SMBX2 PAL Release - Feedback, Questions and Bugs here!

Share and discuss custom LunaLua code and content packs for SMBX2.
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Enjl
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Enjl » Tue Dec 03, 2019 11:22 pm

Wiimeiser wrote:
Tue Dec 03, 2019 6:05 pm
Implementing the shop might require adding a second currency or changing the way coins work, though. For a second currency, would Rupees work?

Also, which other characters are being reworked? I heard Ninja Bomberman was getting replaced.
Making all (or a select set od ids of) coins count up infinitely is one line of code with this library. It's not difficult to add such a setting to episode config in the future.
viewtopic.php?f=101&p=360274#p360274
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Wiimeiser » Wed Dec 04, 2019 5:34 pm

Enjl wrote:
Tue Dec 03, 2019 11:22 pm
Wiimeiser wrote:
Tue Dec 03, 2019 6:05 pm
Implementing the shop might require adding a second currency or changing the way coins work, though. For a second currency, would Rupees work?

Also, which other characters are being reworked? I heard Ninja Bomberman was getting replaced.
Making all (or a select set of ids of) coins count up infinitely is one line of code with this library. It's not difficult to add such a setting to episode config in the future.
viewtopic.php?f=101&p=360274#p360274
So basically I could change it to run off a different counter if I wanted to?
DrMekar wrote:
Tue Dec 03, 2019 7:29 pm
Wiimeiser wrote:
Tue Dec 03, 2019 6:05 pm
Implementing the shop might require adding a second currency or changing the way coins work, though. For a second currency, would Rupees work?

Also, which other characters are being reworked? I heard Ninja Bomberman was getting replaced.
It's easier to say who's not getting reworked, which would be, aside from the Legacy Crew, Klonoa and Uncle Broadsworth
I'm guessing Wario still needs work, then? I can see Tiny Wario getting the axe, because otherwise you'd have to put powerup generators everywhere...

Actually, I'm curious. What's wrong with Mega Man and Rosalina? Granted I haven't played the former except X1's intro stage...

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

Postby Enjl » Wed Dec 04, 2019 10:46 pm

Wiimeiser wrote:
Wed Dec 04, 2019 5:34 pm
So basically I could change it to run off a different counter if I wanted to?
Yeah. Shops aren't always using coins, after all.
Wiimeiser wrote:
Wed Dec 04, 2019 5:34 pm
I'm guessing Wario still needs work, then? I can see Tiny Wario getting the axe, because otherwise you'd have to put powerup generators everywhere...
mmmmaybe? He's like this right now cause we basically took the small state from Wario Land 1. I can see the benefit in an option to ditch small state for any character, though.
Wiimeiser wrote:
Wed Dec 04, 2019 5:34 pm
Actually, I'm curious. What's wrong with Mega Man and Rosalina? Granted I haven't played the former except X1's intro stage...
Megaman's menu is busted. Half the tools are identical, and the other half break any challenge you might throw at the player. So he kinda has the opposite problem to Wario where you don't really ever wanna use powerups with him. A better weapon selection would be appropriate.
Rosalina I wanna be more like her official incarnation, with the double jump acting as a tail-spin and being more closely related to toad's when he gets tanooki. Her current busted-float-no-jumpheight playstyle is something I wouldn't have any idea how to design for.
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Hoeloe » Wed Dec 04, 2019 11:43 pm

Enjl wrote:
Wed Dec 04, 2019 10:46 pm
Her current busted-float-no-jumpheight playstyle is something I wouldn't have any idea how to design for.
And if we did make a character in the future have something like that... I'd probably suggest making Spyro or something. You know, a character that actually uses those mechanics properly.

That said, I'm still keen to give each character something that makes them interesting to play over just being Mario 3.0, though we can extend that from her official incarnation and make it more fun to use.

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

Postby Amyrakunejo » Thu Dec 05, 2019 3:38 am

Enjl wrote:
Wed Dec 04, 2019 10:46 pm
Megaman's menu is busted. Half the tools are identical, and the other half break any challenge you might throw at the player. So he kinda has the opposite problem to Wario where you don't really ever wanna use powerups with him. A better weapon selection would be appropriate.
The UI is also blank outside the weapon menu. No indication at all of how much HP or Weapon Energy is remaining.
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Hoeloe » Thu Dec 05, 2019 6:11 am

Amyrakunejo wrote:
Thu Dec 05, 2019 3:38 am
The UI is also blank outside the weapon menu. No indication at all of how much HP or Weapon Energy is remaining.
That's just... untrue? It's on the left side of the screen.

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

Postby Amyrakunejo » Thu Dec 05, 2019 5:54 pm

Hoeloe wrote:
Thu Dec 05, 2019 6:11 am
Amyrakunejo wrote:
Thu Dec 05, 2019 3:38 am
The UI is also blank outside the weapon menu. No indication at all of how much HP or Weapon Energy is remaining.
That's just... untrue? It's on the left side of the screen.
Yes, the meters are there but are not visually populated. Blank/black meters.
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Hoeloe » Thu Dec 05, 2019 6:05 pm

Amyrakunejo wrote:
Thu Dec 05, 2019 5:54 pm

Yes, the meters are there but are not visually populated. Blank/black meters.
That sounds like you've done something to your install. They work perfectly fine.

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

Postby Wiimeiser » Thu Dec 05, 2019 7:28 pm

So, from what I gather, Megaman is unbalanced, and Rosalina isn't true to canon. For the other characters I can remember being in the game, Samus would probably be more suited to Metroidvania and can only have one ability at a time, Snake I dunno but his weapons seem to only sometimes work, Bowser has an okay concept I guess but the implementation seems strange and also he dies in one hit, and Ninja Bomberman is just weird with how he handles taking damage. Also, Rinka is a rinka.

EDIT: Forgot about Zelda. No one seems to have any idea what to do with her...

Also, I compiled a list a while back. Here it is, with some changes, and based on what I've gathered so far:
Default:
Mario
Luigi
Toad
Peach
Link

Added, fine as-is:
Klonoa
Uncle Broadsword (has a pipe bug)

Needs minor overhaul:
Samus
Mega Man
Rosalina

Needs major overhaul:
Zelda
Bowser

Amount of overhaul needed unknown:
Snake
Ultimate Rinka

Already overhauled, may need more tweaking:
Wario

Removed:
Juni
Princess Rinka

Due to be removed:
Ninja Bomberman

Due to be added:
An undecided Dustforce character

Potentially viable (Mentioned in this thread):
Spyro

Requested or thought of by me or the community:
Shantae
Sonic
Donkey Kong
Kirby
Yoshi separate from Klonoa (Me)
Waluigi
Simon Belmont
Alucard
Ryu Hayabusa
Doropie
Sophia III
Agent 47
Gunman Clive
Marisa Kirisame (Me)
Giana (Me)
Banjo & Kazooie (Me)
Yooka & Laylee (Me)

Non-game:
Shrek
Littlepip (Me)
Puppysmiles (Me)

This is just what I've pieced together so far...

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

Postby Enjl » Fri Dec 06, 2019 12:35 am

Let me fix that for you:
Unknown amount of work needed:
Klonoa
Uncle Broadsword
Samus
Mega Man
Rosalina
Zelda
Bowser
Snake
Ultimate Rinka
Wario
Ninja Bomberman

Removed:
Juni
Princess Rinka

Do it yourself:
All the others youve mentioned
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby cato » Fri Dec 06, 2019 10:06 am

Star Coins layered with empty layered can't trigger an event. Whether it is my problem of the game doesn't allow that.

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

Postby Enjl » Fri Dec 06, 2019 12:31 pm

cato wrote:
Fri Dec 06, 2019 10:06 am
Star Coins layered with empty layered can't trigger an event. Whether it is my problem of the game doesn't allow that.
The star coins' "no more objects in layer" event works exactly like the same event used by any other NPC ID. Consider that previously collected star coins after dying at a checkpoint are no longer dead upon respawn.
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby doodle » Sat Dec 07, 2019 6:13 pm

So in Invasion 2 in the lost woods level, there is a grey pipe that takes you to a Zelda 2 level, and when I enter the pipe in this new version, the game crashes.

Added in 7 minutes 3 seconds:
In Invasion 2 in the Lost Woods level, there is a grey pipe that takes you to a Zelda 2 level, and when I enter the pipe in this version, the game crashes.

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

Postby Wiimeiser » Sat Dec 07, 2019 8:34 pm

The level in question is called Bonus6.lvl, is there a file with that exact name in the episode folder?

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

Postby doodle » Sat Dec 07, 2019 10:34 pm

@Wiimeiser yes, and I have entered the pipe in 1.3.0.1, and it worked just fine.

Added in 22 minutes :
Another thing is that when I defeat the final boss, no victory music plays and the credits don't play. And I tried to use the invasion 2 episode included in 1.3.0.1, and the Zelda 2 level still crashed the game. I think it has to do with loading a .lvl file while being in a level, since there is a loading screen unlike any other secret area in the game.

Added in 1 minute 50 seconds:
I can also paste the crash dump if you know what to do with it.

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

Postby Enjl » Sun Dec 08, 2019 2:54 am

Cool, you encountered one of the bugs responsible for this version being repeatedly classified as 'not for episodes'.
I'll look into the lost woods bug when I get the chance to, too.

E: I am able to take the pipe no problem. I will need to see the error message to investigate further.
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby DrMekar » Sun Dec 08, 2019 5:56 am

doodle wrote:
Sat Dec 07, 2019 10:58 pm
@Wiimeiser yes, and I have entered the pipe in 1.3.0.1, and it worked just fine.

Added in 22 minutes :
Another thing is that when I defeat the final boss, no victory music plays and the credits don't play. And I tried to use the invasion 2 episode included in 1.3.0.1, and the Zelda 2 level still crashed the game. I think it has to do with loading a .lvl file while being in a level, since there is a loading screen unlike any other secret area in the game.

Added in 1 minute 50 seconds:
I can also paste the crash dump if you know what to do with it.
The Lost Woods Explanation is incorrect, sorry. Never entcountered something like this while playing the finished Episodes of The New Boss Rush Timeline. You should take a Screenshot of the Error Log.
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Cedur » Sun Dec 08, 2019 6:24 am

doodle wrote:
Sat Dec 07, 2019 10:58 pm
@Wiimeiser yes, and I have entered the pipe in 1.3.0.1, and it worked just fine.

Added in 22 minutes :
Another thing is that when I defeat the final boss, no victory music plays and the credits don't play. And I tried to use the invasion 2 episode included in 1.3.0.1, and the Zelda 2 level still crashed the game. I think it has to do with loading a .lvl file while being in a level, since there is a loading screen unlike any other secret area in the game.

Added in 1 minute 50 seconds:
I can also paste the crash dump if you know what to do with it.

So, this happens every time, and it does spawn a crash log? (SMBX2 can also crash for me at times without producing a log)
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby doodle » Sun Dec 08, 2019 8:53 am

here is the crash dump for the pipe crash:

== Crash Summary ==
LunaLua Version: LUNALUA 669b266
Exception Code: 0xc000008f (VB Error)
VB6 Error Code: 52

== Stack Trace ==
0: 660CE246 (MSVBVM60): rtcDoEvents
1: 660D548C (MSVBVM60): rtcDir
2: 00B20EB5 (smbx): loadNPCConfigurations
3: c:\github_new\lunalua\lunadll\filemanager\loadfile_level.cpp (95): LunaLua_loadLevelFile
4: c:\github_new\lunalua\lunadll\filemanager\smbxfilemanager.cpp (103): SMBXLevelFileBase::ReadFile
5: c:\github_new\lunalua\lunadll\misc\runtimehookcomponents\runtimehookhooks.cpp (1355): runtimeHookLoadLevel
6: 008C14E5 (smbx): Sub_Main
7: 6600A048 (MSVBVM60): EbLoadRunTime
8: 66007B3E (MSVBVM60): BASIC_CLASS_QueryInterface
9: 66003981 (MSVBVM60): ThunRTMain
10: 660036FA (MSVBVM60): ThunRTMain
11: 66003600 (MSVBVM60): ThunRTMain
12: 0040BDE2 (smbx): start
13: 77B77B74 (ntdll): RtlGetAppContainerNamedObjectPath
14: 77B77B44 (ntdll): RtlGetAppContainerNamedObjectPath

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

Postby Enjl » Sun Dec 08, 2019 9:07 am

Okay, so I'm not perfectly sure what's going on, but I can both hazard a guess and let you know that I informed Rednaxela on the issue, who can read these better than I can.

What I suspect might be related to this is what is described in the last post in this thread, where another user who encountered runtime error 52 found out that it had to do with nonstandard characters in the path to some file SMBX2 is trying to access. Since the stacktrace points to the point of level loading code where NPC configurations are searched for, it looks like maybe SMBX2 is failing to properly retrieve the path to its installation. Try to remove any non-english characters from the path to the directory, or move your SMBX2 installation into a folder without such symbols in the path to it (for example, C://SMBX2), then try again.
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