SMBX Help Thread
Re: SMBX Help Thread
Making a level with the dev kit.. why is the toad NPC a powerup? I want a toad NPC to talk too but Demo picks him up like he's a super mushroom. XD
- jayScribble
- FEEL THE FORCE
- Posts: 434
- Joined: 10 years ago
- Pronouns: it, they, that
- Location: Over there
Re: SMBX Help Thread
There should be a flag that should make NPCs friendly. However, it's off by default. As to why he's a powerup...Xirix wrote:Making a level with the dev kit.. why is the toad NPC a powerup? I want a toad NPC to talk too but Demo picks him up like he's a super mushroom. XD

Have a 3DS friend code and PM me if you added me: 1289-8788-1766
Three important threads for me:
Re: SMBX Help Thread
Oh the friendly tag... right, it's been a while, I guess I forgot about that. It works now, thanks.
On another note, hitboxs for blocks can't be changed right?
On another note, hitboxs for blocks can't be changed right?
Re: SMBX Help Thread
Kinda.Xirix wrote:Oh the friendly tag... right, it's been a while, I guess I forgot about that. It works now, thanks.
On another note, hitboxs for blocks can't be changed right?
1. Place a block of the size you want where you want the resized block to be (a pipe for a 2x1 block for example)
2. Use the debugger to block swap that block to your resized block
- Willhart
- Stalker, Doxxer, and Sexual Harasser
- Banned
- Posts: 2434
- Joined: 13 years ago
- Location: Finland
Re: SMBX Help Thread
You can change the block size in the lvl-file to anything you want, if you know it's coordinates.Xirix wrote:Oh the friendly tag... right, it's been a while, I guess I forgot about that. It works now, thanks.
On another note, hitboxs for blocks can't be changed right?
http://futurenyancat2002.prophpbb.com/topic416.html
Then you can use copy paste tool tool of some kind to move it around, so you don't need to resize every single block you want to enlarge/shrink.
- Oddwrath
- The ghost of talkhaus unlikely
- Posts: 36
- Joined: 9 years ago
- Pronouns: she/her
- Location: Merry Old Europe
Re: SMBX Help Thread
Is there any way to make rotodisc give out light i.e. turn darker tiles into lighter ones without attaching the lighter tiles layer to the rotodisc? I tried doing that, but it looked really ugly.

- Willhart
- Stalker, Doxxer, and Sexual Harasser
- Banned
- Posts: 2434
- Joined: 13 years ago
- Location: Finland
Re: SMBX Help Thread
Add the clow to the sprite and then use npc codes to offset and resize the hitbox to be in the center of the rotodisc again.Oddwrath wrote:Is there any way to make rotodisc give out light i.e. turn darker tiles into lighter ones without attaching the lighter tiles layer to the rotodisc? I tried doing that, but it looked really ugly.
Re: SMBX Help Thread
Anything involving light in SMBX is destined to look ugly I'm afraid.
Re: SMBX Help Thread
Code: Select all
// Mario
MemAssign,0x00B2C706,62,0,0,0,w
MemAssign,0x00B2C710,62,0,0,0,w
MemAssign,0x00B2C72E,62,0,0,0,w
MemAssign,0x00B2C738,62,0,0,0,w
MemAssign,0x00B2C74C,42,0,0,0,w
MemAssign,0x00B2C74E,42,0,0,0,w
MemAssign,0x00B2C754,42,0,0,0,w
MemAssign,0x00B2C756,42,0,0,0,w
// Mario widths
MemAssign,0x00B2C792,38,0,0,0,w
MemAssign,0x00B2C79C,38,0,0,0,w
MemAssign,0x00B2C7A6,38,0,0,0,w
MemAssign,0x00B2C7B0,38,0,0,0,w
MemAssign,0x00B2C7BA,38,0,0,0,w
MemAssign,0x00B2C7C4,38,0,0,0,w
//GoldFlower
NPCMemSet,263,0xE2,10,0,0,w
NPCMemSet,10,0x88,32,0,0,df
NPCMemSet,10,0x90,32,0,0,df
//Statue Powerup
PlayerMemSet,0,0x16C,0,0,0,w
PlayerMemSet,0,0x16E,0,0,0,w
PlayerMemSet,0,0x164,0xFFFF,0,0,w
//GreenLui Powerup
OnPlayerMem,0x112,4,0,1337,0,w
OnPlayerMem,0x112,1,0,1331,0,w
OnPlayerMem,0x112,2,0,1332,0,w
OnPlayerMem,0x112,3,0,1333,0,w
OnPlayerMem,0x112,5,0,1334,0,w
OnPlayerMem,0x112,6,0,1335,0,w
OnPlayerMem,0x112,7,0,1336,0,w
#1337
MemAssign,0x00B2C6DC,40,0,0,0,w
MemAssign,0x00B2C6E2,44,0,0,0,w
#1331
MemAssign,0x00B2C6DC,20,0,0,0,w
MemAssign,0x00B2C6E2,22,0,0,0,w
#1332
MemAssign,0x00B2C6DC,20,0,0,0,w
MemAssign,0x00B2C6E2,22,0,0,0,w
#1333
MemAssign,0x00B2C6DC,20,0,0,0,w
MemAssign,0x00B2C6E2,22,0,0,0,w
#1334
MemAssign,0x00B2C6DC,20,0,0,0,w
MemAssign,0x00B2C6E2,22,0,0,0,w
#1335
MemAssign,0x00B2C6DC,20,0,0,0,w
MemAssign,0x00B2C6E2,22,0,0,0,w
#1336
MemAssign,0x00B2C6DC,20,0,0,0,w
MemAssign,0x00B2C6E2,22,0,0,0,w
I was able to duck and pick up enemies from the top a few days ago, but not anymore. I don't think I added any lunaglobal codes.
Re: SMBX Help Thread
All command lengths in a custom section need to have an active time of something other than than 0. I'm surprised that doesn't cause horrible lag actually.
DON'T PM me. Ask your question in the help thread so everyone can be answered.
- ztarwuff
- What the heck is a flair and why am I being asked to write one for my profile?
- Posts: 550
- Joined: 10 years ago
- Location: Within 2 miles of the Imperial Crypt of Napoleon III
Re: SMBX Help Thread
I'm really stumped with a level I'm working on, which is a backstory to Kood's hovering abilities (after all, he wall jumps in the original games).
This is what I've got so far.
https://www.dropbox.com/s/vl39xrd4zdc87 ... y.zip?dl=0
I'm torn between a rooftop chase or escape through a ventilation system. However, would somebody mind giving me some feedback on the first part? I need to know two things:
1. Is it too long?
2. Is it too similar to MAKL Vanilla?
This is what I've got so far.
https://www.dropbox.com/s/vl39xrd4zdc87 ... y.zip?dl=0
I'm torn between a rooftop chase or escape through a ventilation system. However, would somebody mind giving me some feedback on the first part? I need to know two things:
1. Is it too long?
2. Is it too similar to MAKL Vanilla?
- Oddwrath
- The ghost of talkhaus unlikely
- Posts: 36
- Joined: 9 years ago
- Pronouns: she/her
- Location: Merry Old Europe
Re: SMBX Help Thread
Is the starting location supposed to be at the rooftop?ztarwuff wrote:Drama Mastery
e: So, I've just moved my starting location to a (hopefully) more appropriate place in the section 1, beat it along with section 2 and so far I like it. Three nitpicks though:
1)Could you move the midpoint near the door? Dying and starting over doing the switches again may get annoying, depending on rooftop's length and difficulty.
2) Any level with Kood is bound to have one very annoying flaw: you misjudge your height, float into a wall and then fall and die. The best cure for that is usually to have 5 block gaps.
3)The bit were you float with a companion cube and hit the orange switch is kinda obnoxious.

- ztarwuff
- What the heck is a flair and why am I being asked to write one for my profile?
- Posts: 550
- Joined: 10 years ago
- Location: Within 2 miles of the Imperial Crypt of Napoleon III
Re: SMBX Help Thread
Those are reset switches to make sure the player starts off with all the colour blocks set correctly in the second half. I don't want to take the chance of the player starting off the second half with the wrong blocks activated.Oddwrath wrote:Is the starting location supposed to be at the rooftop?ztarwuff wrote:Drama Mastery
e: So, I've just moved my starting location to a (hopefully) more appropriate place in the section 1, beat it along with section 2 and so far I like it. Three nitpicks though:
1)Could you move the midpoint near the door? Dying and starting over doing the switches again may get annoying, depending on rooftop's length and difficulty.
Okay.2) Any level with Kood is bound to have one very annoying flaw: you misjudge your height, float into a wall and then fall and die. The best cure for that is usually to have 5 block gaps.
It's just a more dangerous version of the same gimmick from MAKL Vanilla.3)The bit were you float with a companion cube and hit the orange switch is kinda obnoxious.
Was the first section too long to warrant a second half, though?
- Oddwrath
- The ghost of talkhaus unlikely
- Posts: 36
- Joined: 9 years ago
- Pronouns: she/her
- Location: Merry Old Europe
Re: SMBX Help Thread
So far, it feels kinda short. If the second half has about the same length as the first, then it'll have the perfect length.ztarwuff wrote: Was the first section too long to warrant a second half, though?

Re: SMBX Help Thread
Wondering if anyone out there can help, I've remember a pretty neat background that was used in either ASMBXT or MAGLX... pretty sure it was one of those, basically it was a load of cogs like part of a giant machine, but I can't for the life of me remember what level used it.
Re: SMBX Help Thread
There was a background like that used in Luna Tower (and my A2XT level The Descent of Nine). Is that the one?Xirix wrote:Wondering if anyone out there can help, I've remember a pretty neat background that was used in either ASMBXT or MAGLX... pretty sure it was one of those, basically it was a load of cogs like part of a giant machine, but I can't for the life of me remember what level used it.





Re: SMBX Help Thread
I'm not certain, I think there were way bigger cogs, unless I'm remembering wrong.
Re: SMBX Help Thread
So does seeing the credits give you that last percent on a save file? Is that info saved in the save file?
DON'T PM me. Ask your question in the help thread so everyone can be answered.
- Leet
- Well, hello, Smith ( ´-`)ノ
- Posts: 3025
- Joined: 11 years ago
- First name: Chie Arale
- Pronouns: she/her
- Location: Harman's Room
- https://leet.talkhaus.com/
Re: SMBX Help Thread
Wasn't there something like that in Mario is Missing But More Intense?Xirix wrote:Wondering if anyone out there can help, I've remember a pretty neat background that was used in either ASMBXT or MAGLX... pretty sure it was one of those, basically it was a load of cogs like part of a giant machine, but I can't for the life of me remember what level used it.
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.
- SAJewers
- ASMBXT Level Wrangler/A2XT Project Coordinator /AAT Level Designer
- Posts: 4154
- Joined: 11 years ago
- Location: Nova Scotia
Re: SMBX Help Thread
Yes! That's what I was thinking of.. thanks Leet, I'll have to go grab Magl X. Also where might I get that CFGX graphics pack? My one is probably outdated by now.
Re: SMBX Help Thread
Yes and I believe so.Kil wrote:So does seeing the credits give you that last percent on a save file? Is that info saved in the save file?
I also need help with this:
viewtopic.php?f=11&t=15027#p247352
Re: SMBX Help Thread
It doesn't look like you need help. It looks like you've got it.TiKi wrote:Yes and I believe so.Kil wrote:So does seeing the credits give you that last percent on a save file? Is that info saved in the save file?
I also need help with this:
viewtopic.php?f=11&t=15027#p247352
DON'T PM me. Ask your question in the help thread so everyone can be answered.
Re: SMBX Help Thread
I've got 2 or 3 minigames but I need 6.
Re: SMBX Help Thread
Can you modify boos so they're reverse, or don't care that they're being looked at at all?