SMBX 1.4 - Discussion Thread and Downloads

Description: Subforum dedicated to SMBX-38A - a fan-made remake of the original SMBX Engine, made by 5438A38A.
Forum rules: This is official Europan/American community for the SMBX-38A. Suggested to don't post stuff for this engine outside this subforum.
Moderators: Yoshi021, Lx Xzit, 5438A38A, TepigFan101, Moderators

h2643 M
Topic author, Contributor
Contributor
h2643 M
Topic author, Contributor
Contributor
Reputation: 82
Posts: 327
Joined: 15 Feb 2014
Location: Ukraine
Skype YouTube VK

Post #1by h2643 » 8 Nov 2015, 16:13

So today (by the date of this post) I saw this video where SMBX 1.4's game mechanics and its level editor were shown:
phpBB [youtube]

Original link: https://www.youtube.com/watch?v=9oxiHOIfHPM


This engine has been made by 5438A38A, he's from China. Apperantly you can do a lot of things in SMBX 1.4's editor, like copy-pasting, multi-selecting (and multi-erasing!), there are new power-ups and NPCs, helmets from Super Mario 3D World and Super Mario Maker, and also you can now program your own stuff by using Tea Script, just like you can in SMBX 2.0 with LunaLua, but scripts here are more limited than in SMBX 2.0.

--------------------------------------------------

SMBX 1.4 (always latest version) can be found here:
http://wohlsoft.ru/docs/SMBX_38A/


May require copy_files.bat (included with the download) to be run as administarator if SMBX 1.4 will not work at first.

Also I've seen that people keep asking whether SMBX 1.4 is supported by PGE Editor or not. SMBX 1.4 in PGE Editor is supported ONLY PARTLY as of now, as the SMBX 1.4 file formats aren't researched completely yet. Once that will be done, you will be able to make fully working and proper SMBX 1.4 levels in PGE Editor.

--------------------------------------------------

Patch/version history:

20.01.2016: SMBX 1.4.1 is updated: you don't have to change your's PC language to chinese anymore.

21.02.2016: SMBX 1.4.2 is released.

04.03.2016: patch #1.
21.04.2016: patch #2.
01.07.2016: patch #3.
06.08.2016: patch #4.

There were also 2 other patches, but their release dates are unknown.

04.09.2016: SMBX 1.4.3 is released.

05.09.2016: patch #1.
12.09.2016: patch #2.
24.09.2016: patch #3.
29.09.2016: patch #4.
30.09.2016: patch #5.
09.10.2016: patch #6.

23.02.2017: SMBX 1.4.4 is released.

24.02.2017: patch #1.

--------------------------------------------------

SMBX 1.4.1 changelog:
Spoiler
    Engine Updates
    -Most game mechanics are inherited from 1.3.0.0
    -Addition:Some differences between 1.4 and 1.3.0.0:
    1.Due to the incompatibilities and other reasons,netplay function is temporary disabled.We may re-add it later.
    2.Number of auto-played characters in title screen is now reduced to one.
    3.Testing levels in editor in fullscreen mode is no longer supported.
    -Upgraded the graphics engine.Alpha channels are supported now,which means you can use smoother graphics in your levels.
    -You may not be able to launch the game if DirectX is not available.
    -There is now a limit to the max size of custom graphics,ANY pixels exceeding the limit will not be drawn.You can check it using the Debugger in editor. Don't worry a lot,4096*4096 is sufficient in normal case.
    -Upgraded the sound system.More file formats are supported now.
    -Optimized the physic engine.
    -Involved the memory management system.Some graphics and musics are only loaded into memory when needed.
    -Added variables.
    -Added scripts.
    -Added MarioPacker(v1.0)
    -Added MarioShop(v1.0)

    MarioPacker
    MarioPacker is a built-in program in the editor.It packs and encrypts your episodes,blocking other people hacking them.Use It Wisely.
    -Only available to episodes with a world map.
    -Packed maps have an improvement in loading speed and security,and have a smaller file size.
    -The progress is not reversible.BACK UP FIRST.

    MarioShop
    MarioShop is another built-in program.It has image editing functions which makes graphics-making easier.

    Events and Layers
    -Names of events and layers can now be any characters,but if you want to use them in scripts,do not use strange characters.
    -Added a way to create NPCs,effects with events and scripts
    -You can insert variables in message boxes.Method:&Val(*variable name*) (Ignore'*')
    -You can move layers in a new way - setting the relative position,which teleports the layer instantly.
    -Canceled the 99 events cap.
    -Canceled the 20 layer operations cap in events.
    -You can now use custom musics in events.
    -Upgraded the auto-scrolling function, the parameters are now dynamic.
    -Timers in events have two timing units (second and frame) now.
    -You can now move more than one layers in a single event.
    -Added some options to character controlling section in events.
    -Added some special events that automatically triggers when certain conditions are met.(AutoRun-Event)
    -Name list:Level - End,Player - GotHurt,Player - GotItem,Player - GotNPChurt,Player - Swimming,Player - Warping,NPC - Death,NPC - Killed,Timer - Over,etc.
    -Added API layers.Objects in these layers are locked in a special position.
    -Name list:Att-Player1(*),Att-Player2(*),Att-Screen(*),Att-ScreenII(*).'*' can be any vaild characters.
    -'Attach to Layer' function is not available to NPCs in these layers.
    -Optimized the Attach to Layer function.Layers and NPCs are now attached with 100% more power.
    -Added some special events that when it triggers,certain functions are executed,like hurting the player.(Special Event)
    -Added AutoStart functions in events.Events are sutomatically triggered when conditions set are met.
    -Many parameters in events can now be expressions.
    -Local variables, global variables and system variables are supported in the logic system for events.
    -Adden In-game Timer.
    -When it goes zero and is in 'count down' mode,all characters are killed instantly.You can make an AutoRun-Event(Timer - Over) to prevent this by triggering the event instead.
    -God mode characters are not affected.
    -A messenger system variable is sent to the event when a event is triggered by a NPC,which can tell your event who triggered the event.
    -You can now right-click an object(textboxes,buttons,etc) in the event editor to get a short helping text.

    NPCs
    -Added Starman
    -Added Spinning Platform
    -Added Directional Platform
    -Added Firechomp
    -Added Chainchomp
    -Added Penguin
    -Added Fire Brother
    -Added Boomerang Brother
    -Added Fire Piranha
    -Added a way to hide NPCs in a SMW block.
    -Thwomps can now move horizontally.
    -Koopa Troopas can recover itselves from the shell state over time.(Exceptions:Placed koopa shells,SMW ones stomped by player)
    -NPCs swallowed by Yoshies will disappear in 20 seconds.
    -Added a option for SMW jumping piranha plant to determine whether it can pop fireballs.
    -You can put any NPC,small or large,into bubbles.It may look weird when you try to fill bubbles with bowsers,of course.
    -Rotodiscs and firebars can now be customed in many ways.
    -Max size of ice blocks made by ice balls can be set in CNPC code of NPC-263(ice block).
    -Multiple check points can now exist in a single level.You can determine the order by changing the advanced NPC settings.
    -Added NPC events:Grab,Touch,NextFrame(this one is not recommended to use too much)
    -Added 'Send ID to a variable' settings for NPCs to send the permanent NPC ID to a variable.
    -NPC290 NPC195 are now tightly connected to players.
    -P-Switches can no longer turn friendly NPCs into blocks.
    -New settings for NPC generator.
    -Use frames instead of seconds for the timing unit.
    -Two setting methods are now available.
    -Traditional:8 directions available instead of 4.
    -Custom:4 new options:Shooting angle,shooting branches,shooting speed,shooting range.
    -Added some new Custom NPC codes.
    -spinjump:can the NPC be killed by spin jumps or not.
    -To be compatible with jumphurt,this one should be set the same time you set jumphurt.
    -spinjumphurt:can players get hurt trying spin-jump the NPC.
    -waterjumphurt:can the NPC be stomped to death under water.
    -To be compatible with jumphurt,this one should be set the same time you set jumphurt.
    -nolava:can the NPC be killed by lava.
    -nohammer:can the NPC be killed by hammers.
    -health:hitpoints for the NPC,can only be a const.
    -holdgenerator:makes the NPC hold a NPC generator itself.
    -Usage:holdgenerator = x , y , id , Delay , Speed , Angle , [Optional L = 1] , [Optional R = 360] , [Optional AC = 1]
    -Parameters:relative position of NPC(x,y),generating interval,initial speed,initial angle,branches,range,whether the direction changes according to the facing of NPC.
    -Be careful,you may make lakitus throwing lakitus using this,producing deadly lags.
    -framestyle:(additions)
    -framestyle=3 Animations are not played automatically.
    -framestyle=4 Animations are only played once.
    -framestyle=5,6,7ЈєMuch the same as 0,1,2.Differences:GFX will have a downward offset 'NPC special setting value * NPC original frame number',for example,player fireballs are using this.
    -fireballdmg:damage taken when hit by fireballs.
    -jumpdmg:damage taken when hit by stomps.
    -hammerdmg:damage taken when hit by hammers.
    -shelldmg:damage taken when hit by shells.
    -lavadmg:damage taken when hit by lava.
    -tailspindmg:damage taken when hit by tail spins.
    -blockhitdmg:damage taken when hit by blocks.
    -explosiondmg:damage taken when hit by bombs.
    -float:is the NPC affected by buoyance,only makes sense when nogravity is set to 0,for example,SMB3 platforms are using this.

    Liquids
    -You can now specify many physic parameters for liquids.
    -You can now make the hitbox of liquids round.
    -Liquids can now trigger events by touching them with players or NPCs.
    -Added many settings.
    -Custom liquid:a kind of liquid with custom friction settings.
    -Gravitional Field:just a 'liquid' without swimming functions.
    -[Event/Script]Collision Area:triggers events or scripts when characters get in.This kind of liquid does not have any physic properties.
    -[Event/Script]Click Area:triggers events or scripts when clicked using mouse.This kind of liquid does not have any physic properties.

    Warps
    -Added events for warps.
    -Added a kind of warp requiring a bomb to unlock.
    -Message shown when stars are not enough can now be customed.
    -Added a option to prevent the star count of levels from showing.
    -Added a option to disable the intro animation when warping between levels.
    -Added a option to keep the items held by players when warping between levels.
    -Changes for Warp To Map Location:special values:(0,0) means not moving,(-1,-1) means move to position(0,0).

    Blocks
    -P-Switches no longer triggers Death events of blocks.
    -POW Blocks no longer triggers Hit events of blocks.
    -'?' Blocks can now contain any kind of NPC.
    -Coin amount of '?' Blocks can now be 'infinite' (with a finite amount of time)
    -You can now customize the size of blocks,press Return after inputing the new size in the textbox.
    -If the slope of a slope is greater than 1.1,it creates a horizontal acceleration to players stepping on it.

    Player
    -Added Frog Suit.Only available for Mario and Luigi.
    -Added F.L.U.D.D.(Super Mario Sunshine)
    -There are 3 types of them.Press 'Z' to use them.If you get multiple types,press Shift+S to switch.(Keys are configurable)
    -They recharges themselves when players touch a liquid with a friction between 0.4 and 0.6.
    -They are automatically removed after completing a level.If you want to keep it,use global variables and script system.

    Worlds
    -You can now limit the use of cheat codes with blacklists and whitelists.
    -You can now make a save file only available to a single computer,and saves from other computers can not be loaded.
    -Added save locking feature:you can specify a rule using expressions.Saves can only be loaded properly when the expressions return True.
    -Added a option to record the level which player was in,when the save is loaded,the game will send players to the recorded position.
    -Added item slots from SMB3.Enable it by setting the max amount of items.Press 'S' to open it in the world map.You can add items in to it using Special Events.
    -You can now disable 2-Player game.
    -You can now disable the function of switching characters on world map.
    -You can now customize the music played in the world map.
    -The music is now not looped in Credits screen.
    -You can now make custom credits,keep it short,since the scrolling speed of text is not changed.
    -If there is a music file 'credits.MP3', it will played in Credit screen.
    -Added 'Forced' option for levels in the world map.'Forced' levels will pull players into them instantly when players step on.
    -You can now use expressions controlling the requirements opening a new path, only global variables can be used in this case.
    -Added level entering conditions.
    -Use '|' to separate levels in Level FileName,example:world0-1.lvl|world0-5.lvl|Castle.lvl
    -The first level is numbered '0',and the second one is numbered '1',and so on.
    -Input condition expressions in the long textbox,and level number in the short textbox.The test continues in order from top to bottom.If no conditions are matched,the game will choose the level numbered '0'.
    -Level number can also be expressions.Return values are rounded.
    -For example,you can make levels that can only enter once with this and global variables.

    Misc
    -You can customize character names shown in battle mode.
    -Merged 'fill' function to the tool bar in the editor and added several types of tools.
    -Drawing tools:Rectangle,Andv.Rectangle,Ellipse,Line,Brush(Fill)
    -Misc tools:Grids,Copy,Paste,Flip
    -Options:Can blocks/NPCs/Backgrounds/Liquids be selected or not.
    -Added a protection when using fill function.You will no longer destroy your level.
    -Added Overlap function in the editor.When checked,you can place things over others.
    -Press 'Shift' when selecting objects in editor will no longer pick the object up.
    -Press 'Ctrl' when placing objects on other objects in editor will make the under object copy the properties from the holding object.
    -This function will not affect positions,size and id.
    -It can not used on backgrounds in level editing mode.It can only used on levels and tiles in world editing mode.
    -Additions to Section Cloning function
    -You can now only clone NPCs,blocks,backgrounds and liquids of a section.
    -Additions to Swap function.
    -Moved the function from Debugger to Level Settings
    -Can now swap NPCs,backgrounds and blocks.
    -Added Y-Level Wrap
    -Added Y-Scroll Lock
    -Friendly stars are not counted in the debugger.
    -Added a option to set the level player teleports in when death
    -Use PNG graphic files instead of GIF,Alpha channel fully supported.
    -No longer supports GIF files and '-m' files,they will be automatically converted.
    -Hint:You can use MarioShop to edit Alpha channels and convert files in large number.
    -Screenshot files are now PNG.
    -Hold 'F11' key in world map editor will show the visible border in the main game.
    -In editor,things in "The Lakitus are throwing Lakitus!" are placed in 'Adv' section of NPC window.
    -Added a simple Debugger for world editing mode.Automatically shows up when you turn the grids on.
    -NPCs hidden in grasses and other things are now drawn transparently instead of blinking in editor.
    -Directions of warps and generators are shown in editor.
    -Added 'Open Game Directory' and 'Reset Camera Position' functions in editor.
    -You can no longer adjust the size of level window in editor.
    -Slightly increased the max amount of some kind of objects.
    -The game will not always occupy a whole CPU core.
    -Playing sounds can no longer cause random lags.
    -Improved Performance.
    -Supported music formats:.aiff, .asf, .dls, .flac, .fsb, .it, .m3u, .mid, .midi, .mod, .mp2, .mp3, .ogg, .raw, .s3m, .vag, .wav, .wma, .xm
    -If an episode exists in the game folder without a name set in the world editor,it will still show up in the game list in the main game,but with gray fonts.
    -Testing levels in editor in fullscreen mode is no longer supported.
    -Number of auto-played characters in title screen is now reduced to one.
    -Custom Files(including GFX,CNPC,etc)will not be reloaded when you test the level.If you want to reload them, please reopen or save the level.
    -Use a new level file format.Old maps can be automatically or manually converted.
    -Moved most of the resource files away from the EXE file.
    -Intro.lvl and outro.lvl are now hidden,but you can still customize them in the old way.
    -Changed some conflicting shortcut keys.

    -Added localization files:place them (.lg files) in the same folder smbx.exe in and it will work.
    -Using them will take a slightly longer time for the editor to start.
    -These files can only be created using a special tool, you can not edit them directly.

    Cheat Codes
    -Added and removed some cheat codes and changed the effects and names of some cheat codes.
    -Cheat codes are disabled in battle mode.

    Bug fixes
    -Fixed the 'Out of Memory' crash when trying to open many level files using an old computer.
    -FIxed the 'Control array element doesn't exist.'crash using the world editor with custom graphics.
    -Fixed the 'Overflow' crash when certain NPCs are fallen into lava.
    -Fixed the 'Overflow' crash when some error CNPC codes are loaded.
    -Fixed the 'Type mismatch' crash when some error CNPC codes are loaded.
    -Fixed the 'Invailed picture','Out of Memory','Cannot create AutoReDraw object' crash when using too much custom graphics in a level using an old computer.
    -Fixed the 'Divided by Zero' crash entering a pipe with a fire piranha plant.
    -FIxed the bug that level corrupts when game crashes saving a level.
    -Fixed the bug that level corrupts when there is '"' in message boxes.
    -Fixed the bug that some irregular MP3 files are not played properly.
    -Fixed the bug that levels in battle mode can be cleared.
    -Fixed the bug that SMW platforms get stuck when overlapped each other.
    -Fixed the bug that some blocks behave improperly when become invisible.
    -Fixed the bug that some NPCs disappear from time to time.
    -Fixed the bug that 'Instant' warps sometimes not working with certain settings.
    -Fixed the bug that some warps placed near the level boundary can make players get stuck.
    -Fixed the bug that if the game failed to refresh the graphics the images from the last frame will remain.
    -Fixed the bug that some looping BGP are not looping properly.
    -Fixed the bug that using a BGP with wrong size will make the graphics out of order.
    -Fixed the bug that you can get too much lives completing a level near a lot of NPCs.
    -Fixed the bug that Pokey will break up when going up a slope.
    -Fixed the bug that invisible blocks still blocks some NPCs up.
    -Fixed the bug that layer status in Layer window in editor is not refreshed on time when testing a level.
    -Fixed the bug that 'mario-5.gif' has an 1-pixel offset.(Since most 'mario-5.gif'in graphic packs now have moved the picture up one pixel,all of them will automatically move one pixel down)
    -Fixed the bug that Level-Start and Auto-Start events are not triggered when players have died once.
    -Fixed the bug that Auto-Scrolling is only available to Level - Start event.
    -Fixed the bug that pressing P-Switch will make the coins and blocks disappear and trigger Death events.
    -Fixed the bug that vines are placed overlapped in editor.
    -Fixed the bug that some CNPC codes can not apply to certain NPCs and some CNPC codes will make them disappear.
    -Fixed some other bugs.

Video showcasing the new features:
https://youtu.be/9oxiHOIfHPM?t=8m10s

SMBX 1.4.2 changelog:
Spoiler
    Engine Updates
    -Updated DirectX8 to DirectX9.
    -Replaced Gdiplus with Freeimage, so MSCOMCTL.OCX is no longer needed, and the game requires NO dlls to register.
    -Replaced Fmodex with SDL2 Mixer.
    -Greatly improved performance.
    -Layers and events are supported for world maps now.
    -Updated the script engine.

    Worlds
    -Upgraded 'Music Components' in world maps to 'Area Components', enabling more functions.
    -You can now set the boundary of the world map, sailing areas, item-triggered areas and so on.
    -Area sizes are customable.
    -Upgraded 'Level Components', introducing random movements of levels.
    -You can set the path and the destinations, and the level will move randomly between destinations.
    -Added events for level entrance and exit.
    -Added 'one-time-use' levels.
    -Added other miscellaneous settings.
    -Add paths toggling the ability of passing every turn.
    -The number of star coins are now shown on the world map.
    -Added events for world maps, with events, you can:
    -Toggle the state of showing of the layers.
    -Move the layers around, multiple moving patterns are supported.
    -Make the events auto-executable with condition settings.
    -Messages on world maps are now supported.
    -Use sys(starcoincount) in expressions to get the star coin count.
    -3 new items for world maps are added: Music Box, Anchor and Warp Whistle.

    NPCs
    -Added balancing lifts (SMB).
    -Added all-direction flamethrowers (SMB3).
    -Added Foo (NSMBWii).
    -Added Springboard (SMM, in SMW style)
    -Added a new Custom NPC Code.
    -zposition:A float number, determining the showing order of the NPC, ranges from 0 to 1.Set this to 0 will make the NPC shown in the foreground and 1 to make it shown in the background.

    Warps
    -Added a new warp style: zero-delay warp(Loop).
    -Some types of the warps have the ability to resize now.
    -Added warps only available for mini characters.

    Misc
    -Added the support of custom sound effects affecting the whole world map.

    Liquids
    -Added an 'eraser' air fluid erasing all physic effects of other overlapping fluids.

    Bug fixes
    -Many bugs that were not supposed to occur are fixed.

    About Scripts
    Spoiler
    Here are some script examples, you can download and learn how to use teascript:
    Download

Videos showcasing the new features:
https://www.youtube.com/watch?v=Hecc59SKzeg (by Lx Xzit)
https://www.youtube.com/watch?v=NzoGB2H4Ww0 (by Tinkerbell)

SMBX 1.4.3 changelog:
Spoiler
Engine Updates
  • Added the GFX expansion feature. A single object in the game can now have up to 65536 different GFXs. Tiles, scenes, paths, levels, blocks, backgrounds, NPCs and effects are all supported.
    • From now on, there won't be any objects with the same function but different GFXs (like re-colored versions of a block) in a new update. You can manually add them using this feature.
    • Objects with this feature enabled will show a GFX-selection window in the editor when selected. Click on the icons in the window to make your choice.
    • You can drag the window to a proper place or double-click its status bar to minimize it if you find it disturbing.
  • Updated the script engine.

Block
  • Added slope platforms and oneway gates. Enable them in Custom Blocks.
  • You can now set different physics for players and NPCs.
  • Adjusted the physics of slopes.
  • You can now customize the graphics and physics of blocks. Added the Custom-Block Editor with a GUI, Right-click the icon of the object to open the customization window.
  • You can now stretch the graphics of a single block in the level.
  • Added the 'name' property for blocks.
  • Added advanced settings for the contents of blocks. Right-click the content picture to reveal them.

NPC
  • Added the Custom-NPC Editor with a GUI, Right-click the icon of the object to open the customization window.
  • The GFX expansion feature for NPCs is disabled by default and you can enable it in the Custom-NPC Editor.
  • Added some new Custom NPC codes.
  • Added the 'name' property for NPCs.
  • You can now arm your NPCs with parachutes (SMW). Warning! Attaching parachutes to large-sized NPCs is highly disapproved.
  • Added Baby Yoshies (SMW) and polished them. You can now enable / disable their overpowered abilities in the Advanced NPC Settings panel.
  • Added the Flag Pole (SMB) and the corresponding Level Exit settings in world maps.
  • Added Micro Goombas (SMB3).
  • Added Magikoopas (SMW).
  • Added an option in the Advanced NPC Settings panel for Nipper Plants to turn them to Fire Nipper Plants.
  • Add an option for Piranha Plants to turn them to Ice Piranha Plants.
  • Add an option for Fire Bros to turn them to Ice Bros. You'll use the GFX expansion feature to set their GFXs, though.
  • Add options to modify the explosion range and count down time for SMB2 bombs.

Warp
  • Added two-way warps.
  • Added pipe cannons that fires players out. You can set the projection range.

Background
  • You can now customize the properties of backgrounds. Right-click the icon of the object to open the customization window.

World
  • You can now customize the properties of tiles, scenes and levels. Right-click the icon of the object to open the customization window.
  • Added Game Over Level settings.

Misc
  • Added the wall jump system. You can enable it in special events.
  • Added SMB3 power-up system. You can enable it in special events.
  • You can now add Yoshi eggs to the world map inventory.
  • You can now customize the properties of effects. Find the panel in the Advanced Level Settings.
  • Made the tools in the editor more accurate when drawing lines and rectangles.
  • Added a debug window for to show the debug information outputted by scripts.
  • With light system enabled, the lighted area of players now shrink when they die instead of disappearing instantly.
  • Added a quick way to select the contents of blocks. Left-click the picture box.
  • You can now select objects. Switch the edit mode to 'Selection' and use Rectangle, Line or Circle tools and then you can drag-drop objects.
  • Adjusted the limit of triggering times in a single frame for several Autorun events.
  • Added triggering parameters for Autorun events.
  • You can now make your levels(not episodes) read-only, which means that they can still be opened and played but no longer modified.
    • You can set multiple permissions for the level, like permissions to cheat, view scripts, observe the level and so on.
    • The process will encrypt the graphic files and text files but not the music files.
    • A 256-byte key will be generated right after the encryption. You can use the key to decrypt the level.
    • You can specify a full access key and anyone who has it will grant the permission to view all contents of the level.
  • *Added inter-process communication features based on memory mapping for developers. After opening a level using command lines, developers can now use specific methods to tell the game to perform special tasks.
  • *Added 'something interesting' to the editor

Bugs
  • Fixed the bug in the script engine that may lead to illegal memory access.
  • Fixed the bug in the script engine that may cause 'subscript out of range' crashes when there are syntax errors in a script.
  • Fixed the bug in the script engine associated with the system language that may cause 'subscript out of range' crashes.
  • Fixed errors with the auto paint tool when you place slopes.
  • Fixed the bug preventing the auto-save function.
  • Fixed the bug that level names in packed maps become case-sensitive, also removed automation errors occurring when packing certain maps.
  • Slightly adjusted and optimized the game's physics.
  • Fixed a bunch of bugs that have ever existed for a long time.

Screenshots
Spoiler
Image
Image

SMBX 1.4.4 changelog:
Spoiler
Engine Updates
  • The editor got a UI revamp, no longer attempting to fit into the legacy SMBX 1.3 style.
  • Updated the script engine.

Blocks
  • You can now attach wings to blocks. The movement pattern of blocks varies according to the type of wings.
    • If you want to let a large chunk of blocks move together, make big (in size) blocks using the custom blocks function and place them, instead of placing a bunch of small blocks.
  • Added some new customable properties to blocks.
  • Custom blocks that applies to the world map is now supported.
  • Supersized (HUGE) platforms are supported again.
  • Added OnScreen event for blocks that triggers every frame as long as the block is on the screen. (Overusing this event is not advised)
  • Built-in events for blocks can be configured to run scripts directly and some of the events has now more parameters that can be acquired by scripts.

Backgrounds
  • Custom background objects that applies to the world map is now supported.

NPCs
  • You can now attach wings to NPCs. The movement pattern of NPCs varies according to the type of wings.
  • The actual size of NPC-56 (Clown Car) can now be changed according to the custom NPC settings.
  • There are more NPCs that can be shot by Fire Piranha Plants, and NPC-52 can now shoot NPCs.
  • NPC-42 (Eerie) can now move vertically.
  • Bullet Bills can now be configured to chase players.
  • Added some new custom NPC options.
  • Big NPCs can no longer directly have parachutes attached on them or be put into bubbles, as this feature is commonly reported as a bug.
  • Built-in events for NPCs can be configured to run scripts directly and some of the events has now more parameters that can be acquired by scripts.

Warps
  • Added transition effects for door type and pipe type (in the same section only) warps.
  • Built-in events for warps can be configured to run scripts directly and some of the events has now more parameters that can be acquired by scripts.

Liquids
  • Added several new types of liquids.
  • Added some new options to the force direction of liquid force fields.

Event and Layer
  • Added a new special event: Screen Shake.
  • Added a new special event: Pause at Status Change: Any objects stop moving when the status of characters is changing.

Misc
  • Custom effects that applies to the world map is now supported.
  • You can now fully customize the object selection windows. NPCs, blocks and other objects of different types can now be put in a single window.
  • The level editing window can now be resized. This only affects the editing process.
  • Changed the UI style of the editor and the editor interface got an overhaul.
  • The auto paint tool is now fully customizable and supports more objects. Objects with GFX expansions now works well with this tool.
  • Section boundaries is now recognized by the auto paint tool as blocks to attach.
  • More image formats are now supported by the level image exporting function.
  • You can now apply sound effect customizations to levels individually.
  • The special BGM of P-switches, Stop Watches, Super Stars and Mega Mushrooms can now be customized.
  • The values of global variables can now be changed in the variable window when testing a level.
  • Improved the script editor, added some keyword hints.
  • Reworked the object swapping tool. You can set multiple swap results and even probabilities of each.
  • Reworked the level boundary tool and merged the Reset Camera menu item with this.
  • Reworked the object counter in Debugger. You can now customize the types of objects to be counted.
  • Auto paint mode now works well with flip tools.
  • Selection tools now works in world map editing mode.
  • Added pop-up selection boxes for convenient selection when inputting or finding IDs of objects.
  • Added pop-up selection boxes when a certain file name needs to be inputted.
  • The reserved items will no longer always drop from the middle of the screen when custom HUD configurations are active, the drop position is determined automatically.
  • Removed the music test feature in World Editor. This feature is moved and merged to Music Manager. You can change the paths of default music files and the music that plays when editing levels.
    • If a custom background music is playing when editing levels, the music will not stop even if the game window lost focus.
  • Replaced language files with Editor Language Configuration Tool, where all strings that you see in the editor will be automatically listed, and you can translate them into other languages.
    • Most changes will be applied after restarting the editor, and some changes will take effect instantly. Besides, you can export your translations as files to share with others.
    • Only loaded strings will be recorded, and newly found strings will be appended to the string list. Therefore, opening (and closing) all windows in the editor is suggested before you translate.
    • Every translated string will have an generated unique ID associated. When the game updates, outdated translated strings will not be loaded and unchanged strings will work as usual.
  • Added Recent Levels so you can open recently opened levels conveniently.
  • Changing sections and pressing 'Esc' key to stop level testing no longer resets the editor camera.
  • Added Preference Settings to the editor. The editor can now memorize some preferences of users, but this will make the editor take more time (a few seconds) to launch for the first time.
  • Added Default Graphics Editing Tools for configuring object customization interfaces.
  • Global string variables are stored in the save file, the same as global value variables.
  • The main game now supports "windowed fullscreen" mode.
  • Slightly adjusted the physics.
  • Levels that have scripts with compile errors can no longer be loaded in the main game, but are still playable in the editor by disabling the scripts with problems.

Bugs
  • Fixed the bug that Goal Poles do not work with world maps.
  • Fixed the bug that some resource files can not be properly loaded under certain circumstances.
  • Fixed the bug that some custom configurations on Effects are not working in some situations.
  • Fixed the bug that the option to disable the intro animation when warping between levels is not working.
  • Fixed some more bugs that have ever existed for a long time.

Screenshots
Spoiler
Image
Image
Image

Some SMBX 1.4 levels made by DarkMecha (videos)

-------------------------------------------------

About SMBX 1.4 and its development: SMBX 1.4 was announced in a chinese web-site called http://tieba.baidu.com by 5438A38A at 5th of August 2013, with some progress being shown already. Its development started around in early-middle 2013 (maybe even late 2012?) and the first stable release was available in summer 2015 under the name SMBX 1.4.1.

However, since it was only posted on that chinese web-site, most of the foreigners couldn't find SMBX 1.4.1. Those who found it, however, thought that it's fake. That is until 5th of November 2015 - two people named Wohlstand and Kevsoft (administrators of this forum; developers of PGE, LunaLua and SMBX 2.0) downloaded it from that chinese web-site to test it. Later that day they posted SMBX 1.4.1 at this web-site and the forum, and other people also began spreading it everywhere by making SMBX 1.4 videos, levels and games. And so one of the world's most popular rumors has finally become true.

At 25th of January 2016, 5438A38A (creator of SMBX 1.4) has joined this forum memberlist.php?mode=viewprofile&u=311, which resulted in a collaboration between Wohlstand and 5438A38A. A month later, at 21st of February, SMBX 1.4.2 was released - a result of said collaboration.

So yeah, this should be a full story about how SMBX 1.4 happened and was being developed.

I don't own SMBX 1.4. All credit goes to 5438A38A, the one who created SMBX 1.4.

-------------------------------------------------

Other SMBX 1.4-related stuff:

Minigames: viewtopic.php?f=58&t=778
Tutorials: 1, 2
SMBX 1.4 Community Collab: viewtopic.php?f=62&t=787

Bug reports: viewforum.php?f=64
Suggestions of others: viewforum.php?f=65
Last edited by Wohlstand on 4 Feb 2016, 0:20, edited 1 time in total.
<Knux> h2643 the super computer

Spinda M
Citizen
Citizen
Avatar
Spinda M
Citizen
Citizen
Age: 17
Reputation: 2
Posts: 9
Joined: 1 May 2015
Location: Germany

Post #2by Spinda » 8 Nov 2015, 17:24

I think for this to really take off it'd have to be made a lot easier to get working.

Wohlstand M
Lead Developer
Lead Developer
Avatar
Wohlstand M
Lead Developer
Lead Developer
Age: 25
Reputation: 317
Posts: 1292
Joined: 15 Feb 2014
Location: Moscow, Russia
Website Skype YouTube

Post #3by Wohlstand » 8 Nov 2015, 17:34

I'm goind to cooperate both projects, because this project would speed-up development of PGE Engine and our reserached will make SMBX 1.4.1 to be better and SMBX 1.4.1 will provide knowage base to complete PGE Engine to finally take full implementation of engine to have able play episodes with full support of everything.

My current review about SMBX 1.4.1 and PGE comparison you will read on PGE-Wiki:
http://wohlsoft.ru/pgewiki/Super_Mario_Bros._X_by_38A

Kevsoft M
Angry developer
Angry developer
Avatar
Kevsoft M
Angry developer
Angry developer
Age: 19
Reputation: 77
Posts: 376
Joined: 26 Apr 2014
Location: Austria

Post #4by Kevsoft » 8 Nov 2015, 17:37

There are several things which bothers me:
  • Closed Source.... at the moment. (Really, I don't want to see that happen again)
  • DirectX 8. Yes, this engine uses DirectX 8 as graphics interface. You might ask yourself: "Hey, what's the problem?", well let me copy something from msdn:
    Microsoft Developer Network wrote:Support for the DirectX 7 and DirectX 8 interfaces for Visual Basic 6.0 is not available on Windows Vista.
    . Working with very old technolgy is not a good idea. Especially when new OSes like Windows 8 and Windows 10 are out.
  • TeaScript. I don't want to be mean, but really...? A programming language like Visual Basic which only supports String and Double value. I cannot imaging that you can do complex algorithm with it.

So personally I am not happy with several things of SMBX 1.4.1.
▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬ Signature.start() ▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬
Image
Wohlstand in interview:
Spoiler
Image

▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬ Signature.end() ▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬

h2643 M
Topic author, Contributor
Contributor
h2643 M
Topic author, Contributor
Contributor
Reputation: 82
Posts: 327
Joined: 15 Feb 2014
Location: Ukraine
Skype YouTube VK

Post #5by h2643 » 8 Nov 2015, 18:09

I noticed that the "Online" mode button is now completely disabled, some NPCs also have wrong animation frames and some sounds don't play when they should. The physics feels a bit weird at first also, but these new features are not bad. But yeah, I wish this program would be a bit more polished.
<Knux> h2643 the super computer

mariofan 64
Honourable citizen
Honourable citizen
Avatar
mariofan 64
Honourable citizen
Honourable citizen
Reputation: 3
Posts: 39
Joined: 22 Oct 2015

Post #6by mariofan 64 » 8 Nov 2015, 19:02

I wouldn't use it for the life of me. I've seen the difference between SMBX and PGE with about 5-8 Podoboos. SMBX, I died in lava several times because lag, and PGE doesn't have that problem. If this SMBX runs on Visual Basic like the normal SMBX, forget it. PGE is unlimited, lagless, and more customizable. I can only see this being used for research and development to quickly finish PGE and make it the greatest Platforming Game Engine there will ever be, minimum.
h2643 wrote:"Online" mode button is now completely disabled
some NPCs also have wrong animation frames
some sounds don't play when they should
physics feels a bit weird at first also
Wohlstand, you sure you want to research NPC and player algorithms with this info?
Current Projects: (Infinite Mario Bros: 0.16%)
(Super-Project Completion: 0.001% Complete. pls don't ask about it)
Youtube Status: MIA

Wohlstand M
Lead Developer
Lead Developer
Avatar
Wohlstand M
Lead Developer
Lead Developer
Age: 25
Reputation: 317
Posts: 1292
Joined: 15 Feb 2014
Location: Moscow, Russia
Website Skype YouTube

Post #7by Wohlstand » 9 Nov 2015, 0:20

Please read my post above, I added detail comparison PGE and SMBX 1.4.1 (I will move them to Wiki)

EDIT: Wiki page has been made: http://wohlsoft.ru/pgewiki/Super_Mario_Bros._X_by_38A

Murphmario
Citizen
Citizen
Murphmario
Citizen
Citizen
Reputation: 3
Posts: 7
Joined: 27 Dec 2014

Post #8by Murphmario » 9 Nov 2015, 0:30

I'm stuck. copy_files can't find the right files.

bossedit8 M
Contributor
Contributor
Avatar
bossedit8 M
Contributor
Contributor
Age: 21
Reputation: 17
Posts: 18
Joined: 3 May 2014
Location: Germany (Deutschland)
Website

Post #9by bossedit8 » 9 Nov 2015, 1:25

Even that SMBX 1.4.1 has it's capeabilities to run mostly fluently, I'm still gonna stick to the earlier versions since well, the thing what I didn't like of what they did is that once I save a previously created level with custom graphics, unknowingly my graphic files are changed from GIF to PNG and they don't support masks anymore and it makes it incompatible with SMBX 1.3 and such which I didn't like (I gotta admit, PNG files with no extra mask support is cool but at the same time it can screw up my previously maded work relative to earlier versions of SMBX and such).

Wohlstand M
Lead Developer
Lead Developer
Avatar
Wohlstand M
Lead Developer
Lead Developer
Age: 25
Reputation: 317
Posts: 1292
Joined: 15 Feb 2014
Location: Moscow, Russia
Website Skype YouTube

Post #10by Wohlstand » 9 Nov 2015, 1:34

bossedit8 wrote:Even that SMBX 1.4.1 has it's capeabilities to run mostly fluently, I'm still gonna stick to the earlier versions since well, the thing what I didn't like of what they did is that once I save a previously created level with custom graphics, unknowingly my graphic files are changed from GIF to PNG and they don't support masks anymore and it makes it incompatible with SMBX 1.3 and such which I didn't like (I gotta admit, PNG files with no extra mask support is cool but at the same time it can screw up my previously maded work relative to earlier versions of SMBX and such).
Anyway, PGE supports both PNG and Masked-GIF way and doesn't forcedly converts them without your direct request. Anyway, PGE desiged to keep compatibility with SMBX 1.3 and any SMB Xtended features (SMBX 1.4.1+my own things) will go as separated config pack and will be designed for PGE-only. So, if you wish to keep compatibility with SMBX 1.3 - let's use "SMBX 1.3" config pack with that stuff

Added after 46 minutes 9 seconds:
Murphmario wrote:I'm stuck. copy_files can't find the right files.
Run it as admin!
Or manually copy mscomctl.ocx, dx8vb.dll and gdiplus.dll manually to C:\Windows\System32 and to C:\Windows\sysWOW64 (on 64-bit systems)
Then WinKey+R and type:

Code: Select all

regsvr32 /u mscomctl.ocx

Then press WinKey+R again and do that multiple times with next lines:

Code: Select all

regsvr32 mscomctl.ocx
regsvr32 dx8vb.dll (would be error if you have x64 systems!)
C:\Windows\sysWOW64\regsvr32 dx8vb.dll (Fine for x64 systems!)


Added after 1 minute 44 seconds:
bossedit8 wrote:it can screw up my previously maded work relative to earlier versions of SMBX and such).
Don't worry, just find in PGE folder the PNG2GIFs tools, run it, choice target path and drag&drop your PNG files, there are will be converted to masked GIFs back

Lx Xzit M
Moderator
Moderator
Lx Xzit M
Moderator
Moderator
Reputation: 136
Posts: 427
Joined: 9 Nov 2015
Website

Post #11by Lx Xzit » 10 Nov 2015, 3:12

A friend got this problem: ""Run-time error 5:invalid procedure call or argument"
Can someone please help me to help to him? This error appears when he try to open SMBX...
VISIT MY YOUTUBE CHANNEL! LX XZIT

Wohlstand M
Lead Developer
Lead Developer
Avatar
Wohlstand M
Lead Developer
Lead Developer
Age: 25
Reputation: 317
Posts: 1292
Joined: 15 Feb 2014
Location: Moscow, Russia
Website Skype YouTube

Post #12by Wohlstand » 10 Nov 2015, 3:48

DarkMecha,
Are you followed to readme rules right?
Are you have no Visra or 10? Those OSes are not supports direct X 8, so it will not work.
If my BAT files are not working, copy files manually and register dx8vb.dll and mscomctl32.ocx yourself.
Note: on x64 you should do C:\Windows\Syswow64\regsvr32 dx8vb.dll, because it will not work with C:\windows\system32\regsvr32, because its 32 bit only library

RetroWestman M
Passerby
Passerby
Avatar
RetroWestman M
Passerby
Passerby
Age: 15
Reputation: 0
Posts: 4
Joined: 10 Nov 2015

Post #13by RetroWestman » 10 Nov 2015, 4:24

Wohlstand wrote:DarkMecha,
Are you followed to readme rules right?
Are you have no Visra or 10? Those OSes are not supports direct X 8, so it will not work.
If my BAT files are not working, copy files manually and register dx8vb.dll and mscomctl32.ocx yourself.
Note: on x64 you should do C:\Windows\Syswow64\regsvr32 dx8vb.dll, because it will not work with C:\windows\system32\regsvr32, because its 32 bit only library

I got it working for my Windows 10 and that was installed on a windows 8 computer.
SMBX 1.4.2
-----------------------
We're getting there. Image :to_keep_order: :whistle:

Lx Xzit M
Moderator
Moderator
Lx Xzit M
Moderator
Moderator
Reputation: 136
Posts: 427
Joined: 9 Nov 2015
Website

Post #14by Lx Xzit » 11 Nov 2015, 7:49

Thank you WohIstand! in fact, the problem isn't for me, this worked fine in my computer since the first day, I just wanted help a friend who got this problem (I didn't find any solution in the Chinese page) and yeah, what says "RetroWestam" it's true, this works fine in Windows 10.
VISIT MY YOUTUBE CHANNEL! LX XZIT

Lx Xzit M
Moderator
Moderator
Lx Xzit M
Moderator
Moderator
Reputation: 136
Posts: 427
Joined: 9 Nov 2015
Website

Post #15by Lx Xzit » 14 Nov 2015, 23:18

Sorry for double post, well there are two extrange errors I don't know how do fix, can someone please help me?
First one, it's an animation error:
Spoiler
Image

Second one:
Spoiler
Image

I can't find any info of these errors in Chinese page...
VISIT MY YOUTUBE CHANNEL! LX XZIT

Wohlstand M
Lead Developer
Lead Developer
Avatar
Wohlstand M
Lead Developer
Lead Developer
Age: 25
Reputation: 317
Posts: 1292
Joined: 15 Feb 2014
Location: Moscow, Russia
Website Skype YouTube

Post #16by Wohlstand » 15 Nov 2015, 4:33

DarkMecha wrote:Sorry for double post, well there are two extrange errors I don't know how do fix, can someone please help me?
First one, it's an animation error:
Spoiler
Image

Second one:
Spoiler
Image

I can't find any info of these errors in Chinese page...
That means you have trouble with Direct X (same error appears in Virtual Box when I forgot to enable 2D/3D acceleration

mariofan 64
Honourable citizen
Honourable citizen
Avatar
mariofan 64
Honourable citizen
Honourable citizen
Reputation: 3
Posts: 39
Joined: 22 Oct 2015

Post #17by mariofan 64 » 16 Nov 2015, 9:39

Wohlstand wrote:
DarkMecha wrote:Sorry for double post, well there are two extrange errors I don't know how do fix, can someone please help me?
First one, it's an animation error:
Spoiler
Image

Second one:
Spoiler
Image

I can't find any info of these errors in Chinese page...
That means you have trouble with Direct X (same error appears in Virtual Box when I forgot to enable 2D/3D acceleration
This is why I am concerned about why it exists in the first place. Just like Redigit's SMBX, there are many errors here, too, and not being tried to be fixed by this/these creator(s). Hope only lies within NPC algorithms and PGE. Even VSMBX hasn't seen that good light of day because of focusing on 3 things at once, and not being correct in all cases as well. (I've seen more errors in VSMBX 1.0.2 than what people claim for SMBX 1.4.1. while PGE hardly has error messages anymore. Hype)
Plus, if SMB Xtended is true new SMBX 2.0, wouldn't SMBX 1.4.1 be irrelevant after a while?
Edit: VSMBX is in dev, but if someone really tries to do NPCs, Editor, and Engine while focusing on all 3 at once instead of taking percautions and do one at a time, it would make sense to do what Wohlstand has been doing since day one instead of blindly taking a big jump and actually design. Research. That's what Wohlstand is doing here, but 1.4.1 really needs to be fixed before any more of the public grabs it and ends up crashing their computers on accident.
With that edit in, I'm going to activate Sleep Mode and shoot to the observatory in the sky. lol :mrgreen:
Current Projects: (Infinite Mario Bros: 0.16%)
(Super-Project Completion: 0.001% Complete. pls don't ask about it)
Youtube Status: MIA

HenryRichard M
Citizen
Citizen
HenryRichard M
Citizen
Citizen
Reputation: 0
Posts: 9
Joined: 23 May 2015

Post #18by HenryRichard » 21 Nov 2015, 20:13

So whenever I run copy_files_x64.bat, I get this error:
Image
any ideas? I've already tried manually registering it, but I get the same error.

Wohlstand M
Lead Developer
Lead Developer
Avatar
Wohlstand M
Lead Developer
Lead Developer
Age: 25
Reputation: 317
Posts: 1292
Joined: 15 Feb 2014
Location: Moscow, Russia
Website Skype YouTube

Post #19by Wohlstand » 21 Nov 2015, 20:30

HenryRichard wrote:So whenever I run copy_files_x64.bat, I get this error:
Image
any ideas? I've already tried manually registering it, but I get the same error.
You may run wrong bat file (if you have x64 system, use copy_files_x64.bat, but if you really have x86 system - use copy_files.bat)
EDIT: "Access denied" - you must run script under admin, I wrote that note in readme

HenryRichard M
Citizen
Citizen
HenryRichard M
Citizen
Citizen
Reputation: 0
Posts: 9
Joined: 23 May 2015

Post #20by HenryRichard » 21 Nov 2015, 20:38

Weird, I tried running that as an admin earlier but it wouldn't work, but just now it did.
But now I'm getting that stupid automation error. Any ideas?


Return to “Super Mario Bros. X by 38A (SMBX-38A)”

Who is online (over the past 5 minutes)

Users browsing this forum: 3 guests