on that one spot. Thanks for pointing it o...
by Rednaxela
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 223694

Re: Presenting: Lunadll for Lua!

EDIT: That definitely helped. I think I see what's going on now. I was somewhat confused by the new mem and kill functions, assuming you were creating a wrapper functions (which you are) that required that all NPCs use the functions defined in that wrapper function (which I don't believe you are). ...
by Rednaxela
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 223694

Re: Presenting: Lunadll for Lua!

I'm still not entirely convinced this will work, primarily because it requires that you use mem or kill calls from your library, and doesn't facilitate the existing calls. Those could easily throw off your system. All accesses to properties or methods of the wrapped reference, are guarded by both a...
by Rednaxela
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 223694

Re: Presenting: Lunadll for Lua!

• It doesn't require updating it's NPC references with an onLoop hook. This is very important to me, because if it did, you couldn't safely use it from other libraries, because there are no guarantees on the order in which the onLoop hooks of different libraries are called. Are you certain of this?...
by Rednaxela
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 223694

Re: Presenting: Lunadll for Lua!

So, I like the idea of a lightweight and simple library for having a persistent reference to a NPC. As such... I created this library. Maybe a future version of cinematX could load this library for it's own use? I'm a fan of small modular libraries that do one task and do it well. I do a few things ...
by Rednaxela
8 years ago
Forum: archive
Topic: MaGL X2 Discussion - MaGL X2 Lands TOMORROW. GET. HYPE.
Replies: 3541
Views: 578742

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Is it odd that the more vanilla sections of my level, I find hardest to make? I can do unique-gimmick sections well enough in my view but... the basic platforming segments seem much trickier for me to get feeling right...
by Rednaxela
8 years ago
Forum: archive
Topic: MaGL X2 Discussion - MaGL X2 Lands TOMORROW. GET. HYPE.
Replies: 3541
Views: 578742

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Is there a way to force a movement on the player character? I have a part where the player needs to be spinjumping after having jumped through a warp. They are in the air after the warp. Perhaps look into SMBX events. They can force simulated character keypresses which may do the job for you. If th...
by Rednaxela
8 years ago
Forum: archive
Topic: MaGL X2 Discussion - MaGL X2 Lands TOMORROW. GET. HYPE.
Replies: 3541
Views: 578742

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

I tried copying the effect for the fake star from the rupee to the ring (because I'm using Link and when he kills things sometimes that particular rupee comes out) and after putting the old graphing for the blue rupee back and changing the name to match the ring npc, the blue rupee kept the star sp...
by Rednaxela
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 223694

Re: Presenting: Lunadll for Lua!

Noticed another small issue in your C++ translation memset(nativeAddr, 0, 0x156); Ought to be memset(nativeAddr, 0, 0x158); The NPC structure length is 0x158, and one needs to keep in mind that Lua for loop syntax is *inclusive* and I was counting by 2 bytes at a time, thus my "0,0x156,2" ...
by Rednaxela
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 223694

Re: Presenting: Lunadll for Lua!

That certainly doesn't happen in my Lua routine. My first guess of what you did wrong, would be that you got the NPC index wrong, and are writing to an NPC index one higher than you should. That would explain your symptoms. Btw, I also noticed that your constructor for the LunaLua NPC class, has an ...