SMBXpanded setup package (For SMBX 1.3, 1.3.0.1, and 1.3.0.X)

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Sednaiur
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SMBXpanded setup package (For SMBX 1.3, 1.3.0.1, and 1.3.0.X)

Postby Sednaiur » Wed Jun 15, 2016 7:22 pm

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Did you ever wanted to actually use new items in SMBX, without just replacing the already known ones?
Well, if you use PGE to build your levels or episodes for SMBX, then I have splendid news for you. ^^
With this setup package you can make use of a lot of new blocks, tiles, paths, levels, and more, granted you use the PGE-editor to build your levels for SMBX.
This is because this pack makes use of the dummied items in SMBX. But since SMBX has no control array-elements for them, we just use PGE to place them.

In SMBX itself they work just fine, but you cannot utilize any of the new stuff in the editor of SMBX!

Please note that this pack contains GIF-files and not PNG-files. It seems that any luna.lua-induced version of SMBX cannot handle this pack right, because the lua code that makes SMBX reading PNG-files needs to be adjusted right for this. When SMBX 2.0 is out, I will look deeper into all this. I am very sorry for the inconvenience.

Here is how it works:

1) Download the SMBXpanded setup pack right below.
http://s000.tinyupload.com/?file_id=065 ... 1106736964

2) Extract the pack with winRAR or winzip.

3) Take all the files in the "SMBX GFX-files"-folder, and place them into the respective folders in your SMBX "graphics"-folders.
NOTE: Some of the existing graphics will be replaced - this is to fix some graphical errors that are present in SMBX (especially the SMB3 wooden slopes in 1.3.0.1). All the other graphics will be placed alongside the old stuff.

4) Take the folder named "SMBXpanded config" and place it inside the "Configs"-folder of your PGE.

5) Start your PGE. Then go to "Configuration" and choose "Change configuration". Select the "SMBXpanded"-configuration and follow the instructions of PGE.

Everything should be working now. If so, then you may choose from a lot of new items in PGE for our SMBX. They work exactly like the already existing items of SMBX, which means that you can replace their GFX just like you do with the already existing ones.
In PGE you can search the new items under the category "SMBXpanded". Also, there is a test level in the package that you can play in SMBX to see if you have set everything up right.

Once you have setup your SMBX with this pack, you can use custom-GFX for the new stuff in the same fashion you do it with the old items.

What does this setup pack add to your SMBX?

It adds:
72 new worldmap tiles!
35 new sceneries!
68 new level-icons!
68 new level paths!
10 new BGOs!
62 new blocks!
8 new NPCs!

For further information about this, please see this topic:
http://www.supermariobrosx.org/forums/v ... =69&t=2130

NOTE: Only use the PGE-editor to place the new items (in PGE they are lableled under the category "SMBXpanded"). Never use the editor of SMBX to edit the new items, or SMBX will crash. In game all the items will work just fine.

Some screenshots from the new content:
Spoiler: show
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Last edited by Sednaiur on Sun Jul 10, 2016 7:09 am, edited 4 times in total.

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Want to use new blocks, tiles, BGOS etc. in SMBX? Learn more here:
http://www.supermariobrosx.org/forums/v ... 03#p223111

Spoiler: show
My expanded GFX-packs:
Expanded SMB1 GFX-pack(3.0):http://www.supermariobrosx.org/forums/v ... 717#p63717
Expanded SMB2 GFX-pack(7.0):http://www.supermariobrosx.org/forums/v ... 9445#p9445
Expanded SMB3 GFX-pack(2.0):http://www.supermariobrosx.org/forums/v ... =31&t=6578
Expanded SMW GFX-pack(1.0): http://www.supermariobrosx.org/forums/v ... 31&t=12834

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Re: SMBXpanded setup package

Postby snoruntpyro » Wed Jun 15, 2016 7:27 pm

So wait, are you just using the dummy blocks/bgos/whatever...?
Spoiler: show
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Spoiler: show
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Re: SMBXpanded setup package

Postby Sednaiur » Wed Jun 15, 2016 7:30 pm

snoruntpyro wrote:So wait, are you just using the dummy blocks/bgos/whatever...?
Exactly. ^^

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Want to use new blocks, tiles, BGOS etc. in SMBX? Learn more here:
http://www.supermariobrosx.org/forums/v ... 03#p223111

Spoiler: show
My expanded GFX-packs:
Expanded SMB1 GFX-pack(3.0):http://www.supermariobrosx.org/forums/v ... 717#p63717
Expanded SMB2 GFX-pack(7.0):http://www.supermariobrosx.org/forums/v ... 9445#p9445
Expanded SMB3 GFX-pack(2.0):http://www.supermariobrosx.org/forums/v ... =31&t=6578
Expanded SMW GFX-pack(1.0): http://www.supermariobrosx.org/forums/v ... 31&t=12834

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Re: SMBXpanded setup package

Postby WerewolfGD » Wed Jun 15, 2016 7:42 pm

Woah this is a nice expansion! Thank you now I can use more vanilla stuff.

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Re: SMBXpanded setup package

Postby Yoshi021 » Wed Jun 15, 2016 9:05 pm

snoruntpyro wrote:So wait, are you just using the dummy blocks/bgos/whatever...?
You can also add more blocks/BGOs/NPCs, and set properties to each in a configure pack, without being restricted to dummies. The bad part is that levels made using added elements from a configure pack can mess up its compatibility.

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Re: SMBXpanded setup package

Postby Hani » Wed Jun 15, 2016 10:01 pm

I thought you meant your Lowser Conquest worldmap graphics. LAWL
Anyways, it's nice for an expand on the graphics and the engine. :3
I'm gonna download this once I finished planning some of my levels.
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Re: SMBXpanded setup package

Postby MECHDRAGON777 » Wed Jun 15, 2016 11:43 pm

Sednauir wrote:Original Post
This all looks nice, and I hope Wohlstand sees this.I was kind of hoping when I updated PGE, that I would get this, but either way, thank you. I did not expect you to add more vanilla graphics to the engine either. To bad that rivers do not have the triple corners to the borders, but either way, looks nice. Only if SMB3 Cloud could fit in the new graphics of this.
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Re: SMBXpanded setup package

Postby h2643 » Thu Jun 16, 2016 8:16 am

Great use of unused SMBX items!

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Re: SMBXpanded setup package

Postby Jayce 777 » Thu Jun 16, 2016 9:24 pm

I am glad you made this. I am using it in my project, so you will be credited for it. Great job! :mrgreen:
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Re: SMBXpanded setup package

Postby HenryRichard » Sat Jun 18, 2016 12:33 am

This is sweet! I hope this is added to 2.0 (if that is actually ever finished) - it will make it an even bigger update!
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Re: SMBXpanded setup package

Postby MECHDRAGON777 » Sat Jun 18, 2016 12:37 am

HenryRichard wrote:This is sweet! I hope this is added to 2.0 (if that is actually ever finished) - it will make it an even bigger update!
I do as well so we can use it in contests.
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Re: SMBXpanded setup package

Postby Sednaiur » Sun Jun 19, 2016 8:29 pm

Camacho wrote:Woah this is a nice expansion! Thank you now I can use more vanilla stuff.
No problem. :-)
This is what I liked to accomplish. At least a "Vanilla contest" could be with less cutoff now.
Yoshi021 wrote:
snoruntpyro wrote:So wait, are you just using the dummy blocks/bgos/whatever...?
You can also add more blocks/BGOs/NPCs, and set properties to each in a configure pack, without being restricted to dummies. The bad part is that levels made using added elements from a configure pack can mess up its compatibility.
Yes I know about this, but I do not see any use for that, as long as PGE is not fully developed. But once it is, I will go crazy on it. xD
Catastrophe wrote:I thought you meant your Lowser Conquest worldmap graphics. LAWL
Anyways, it's nice for an expand on the graphics and the engine. :3
I'm gonna download this once I finished planning some of my levels.
Eh, what do you dream of at night? :-P
In all seriousness, I am happy to be of help. I do not even like to think about how many things I changed during the development of my project. So many things...
MECHDRAGON777 wrote:
Sednauir wrote:Original Post
I did not expect you to add more vanilla graphics to the engine either. To bad that rivers do not have the triple corners to the borders, but either way, looks nice. Only if SMB3 Cloud could fit in the new graphics of this.
I rather add useful graphics than just dummy-graphics no one can use, so I needed to think of something that would maybe look like an official SMBX-expansion, so this is what you get in the end. :-)
About the rivers, I think I understand you well. After all, you need exactly 48 tiles for a SMB3-tileset of a single world (grassland, desert etc), but I rather liked to add only the necessary things like the darkworld, since SMBX features darkworld-sceneries but not a single darkworld-tile. :-/
h2643 wrote:Great use of unused SMBX items!
Thank you. ^^ Hopefully they will come to a good use in the future.
Jayce 777 wrote:I am glad you made this. I am using it in my project, so you will be credited for it. Great job! :mrgreen:
I am happy to be of help. :-)
Have fun with it.
HenryRichard wrote:This is sweet! I hope this is added to 2.0 (if that is actually ever finished) - it will make it an even bigger update!
For some reason I highly doubt it get's added, even though, in my opinion you are right. Even many of the people that dislike SMBX 2.0 could be happy, because it also comes with new blocks, tiles etc.
MECHDRAGON777 wrote:
HenryRichard wrote:This is sweet! I hope this is added to 2.0 (if that is actually ever finished) - it will make it an even bigger update!
I do as well so we can use it in contests.
One thing I can ensure is that all my future GFX-pack updates are based onto this. I like to use the new possibilities I have, and PGE makes everything easier, too. :-D

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愛している、ビアンカ!

Want to use new blocks, tiles, BGOS etc. in SMBX? Learn more here:
http://www.supermariobrosx.org/forums/v ... 03#p223111

Spoiler: show
My expanded GFX-packs:
Expanded SMB1 GFX-pack(3.0):http://www.supermariobrosx.org/forums/v ... 717#p63717
Expanded SMB2 GFX-pack(7.0):http://www.supermariobrosx.org/forums/v ... 9445#p9445
Expanded SMB3 GFX-pack(2.0):http://www.supermariobrosx.org/forums/v ... =31&t=6578
Expanded SMW GFX-pack(1.0): http://www.supermariobrosx.org/forums/v ... 31&t=12834

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Re: SMBXpanded setup package

Postby Mushroom King » Mon Jun 20, 2016 3:36 am

Hello.
First, thanks for your works.
I downloaded your graphic pack and I just noticed a bug with a block, the one used to be placed for making a big pipe, block-643. It doesn't fit the grid, being too big of 2 pixels in its height. Removing them fix the problem.

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Re: SMBXpanded setup package

Postby Wohlstand » Mon Jun 20, 2016 5:09 am

You did a nice job!
I'll take this config pack officialy, but I think, I'll design it like "SMBX Integration" (because some my inconvenient things to sync my frequently updating parts of all my config packs, therefore when I'll plug new lua-script or will change a lot of parameters, result will work incorrectly in PGE Engine on outdated config pack), but configure tool will do coping a new images instead of dummy-filling of SMBX's folder.
But some trivia: Because different element sets with nested by type INI-files it's hard to sync frequently updating fragments between all config packs, supported by me officially (when I modifying main config pack and then I running a script to apply changes to all other config packs, but some names are replacing by "sed" tool [to convert Mario specific names into Talkhaus]. That easy, but when huge tails are completely different,that a bit harder. Anyway, until I'll implement splited INI-files [instead of one fat nested INI-file will be a tiny INI-file with count of elements and folder whith ini files one per every NPC. That allows easier syncronizing between config packs to don't hurt bottom NPC's which are VERY different in different config packs]). Same will be with SMBX 1.4 config pack.
I'll publish both config packs in WohlSoft site when next version of PGE Editor will be released (I need to apply some changes and fix some things until I'll release PGE Editor 0.3.1.11).
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Re: SMBXpanded setup package

Postby Horikawa Otane » Sun Jun 26, 2016 2:02 am

FYI this will not work with 2.0. I would advise people not to use this for now.

Dummy block slots and Dummy NPCs are being used to make new player switch blocks and new NPCs (Magikoopa, boo laser, boo cloud, etc).

As these are not simply graphics replacements (which is all SMBXpanded is), we cannot currently sacrifice our (rather substantial) work to accommodate this current pack.

However, I'd like to work with you to potentially get your content working with 2.0 once we expand some of the arrays. At that point we can begin to integrate content of yours that is worth keeping. And it seems there's plenty of that.

Please get in touch with me when the next beta is released so we can discuss.

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Re: SMBXpanded setup package

Postby Suckerman7 GM » Tue Jun 28, 2016 4:57 am

Can you put a download link to Mediafire or Dropbox? Because I can't download from the site. It blocks the download.

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Re: SMBXpanded setup package

Postby Jacob Turbo » Mon Jul 04, 2016 6:56 pm

I was able to download it, but I can't unzip it.

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Re: SMBXpanded setup package

Postby Sambo » Thu Jul 07, 2016 4:48 pm

You even added vanilla graphics to fill the new slots? Well, knowing how you are, I can't really say I'm surprised. I'm pretty happy about this. :) I can spruce up my world map a bit, since it was a little bland in some spots, but I was out of GFX slots, so there was nothing I could do about it.
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Re: SMBXpanded setup package

Postby Hani » Thu Jul 07, 2016 5:00 pm

I tried to use the extra tiles for custom tiles but when I placed them on PGE it worked. But, when I opened the level in the engine, it gives me an error.
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Re: SMBXpanded setup package

Postby Wohlstand » Thu Jul 07, 2016 5:04 pm

Catastrophe wrote:I tried to use the extra tiles for custom tiles but when I placed them on PGE it worked. But, when I opened the level in the engine, it gives me an error.
Try the laboratory build:
http://wohlsoft.ru/docs/_laboratory/
and compatible version of this pack: http://wohlsoft.ru/docs/_laboratory/con ... d_full.zip
Note: it contains a JS-coded configure tool. That means, latest PGE Editor will automatically launch configure tools for non-configured config packs. This configure tool will optionally ask you to patch your actual SMBX folder with new graphics. But you can launch that later from "Configuration -> run configure tool" menu.
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