SMBX Help Thread

The second SMBX collab!
TiKi
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Re: SMBX Help Thread

Post by TiKi »

Also: is it possible to flip the "player has viewed credits" flag in a save file and provide said file? I don't want the credits in my episode, and I'd be fine with just providing 1 percent clear files if it meant the player could get a 100 clear save file.
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Xirix
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Re: SMBX Help Thread

Post by Xirix »

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
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jayScribble
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Re: SMBX Help Thread

Post by jayScribble »

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
There should be a flag that should make NPCs friendly. However, it's off by default. As to why he's a powerup...
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Xirix
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Re: SMBX Help Thread

Post by Xirix »

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?
TiKi
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Re: SMBX Help Thread

Post by TiKi »

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?
Kinda.
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
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Willhart
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Re: SMBX Help Thread

Post by Willhart »

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?
You can change the block size in the lvl-file to anything you want, if you know it's coordinates.
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.
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Oddwrath
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Re: SMBX Help Thread

Post by Oddwrath »

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.
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Re: SMBX Help Thread

Post by Willhart »

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.
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.
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Re: SMBX Help Thread

Post by TiKi »

Anything involving light in SMBX is destined to look ugly I'm afraid.
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Re: SMBX Help Thread

Post by TiKi »

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
(my lunaglobal.txt)

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.
Kil
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Re: SMBX Help Thread

Post by Kil »

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.
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Re: SMBX Help Thread

Post by ztarwuff »

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?
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Oddwrath
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Re: SMBX Help Thread

Post by Oddwrath »

ztarwuff wrote:Drama Mastery
Is the starting location supposed to be at the rooftop?
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.
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ztarwuff
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Re: SMBX Help Thread

Post by ztarwuff »

Oddwrath wrote:
ztarwuff wrote:Drama Mastery
Is the starting location supposed to be at the rooftop?
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.
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.
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.
Okay.
3)The bit were you float with a companion cube and hit the orange switch is kinda obnoxious.
It's just a more dangerous version of the same gimmick from MAKL Vanilla.

Was the first section too long to warrant a second half, though?
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Oddwrath
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Re: SMBX Help Thread

Post by Oddwrath »

ztarwuff wrote: Was the first section too long to warrant a second half, though?
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.
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Xirix
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Re: SMBX Help Thread

Post by Xirix »

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.
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Re: SMBX Help Thread

Post by Hoeloe »

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.
There was a background like that used in Luna Tower (and my A2XT level The Descent of Nine). Is that the one?
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Xirix
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Re: SMBX Help Thread

Post by Xirix »

I'm not certain, I think there were way bigger cogs, unless I'm remembering wrong.
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Re: SMBX Help Thread

Post by Kil »

So does seeing the credits give you that last percent on a save file? Is that info saved in the save file?
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Re: SMBX Help Thread

Post by Leet »

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.
Wasn't there something like that in Mario is Missing But More Intense?
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.
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SAJewers
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Re: SMBX Help Thread

Post by SAJewers »

IIRC there's a Cogs background in the CFGX.
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Xirix
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Re: SMBX Help Thread

Post by Xirix »

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.
TiKi
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Re: SMBX Help Thread

Post by TiKi »

Kil wrote:So does seeing the credits give you that last percent on a save file? Is that info saved in the save file?
Yes and I believe so.

I also need help with this:
viewtopic.php?f=11&t=15027#p247352
Kil
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Re: SMBX Help Thread

Post by Kil »

TiKi wrote:
Kil wrote:So does seeing the credits give you that last percent on a save file? Is that info saved in the save file?
Yes and I believe so.

I also need help with this:
viewtopic.php?f=11&t=15027#p247352
It doesn't look like you need help. It looks like you've got it.
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TiKi
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Re: SMBX Help Thread

Post by TiKi »

I've got 2 or 3 minigames but I need 6.
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