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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Thu Sep 26, 2019 5:45 pm
by FireyPaperMario
So yeah, I tried playing SMBX 2.0 PAL using a USB plug in controller*, and about less than a minute after starting "The Invasion" and playtest custom levels in the editor, IT CRASHED!!!!!!! I'm sure it's a bug with the plug-in USB controllers! Can y'all Developers of this update fixed it in beta 4?



*I was using a USB SEGA Genesis mini 3 button controller, in case you guys were wondering!

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Thu Sep 26, 2019 6:13 pm
by Enjl
More information like the error log or a list of steps to reliably reproduce the error would be good.

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Thu Sep 26, 2019 6:16 pm
by FireyPaperMario
Enjl wrote:
Thu Sep 26, 2019 6:13 pm
More information like the error log or a list of steps to reliably reproduce the error would be good.
Here:
== Crash Summary ==
LunaLua Version: LUNALUA 669b266
Exception Code: 0xc000008f (VB Error)
VB6 Error Code: 9 (Subscript out of range)

== Stack Trace ==
0: 660CE246 (MSVBVM60): rtcDoEvents
1: 008CA24F (smbx): levelLoop
2: 008C224A (smbx): Sub_Main
3: 6600A048 (MSVBVM60): EbLoadRunTime
4: 66007B3E (MSVBVM60): BASIC_CLASS_QueryInterface
5: 66003981 (MSVBVM60): ThunRTMain
6: 660036FA (MSVBVM60): ThunRTMain
7: 66003600 (MSVBVM60): ThunRTMain
8: 0040BDE2 (smbx): start
9: 76F5662D (ntdll): RtlGetAppContainerNamedObjectPath
10: 76F565FD (ntdll): RtlGetAppContainerNamedObjectPath

== Reporting ==
If you like to help us finding the error then please post this log at:
* http://wohlsoft.ru/forum/ or
* http://www.supermariobrosx.org/forums/v ... m.php?f=35 or
* http://talkhaus.raocow.com/viewforum.php?f=36

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Thu Sep 26, 2019 7:42 pm
by Amyrakunejo
Enjl wrote:
Thu Sep 26, 2019 4:06 am
Amyrakunejo wrote:
Wed Sep 25, 2019 10:45 pm
I am actually curious about what it would require to add more power-ups...
The array mapping powerups to their functions only goes up to 8 right now and the eight slot was never properly configured and is glitchy. In order for more powerups to be implemented, the eighth slot needs to be fixed and that fix must work for higher IDs when the array length is expanded.
Huh. So, this is something on the roadmap to be dealt with then...

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Fri Sep 27, 2019 7:12 pm
by Legend361
Hokay, you guys, i am not 100% sure if this has been answered yet, but here I go.
When I create levels using the PGE editor, it makes a PGE Level/World file. Is there a way to change those into actual .lvlx files?

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Sat Sep 28, 2019 2:46 am
by Troopa Koopa321
Legend361 wrote:
Fri Sep 27, 2019 7:12 pm
Hokay, you guys, i am not 100% sure if this has been answered yet, but here I go.
When I create levels using the PGE editor, it makes a PGE Level/World file. Is there a way to change those into actual .lvlx files?
Have you tried using the "save as" function to overwrite the level file?

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Sat Sep 28, 2019 5:18 am
by Wiimeiser
Looking at the powerups in SMB3 the only ones we're missing are the P-Wing and Frog Suit, so it wouldn't surprise me if the glitched state was intended to be the latter. Would probably reserve state 8 for the Frog Suit in that case...

EDIT: Samus Frog Suit would be the Gravity Suit.

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Sat Sep 28, 2019 7:35 am
by Enjl
Wiimeiser wrote:
Sat Sep 28, 2019 5:18 am
Looking at the powerups in SMB3 the only ones we're missing are the P-Wing and Frog Suit, so it wouldn't surprise me if the glitched state was intended to be the latter. Would probably reserve state 8 for the Frog Suit in that case... ´
It already is reserved for that.

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Sat Sep 28, 2019 5:59 pm
by Abrahamsitokun2004
I have an idea to make the new smbx 2.0 the best. They should add more power ups from other games (smg 1 and 2, sm3dw, smm 1 and 2, etc) They should also add more graphics to the games, not only 4 types of graphics, but more. Also add more enemies from other Mario sagas

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Sat Sep 28, 2019 6:17 pm
by Scroll
Abrahamsitokun2004 wrote:
Sat Sep 28, 2019 5:59 pm
I have an idea to make the new smbx 2.0 the best. They should add more power ups from other games (smg 1 and 2, sm3dw, smm 1 and 2, etc) They should also add more graphics to the games, not only 4 types of graphics, but more. Also add more enemies from other Mario sagas
They're always adding new content to the game, just not exactly what you said (who knows if they will include that too). I don't think it will become "the best" just because of that tho

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Sat Sep 28, 2019 6:24 pm
by Enjl
Abrahamsitokun2004 wrote:
Sat Sep 28, 2019 5:59 pm
I have an idea to make the new smbx 2.0 the best. They should add more power ups from other games (smg 1 and 2, sm3dw, smm 1 and 2, etc) They should also add more graphics to the games, not only 4 types of graphics, but more. Also add more enemies from other Mario sagas
Adding stuff to basegame that could be custom graphics isn't a way to make the engine better. It just makes it more bloated.
Regarding powerups: Read the posts preceding yours.

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Sat Sep 28, 2019 10:01 pm
by Amyrakunejo
Enjl wrote:
Sat Sep 28, 2019 6:24 pm
Regarding powerups: Read the posts preceding yours.
I'd wager half a grand most people go to the first page and then post at the bottom without reading dozens of pages of entries first, lolololololololol

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Sun Sep 29, 2019 11:17 pm
by Wiimeiser
"Background objects" is misspelled as "Background objects's" in the debugger.

A video posted a while ago showed multiple different NPCs being released from the same crate (specifically birds), but this doesn't appear to be possible, as it only reads the last entry in the contents string. Meaning the only way to have multiple NPC types emerge from a single crate as far as I am able to figure out is to have it contain NPC 147 or 287.

While basic darkness works, attempting to modify the parameters, such as which sections it applies to, causes a syntax error that disables luna.lua. At least for me, it's expecting a } next to the number even when there's already one there. Putting in just a number works, however.

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Mon Sep 30, 2019 5:58 am
by Enjl
Wiimeiser wrote:
Sun Sep 29, 2019 11:17 pm
"Background objects" is misspelled as "Background objects's" in the debugger.
Paging
Wohlstand wrote:
Wiimeiser wrote:
Sun Sep 29, 2019 11:17 pm
A video posted a while ago showed multiple different NPCs being released from the same crate (specifically birds), but this doesn't appear to be possible, as it only reads the last entry in the contents string. Meaning the only way to have multiple NPC types emerge from a single crate as far as I am able to figure out is to have it contain NPC 147 or 287.
It reads the contents string like a table with the outer brackets implied. Here's an image of a crate string spawning NPCs of different IDs:
Image
Wiimeiser wrote:
Sun Sep 29, 2019 11:17 pm
While basic darkness works, attempting to modify the parameters, such as which sections it applies to, causes a syntax error that disables luna.lua. At least for me, it's expecting a } next to the number even when there's already one there. Putting in just a number works, however.
Lots of people have used darkness.lua for their MAGLX3 levels, so I know multi-section darkness works. Have you made sure to list the sections in a table? Here's the line from the handbook for reference:
Image
So if you want multiple sections you have to do the following in the darkness.Create call: sections = {0, 1, 2, 4}

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Mon Sep 30, 2019 7:08 am
by Wiimeiser
Okay, thanks yet again, for both of those. I figured I was missing something that should have been obvious in hindsight at least with the crates...

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Thu Oct 03, 2019 9:45 pm
by Wiimeiser
So how are we for characters? I heard Ninja Bomberman is scheduled for removal?

I'm not requesting characters, just asking what's planned.

I have a post here with a character list but I'll repost it here with some changes and touch-ups.

This is my interpretation of the characters for SMBX2.0 so far:
-Default:
Mario
Luigi
Toad
Peach
Link

-Added:
Bowser
Wario (transformations, though not necessary, would be nice, but a lot of work)
Klonoa
Rosalina
Uncle Broadsword (Currently incompatible with clear pipes)
Ultimate Rinka

-Removed:
Juni
Princess Rinka

-Scheduled for removal:
Ninja Bomberman

-Scheduled for inclusion:
An undecided Dustforce character (Doing a quick Google search, Dustman (Blue) seems likely, but Dustworth (Green) might be an interesting choice because we could have an older character. On the other hand, the others are female. All are candidates, really...)

-Apparently need overhaul:
Samus
Mega Man (Seems fine to me, and this is coming from someone who's only played the intro stage in X)
Zelda
Snake (Weapons seem broken?)

-Would make sense:
Yoshi separate from Klonoa

-Highly requested:
Shantae
Sonic
Donkey Kong

-Requested or thought of:
--Obligatory considerations:
(Psycho) Waluigi
Simon Belmont
Ryu Hayabusa
Kirby
Marisa Kirisame

--Obscure choices:
Alucard
Doropie
Sophia III
Agent 47
Gunman Clive
Giana

--Mechanically interesting, but would require too much work:
Banjo & Kazooie
Yooka & Laylee (What with Impossible Lair getting released)

--Who knows?:
Dynamite Headdy (Just thought of this one for some reason)

--Non-game:
Shrek (Beat 'em up?)
Puppysmiles (Would be mechanically interesting)
Littlepip (Would be mechanically interesting)

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Fri Oct 04, 2019 12:31 am
by cato
Image

How did this happen?

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Fri Oct 04, 2019 6:48 am
by Enjl
cato wrote:
Fri Oct 04, 2019 12:31 am
Image

How did this happen?
Looks like something related to the level or episode's code, not SMBX2 PAL.

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Fri Oct 04, 2019 7:54 am
by Wiimeiser
To me it looks like someone changed the slide code to trigger the death code instead of sliding backwards to prevent cheating or getting stuck. Perhaps a better option would be to check if the player's lower hitbox is in the wall instead...

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Sat Oct 05, 2019 1:43 am
by cato
Oh, I see why, because I used the autoscroll code that Enjl gave.