Yup, that seems to have done the trick. Thanks.Kil wrote:It wouldn't ever deccelerate because the accelerator had length 0. Since you're using timers of 200 to cycle, you should make the other codes being triggered also 200 length.
LunaDLL/LunaLUA help thread
Re: LunaDLL help thread
Re: LunaDLL help thread
What I interpreted it as is "change this, which is normally a shell when hit, to x" so that would be okay.Kil wrote:But how do you target only the shells that have been hit and not all of them? By the way, this is possible but not with the scripts which are too crappy.
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Re: LunaDLL help thread
Noob questions:
[*]How do I filter only sacks, not any of the other mounts
[*]How do I make an autoscrolling section outside section 1?
[*]How do I filter only sacks, not any of the other mounts
[*]How do I make an autoscrolling section outside section 1?
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Avatar source (for most of them).
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Re: LunaDLL help thread
probably like this
Code: Select all
#0
// Mount checker
OnPlayerMem,0x108,1,0,1000,0,w
#2
// Section 2 ("3") scroller
PushScreenBoundary,3,2,0,0,0,1
PushScreenBoundary,3,3,0,0,0,1
#1000
// Mount remover
PlayerMemSet,0,0x108,0,0,1,w
#END
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Re: LunaDLL help thread
I'm so, so sorry, but I'm the dumbest man on Mars.
Can someone just post a few generic codes that just 'character filter'? Please? Or if that already exists...
I mean like copy paste ease. You do not understand how dumb I am <:I
Can someone just post a few generic codes that just 'character filter'? Please? Or if that already exists...
I mean like copy paste ease. You do not understand how dumb I am <:I
Last edited by Ittababy 9 years ago, edited 1 time in total.
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Re: LunaDLL help thread
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Re: LunaDLL help thread
If you're using regular old SMBX it's
Demo = Mario
Iris = Luigi
Kood = Peach
raocow = Toad
Sheath = Link
Call me a selfish monster who can't stop biggering, but if a new sprite reaches into the next sprite down on a player sheet (too many pixels tall), is that just not usable? The ones I thought of (SMW bowser, a touhou player, a Jump Ultimate Stars player) the good sprites seem to be out of range
Yeah I know, but it's hard for me to define any limits when lunadll exists in the first place you know?
Demo = Mario
Iris = Luigi
Kood = Peach
raocow = Toad
Sheath = Link
Call me a selfish monster who can't stop biggering, but if a new sprite reaches into the next sprite down on a player sheet (too many pixels tall), is that just not usable? The ones I thought of (SMW bowser, a touhou player, a Jump Ultimate Stars player) the good sprites seem to be out of range
Yeah I know, but it's hard for me to define any limits when lunadll exists in the first place you know?
Re: LunaDLL help thread
Forget about last post until I test further please
Is there a way to say, put a boomerang into hammer Mario's hands when run or alt run is pressed?Kil wrote:Yes but you should forget about forcing to hold a random sprite part of that. If you want to do that you'll have to write c++ code because it's quite complicated for the scripts.
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Re: LunaDLL help thread
Sorry if this is a stupid question but I can't get lunadll to work.
It's my first time using it so here are the steps I went through:
I have smbx 1.3.0.1 which I got from here
I downloaded the LunaDLL.dll file from here
I put LunaDLL.dll into the SMBX folder.
I made a level called GanonTEK-test.lvl (which is in the worlds folder)
I made a folder called GanonTEK-test (which is in the worlds folder)
I made a text file called lunadll.txt in the GanonTEK-test folder.
I copied the following into the txt just as a test which I got from the tutorial.txt.
I tried just testing the level in the editor and I see no changes. Mario stays as mario and no text appears on screen. I tried closing SMBX and reloading.
Is there something I have missed? I have read the instructions and I don't know what I have done wrong. Thanks. Sorry for bothering everyone but I want to try it out and for the life of me I can't see what's wrong. Thank you.
It's my first time using it so here are the steps I went through:
I have smbx 1.3.0.1 which I got from here
I downloaded the LunaDLL.dll file from here
I put LunaDLL.dll into the SMBX folder.
I made a level called GanonTEK-test.lvl (which is in the worlds folder)
I made a folder called GanonTEK-test (which is in the worlds folder)
I made a text file called lunadll.txt in the GanonTEK-test folder.
I copied the following into the txt just as a test which I got from the tutorial.txt.
Is there something I have missed? I have read the instructions and I don't know what I have done wrong. Thanks. Sorry for bothering everyone but I want to try it out and for the life of me I can't see what's wrong. Thank you.
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Re: LunaDLL help thread
Don't think there is a lunadll exeTiKi wrote:You'll need the lunadll exe
Anyway, found the problem. It only works with the A2MBXT executable. I just downloaded it and it works great now.
Thanks anyway :)
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Re: LunaDLL help thread
youre better off just using the A2XT client to avoid trying to do all of this nonsense installing or whatever, unless youre missing something else which you probably need to install vcredist_x86.exe which also comes with the A2XT client.
If you want mario related assets, just copy them all into the folder.
If you want mario related assets, just copy them all into the folder.
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Re: LunaDLL help thread
Three of the four zip files in that link you gave for LunaDLL contain a modified SMB 1.3.0.1 exe that works with LunaDLL.
But yeah, unless you really want to use Mario, you're probably better off just sticking with A2XT.
But yeah, unless you really want to use Mario, you're probably better off just sticking with A2XT.
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Re: LunaDLL help thread
Also someone compiled some basic codes anyone can use http://www.supermariobrosx.org/forums/v ... =69&t=5414
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Re: LunaDLL help thread
Is there a way to set it so Toad/raocow always has a double jump?
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Re: LunaDLL help thread
I think the conditions aretigermoon wrote:Is there a way to set it so Toad/raocow always has a double jump?
1) You need to have not jumped already
2) you need to be standing on something.
Maybe you can trick the game into thinking those somehow.
EDIT:
Btw,is there a more stable version of the current lunadll version? The latest one has this bug:
Re: LunaDLL help thread
I don't think so yet. I don't really mind but I think it's either that or remove tinkering with the HUD which I do mind (finally some real looking cutscenes yo)
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Re: LunaDLL help thread
I just found out,entering the cheat SUPERMARIO2 fixes it for that level...
IDK what could cause that,it must be something in LunaDLL that lets the game think it runs in 2Player Mode.
IDK what could cause that,it must be something in LunaDLL that lets the game think it runs in 2Player Mode.
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Re: LunaDLL help thread
is it really a big deal if the game thinks youre in 2-player mode?
like does it effect gameplay in a undesirable way that i dont know about?
like does it effect gameplay in a undesirable way that i dont know about?
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Re: LunaDLL help thread
Nope but i just dislike how it moves parts of the HUD.Mabel wrote:is it really a big deal if the game thinks youre in 2-player mode?
like does it effect gameplay in a undesirable way that i dont know about?
Re: LunaDLL help thread
I fixed the 2 player thing http://www.gamearchaeology.com/LunaDll.dll
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Re: LunaDLL help thread
Awesome! Now another question...Kil wrote:I fixed the 2 player thing http://www.gamearchaeology.com/LunaDll.dll
is is possible to draw an NPC at a screen position of your choice (like the text?)
Re: LunaDLL help thread
For now you can use this to render an image to the HUD (untested)
Code: Select all
#-1
// Load image into slot 1 with transparency color FF00DC
LoadImage,1,0xDC00FF,0,0,0,name.bmp
#0
// Place spritetype 1 from image slot 1 at X:300 Y:200
PlaceSprite,1,1,620,30,0,0
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Re: LunaDLL help thread
Works good! Sadly transperancy doesnt work.But for now its pretty useful!