SMBX Help Thread
Re: SMBX Help Thread
I actually have no idea how sheath's attack works
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Re: SMBX Help Thread
I think this works...!
Do you have any idea about width?
Do you have any idea about width?
Re: SMBX Help Thread
change the numbers afterwards in the same pattern as the first 5 i gave and maybe it's there somewhere, in the next 50 or 60 values
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- Willhart
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Re: SMBX Help Thread
Can you give an example of how to increase the small and normal height of demo by one block?Kil wrote:Actually it looks like you can use lunadll
Use MemAssign w on 0x00B2C6FC to set small demo's height. The next 4 addresses (B2C6FE, B2C700, B2C702, B2C704) are the other characters small height. Then comes the mushroom/tall heights for all 5 characters. After that is maybe the height for other powerups, and beyond that who knows.
Re: SMBX Help Thread
MemAssign,(address),(height + 32),0,0,w
Would 06 + 10 be 16 or A6?
Would 06 + 10 be 16 or A6?
Re: SMBX Help Thread
yes, and small demo should be 0x00B2C6FC and normal should be 0x00B2C706
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Re: SMBX Help Thread
Idk what B2C706 + 10 would be pls help
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Re: SMBX Help Thread
Thanks. I got it working with this.
#-1
MemAssign,0x00B2C6FC,64,0,0,w
MemAssign,0x00B2C706,96,0,0,w
The graphics should be easy to replace by extending sprites downward. The hitbox for large demo when ducking is still just one block, so I have to be careful with that.
#-1
MemAssign,0x00B2C6FC,64,0,0,w
MemAssign,0x00B2C706,96,0,0,w
The graphics should be easy to replace by extending sprites downward. The hitbox for large demo when ducking is still just one block, so I have to be careful with that.
Last edited by Willhart 9 years ago, edited 1 time in total.
Re: SMBX Help Thread
Yes Link seems to keep his default hitbox when ducking too.
Yes! I finally got SMW Mario's vertical hitboxes to be correct! Thanks a lot Kil! Here's the addresses for Mario BTW, someone should keep these somewhere
MemAssign,0x00B2C6FC,42,0,0,0,w -small
MemAssign,0x00B2C706,58,0,0,0,w - big
MemAssign,0x00B2C710,58,0,0,0,w - fire
MemAssign,0x00B2C71A,58,0,0,0,w - raccoon
MemAssign,0x00B2C724,55,0,0,0,w - tanuki
MemAssign,0x00B2C72E,56,0,0,0,w - hammer
MemAssign,0x00B2C738,58,0,0,0,w - ice
Yes! I finally got SMW Mario's vertical hitboxes to be correct! Thanks a lot Kil! Here's the addresses for Mario BTW, someone should keep these somewhere
MemAssign,0x00B2C6FC,42,0,0,0,w -small
MemAssign,0x00B2C706,58,0,0,0,w - big
MemAssign,0x00B2C710,58,0,0,0,w - fire
MemAssign,0x00B2C71A,58,0,0,0,w - raccoon
MemAssign,0x00B2C724,55,0,0,0,w - tanuki
MemAssign,0x00B2C72E,56,0,0,0,w - hammer
MemAssign,0x00B2C738,58,0,0,0,w - ice
Re: SMBX Help Thread
The ducking heights are there somewhere too though. I have this written down
They're probably correct or I wouldn't've written them down
They're probably correct or I wouldn't've written them down
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Re: SMBX Help Thread
I just noticed that too. It is correct. Now we can have levels where Demo has a large tophat or something.Kil wrote:The ducking heights are there somewhere too though. I have this written down
They're probably correct or I wouldn't've written them down
Edit: that max jump table is silly. It helps for space levels and can prevent player from jumping. Can you share anything else?
Re: SMBX Help Thread
Hey where did you get that list?Kil wrote:The ducking heights are there somewhere too though. I have this written down
They're probably correct or I wouldn't've written them down
Re: SMBX Help Thread
Maybe some of these will do something
Code: Select all
00B25010 .data Label pImportantObj
00B25028 .data Label BitBltRelated
00B25068 .data Label pVkeyTable
00B250A0 .data Label pVkeyTable/
00B25130 .data Label CheckMe
00B25134 .data Label bLevelEditing
00B253C4 .data Label pCopiedKeys//
00B253C6 .data Label CopyKey1
00B253C8 .data Label CopyKey2
00B253CA .data Label CopyKey3
00B253CC .data Label CopyKey4
00B253CE .data Label CopyKey5
00B253D0 .data Label CopyKey6
00B253D2 .data Label CopyKey7
00B253D4 .data Label CopyKey8
00B253D6 .data Label CopyKey9
00B253D8 .data Label CopyKey10
00B253DA .data Label CopyKey11
00B257D4 .data Label pSectionBoundaries
00B257F0 .data Label pSectionStuff
00B25956 .data Label UnkLayerMov
00B2595A .data Label NPCCount
00B2595E .data Label NumOfPlayers
00B259E8 .data Label pMobsList/
00B25A20 .data Label pPlayerObjList
00B25C34 .data Label pSpriteSettingsUnk
00B25D14 .data Label pSpriteNoCollisionTable
00B25E64 .data Label pSpriteSomethingTable
00B25EF0 .data Label pSpriteSettings4
00B25F0C .data Label pSpriteSettings5
00B2B930 .data Label pSomething
00B2B9E4 .data Label bRunGame
00B2BA68 .data Label pSomeTable
00B2BA84 .data Label pSomeTable
00B2C59C .data Label bDeathState/
00B2C59E .data Label LevelEndState
00B2C5A0 .data Label LevelEndTimer
00B2C5A4 .data Label pCurLvlName/
00B2C5AC .data Label fpLives
00B2C5D4 .data Label Unknown
00B2C5EC .data Label pSectionUnk
00B2C614 .data Label LevelEditor//
00B2C61C .data Label wszPath
00B2C620 .data Label bTitleScreen/
00B2C62E .data Label UnkDecTimer
00B2C66C .data Label UnkEvents
00B2C670 .data Label TransitioningFrameCounter
00B2C67C .data Label ActiveFrameCounter
00B2C680 .data Label FPActiveFrameCounter
00B2C690 .data Label DFPSubtractTickAmt
00B2C6B0 .data Label pLayers
00B2C6CC .data Label pSomeText
00B2C6DC .data Label MaxJumpTable
00B2C6FC .data Label SmallDemoHeight
00B2C706 .data Label BigDemoHeight
00B2C74C .data Label BigDemoDUckHeight
00B2C87C .data Label Unk
00B2C896 .data Label Unk
00B2C8B4 .data Label bOnlyPlayersActive
00B2C8BA .data Label ConstantCoinStream/
00B2D72C .data Label DFPTickCount
00B2D738 .data Label DFPLastTickAmt
00B2D740 .data Label bBattleMode
00B2D760 .data Label BattleModeRelated1
00B2F1D8 .data Label fpBitBlt
00B2F304 .data Label pGraphicsObj
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Re: SMBX Help Thread
kinda off topic, but do you guys have a list of the names of your a2xt enemies? or do they even have names haha
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Re: SMBX Help Thread
Luigifan2010 wrote:kinda off topic, but do you guys have a list of the names of your a2xt enemies? or do they even have names haha
Check the game's credits
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Re: SMBX Help Thread
raocow wrote:There is goopa and furbas, and bananasnakes...
thank you guys :DAxon wrote:Luigifan2010 wrote:kinda off topic, but do you guys have a list of the names of your a2xt enemies? or do they even have names hahaCheck the game's credits
Re: SMBX Help Thread
Could someone please tell me how to resize the fairy/angel?
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Re: SMBX Help Thread
[re: changing characters' hitboxes]
0x00B2[...] is the 'address' for "Mario's small hitbox/big hitbox/etc", and the number after it is the height in pixels of said hitbox... and then does 0,0,0,w refer to anything? I assume this sort of thing be done on, say, a game-wide basis like the "no spinjumping/picking up things" in SDS, as well as on a per-level basis too? Pretty sure that's exactly what LunaDLL can do.
Hopefully the addresses for the other characters will be found, too!
By the way, is someone keeping an easily-accessed list of 'what does what' with LunaDLL or anything?
Kil wrote:Actually it looks like you can use lunadll
Use MemAssign w on 0x00B2C6FC to set small demo's height. The next 4 addresses (B2C6FE, B2C700, B2C702, B2C704) are the other characters small height. Then comes the mushroom/tall heights for all 5 characters. After that is maybe the height for other powerups, and beyond that who knows.
Okay, so for someone who has no experience with this sort of thing...TiKi wrote:Yes Link seems to keep his default hitbox when ducking too.
Yes! I finally got SMW Mario's vertical hitboxes to be correct! Thanks a lot Kil! Here's the addresses for Mario BTW, someone should keep these somewhere
MemAssign,0x00B2C6FC,42,0,0,0,w -small
MemAssign,0x00B2C706,58,0,0,0,w - big
MemAssign,0x00B2C710,58,0,0,0,w - fire
MemAssign,0x00B2C71A,58,0,0,0,w - raccoon
MemAssign,0x00B2C724,55,0,0,0,w - tanuki
MemAssign,0x00B2C72E,56,0,0,0,w - hammer
MemAssign,0x00B2C738,58,0,0,0,w - ice
0x00B2[...] is the 'address' for "Mario's small hitbox/big hitbox/etc", and the number after it is the height in pixels of said hitbox... and then does 0,0,0,w refer to anything? I assume this sort of thing be done on, say, a game-wide basis like the "no spinjumping/picking up things" in SDS, as well as on a per-level basis too? Pretty sure that's exactly what LunaDLL can do.
Hopefully the addresses for the other characters will be found, too!
By the way, is someone keeping an easily-accessed list of 'what does what' with LunaDLL or anything?
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
Re: SMBX Help Thread
From http://www.gamearchaeology.com/lunaref.txt
So MemAssign,0x00B2C6FC,42,0,0,0,w is doing an "Assign" operation on that hitbox memory and setting it to 42. The 5th 0 means active time = infinite, which is unnecessary. That should be a 1 because the game never goes back and resets the hitbox.
Code: Select all
MEM ASSIGN
MemAssign,ADDRESS,VALUE,OPERATION,-,Active time,DATA SIZE
Description -
Sets the internal memory of SMBX.
ADDRESS is the memory address of the thing you want to change. Only a few addresses are known right now.
OPERATION is the way you want to manipulate the memory (adding to it, multiplying from it, subtracting from it...)
VALUE is what value the OPERATION will perform on the ADDRESS. So if you wanted to add 2 to some memory, the value would be 2 and the operation would be addition.
DATA SIZE is the type of data in the memory location. Check the reference at the bottom of the document to find the data size. There's no way to actually know the memory size unless you check RAM or a reference someone has already figured out.
Notes -
Known addresses:
0x00B2C8B4 - w = P switch freeze effect on or off
0x00B2C5A8 - w = Current coin count
0x00B2C5AC - f = Player lives
0x00B2C8C4 - w = "You have cheated" variable. 0xFFFF = you've cheated, 0x0 = you haven't cheated
There are 6 types of OPERATION to be performed on VALUE:
OPERATION = 0 = Assign. VALUE will be set.
OPERATION = 1 = Add. VALUE will be added to the current value.
OPERATION = 2 = Subtract. VALUE will be subtracted from the current value.
OPERATION = 3 = Multiply. The current value will be multiplied by VALUE.
OPERATION = 4 = Divide. The current value will be divided by VALUE.
OPERATION = 5 = XOR. The current value will have a bitwise exclusive-or operation performed on it against VALUE.
There are 5 types of DATA SIZE that can be set
b = byte (1 byte of memory)
w = word (2 bytes of memory)
dw = double word (4 bytes of memory)
f = float / decimal (4 bytes of memory)
df = double float / double precision decimal (8 bytes of memory)
Example -
// Add 50 lives to the player life count
MemAssign,0x00B2C5AC,50,1,0,1,f
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Re: SMBX Help Thread
Can SMBX use midi files? I've heard both it can and can't, but my headphones don't work.
Re: SMBX Help Thread
I love the game so far. But the game crashes at a certain level (which is basically level 3, making it so I can't progress the awesomeness): A World One Level
This is what I encounter everytime I start the level:
Runetime error '13':
Type mismatch
(Like a dumb, I typed 'mismatch' first.. didn't work out)
I found this topic at supermariobrosx.com discussing the runtime errors in general, and a guy named bossedit8 answered with:
Seeing as everyone is having fun with the game I figured that not to be the case, so here I am asking (hopefully at the right thread, if not: sorry!) you all. Could anyone please help?
I ran the vcredist_x86 file already, installed it on another place than program files (since it wouldn't let me). Otherwise, I have no clue why this is occurring.
This is what I encounter everytime I start the level:
Runetime error '13':
Type mismatch
(Like a dumb, I typed 'mismatch' first.. didn't work out)
I found this topic at supermariobrosx.com discussing the runtime errors in general, and a guy named bossedit8 answered with:
I ran the vcredist_x86 file already, installed it on another place than program files (since it wouldn't let me). Otherwise, I have no clue why this is occurring.
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Re: SMBX Help Thread
You did check if your computer's decimal system runs on the European system (1.234,56), right? That issue pops up a lot on computers that use that notation, since SMBX prefers the American system (1,234.56). Basically, you should swap the decimal and thousands separators in your Regional settings so that the latter notation is used, otherwise SMBX will panic and hide in the corner like someone who just saw Slenderman brush his nonexistent teeth.
EDIT: Or you can go to the offending level's folder, open up all the "npc-xx.txt" and/or "lunadll.txt" files and replace every decimal point with a comma, but that's more tedious since I imagine a lot of levels use periods to separate decimals in their text files. Hope that helps!
EDIT: Or you can go to the offending level's folder, open up all the "npc-xx.txt" and/or "lunadll.txt" files and replace every decimal point with a comma, but that's more tedious since I imagine a lot of levels use periods to separate decimals in their text files. Hope that helps!
Last edited by Joseph Staleknight 9 years ago, edited 1 time in total.
Re: SMBX Help Thread
That would make sense. That could mean SMBX would parse "1,234.56" as a string, and thus shout "NOPE" and hide in a hole.Joseph Staleknight wrote:You did check if your computer's decimal system runs on the European system (1.234,56), right? That issue pops up a lot on computers that use that notation, since SMBX only uses the American system (1,234.56). Basically, you should swap the decimal and thousands separators in your Regional settings so that the latter notation is used, otherwise SMBX will panic and hide in the corner like someone who just saw Slenderman brush his nonexistent teeth.
Re: SMBX Help Thread
Thanks! I did not check that one, and I'm on a European system xDJoseph Staleknight wrote:You did check if your computer's decimal system runs on the European system (1.234,56), right? That issue pops up a lot on computers that use that notation, since SMBX prefers the American system (1,234.56). Basically, you should swap the decimal and thousands separators in your Regional settings so that the latter notation is used, otherwise SMBX will panic and hide in the corner like someone who just saw Slenderman brush his nonexistent teeth.
EDIT: Or you can go to the offending level's folder, open up all the "npc-xx.txt" and/or "lunadll.txt" files and replace every decimal point with a comma, but that's more tedious since I imagine a lot of levels use periods to separate decimals in their text files. Hope that helps!
*And it works! Just had to change decimals from , to . like you said.