LunaLua Offical Thread

Description: Archive discussion
============================
Original description:
Official subforum for LunaLua - an extension framework for SMBX Engine Version 1.3 (which a core of SMBX 2.0). Share your creations that require the use of LunaLUA. You may also share info/tutorials on how to use LunaLUA.

Shall I stream some LunaLua live development?

Yes
15
tb1024, h2643, hacheipe399, Wohlstand, cramps-man, Lotus006, wes, Saronin, Super Mario Player, 9th_core, MomsResetti, S.Koopa0, 5438ASPGE71
100%
No
2
Toshiie, 6824
13%
 
Total voters: 15
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Post #21by elitalianoverde » 15 Sep 2014, 7:44

yes, write a "constant" and a "utility" please as part of tb1024's "Write a refrerence" suggestion.
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Post #22by Kevsoft » 15 Sep 2014, 8:55

A lot of your suggestions are already in. I will release the new version today afternoon.
▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬ Signature.start() ▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬ Signature.end() ▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬

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Post #23by kil » 15 Sep 2014, 17:48

That looks cool.

Thoughts: When it detects a lua file in the level folder, it should disable the autocode system, so they can't be mixed up.

tb1024 wrote:My suggestions:
  • Instead of using hex addresses in memory, we can provide a type which will provide these addresses as variables. Example: Instead of using the 0x+118 address to change the NPC direction, we could use a [npc-name].direction variable. We can still leave the hex addresses for both backwards compatibility and when a value is not available as variable .
  • Provide some built-in functions (like Layer_Hide()).
  • Write a reference.

You're still going to need memory addresses because no one has mapped all the memory in SMBX, at least until someone finds and connects all the memory locations. If you get rid of them you won't have much power or extendability.

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Post #24by Kevsoft » 15 Sep 2014, 17:56

kil wrote:Thoughts: When it detects a lua file in the level folder, it should disable the autocode system, so they can't be mixed up.
Mhh, maybe, but I think I let the user choose it. I don't think Lua messes up everything....
▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬ Signature.start() ▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬ Signature.end() ▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬

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Post #25by Luigifan2010 » 15 Sep 2014, 18:00

tb1024 wrote:Darkchao made a LunaTXT generator, but it is so crappy I laughed about it.

I fail to see how it was crappy, it was a beautiful program but keep in mind he's still working on it. Don't be so quick to judge

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Post #26by Veudekato » 15 Sep 2014, 18:03

Luigifan2010 wrote:
tb1024 wrote:Darkchao made a LunaTXT generator, but it is so crappy I laughed about it.

I fail to see how it was crappy, it was a beautiful program but keep in mind he's still working on it. Don't be so quick to judge


his programm is not working some times. some codes, for example boss HP.
My channel (PlatGEnWohl news and tutorials , smbx tests):
http://www.youtube.com/channel/UC6h-42umT14iR1wa3VkOs3Q

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Post #27by kil » 15 Sep 2014, 20:55

Kevsoft wrote:
kil wrote:Thoughts: When it detects a lua file in the level folder, it should disable the autocode system, so they can't be mixed up.
Mhh, maybe, but I think I let the user choose it. I don't think Lua messes up everything....

I guess it'll be fine. It's the user's fault if they make a mess trying to use both.

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Post #28by tb1024 » 15 Sep 2014, 21:36

kil wrote:
tb1024 wrote:My suggestions:
  • Instead of using hex addresses in memory, we can provide a type which will provide these addresses as variables. Example: Instead of using the 0x+118 address to change the NPC direction, we could use a [npc-name].direction variable.We can still leave the hex addresses for both backwards compatibility and when a value is not available as variable .
  • Provide some built-in functions (like Layer_Hide()).
  • Write a reference.

You're still going to need memory addresses because no one has mapped all the memory in SMBX, at least until someone finds and connects all the memory locations. If you get rid of them you won't have much power or extendability.
I think you didn't read the text in red.
Luigifan2010 wrote:
tb1024 wrote:Darkchao made a LunaTXT generator, but it is so crappy I laughed about it.

I fail to see how it was crappy, it was a beautiful program but keep in mind he's still working on it. Don't be so quick to judge
I think it's crappy because it doesn't simplify very much. In practice, the only thing it does is asking the parameters.
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Mal posso esperar para a versão final da engine de Wolhstand!
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I can't wait for Wohlstand's Engine final version :D

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Post #29by Kevsoft » 15 Sep 2014, 22:52

Updated with new features (NPC Class mainly) + new reference page: Reference & Example Page
▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬ Signature.start() ▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬ Signature.end() ▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬

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Post #30by tb1024 » 15 Sep 2014, 23:02

Are there all things of LunaDLL, including memory manipulation?
I am trying to make a double-jump code and I need to manipulate the address 0x+60.
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Mal posso esperar para a versão final da engine de Wolhstand!
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Post #31by Kevsoft » 15 Sep 2014, 23:14

Not yet, but I am more keen on implement the fields for it. I will implement memory editing soon, but like I said, I will try to open as much memory fields as possible.
▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬ Signature.start() ▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬ Signature.end() ▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬

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Post #32by elitalianoverde » 16 Sep 2014, 2:18

Here's some memory addresses I found a while ago when I first used LunaDLL. The really easy ones to find, maybe you have use for them?
Lives : 00B2C5AC / Float
Coins : 00B2C5A8 / 4,2,1
Score : 00B2C8E4 / 4,2,1
Stars : 00B251E0 / 8,4,2,1
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Post #33by Kevsoft » 18 Sep 2014, 19:20

Update 0.2.1:

* Added section class
* Added direct memory editing
▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬ Signature.start() ▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬ Signature.end() ▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬

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Post #34by tb1024 » 19 Sep 2014, 0:39

Suggestions: Layer Support, Trigger SMBX Events and allow to save settings (e. g. Switch Palace hit).
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Post #35by tb1024 » 22 Sep 2014, 1:50

I think this question is relevant. enough for a double post.
Is this a Lunadll really redone in Lua or a Lua wrapper around Lunadll?
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Post #36by Mikepjr » 22 Sep 2014, 4:11

Kinda useless to me.. i never have been able to wrap my head around coding things sadly...
Unless something is point and click.. i don't get it lol...
Sad i know..

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Post #37by sky2 » 22 Sep 2014, 16:47

Well... I learnt C++ and Java in my school, also something about Microsoft Small Basic... So, it looks similiar to me, but I more understand "assembler-like" languages.

That's great that we can make more codes. I'm waiting for the reference file just to understand how it works.
Poof!

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Post #38by Kevsoft » 22 Sep 2014, 17:42

The reference page already exists:
Reference & Example Page
▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬ Signature.start() ▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬ Signature.end() ▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬

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Post #39by Kevsoft » 23 Sep 2014, 19:49

Version 0.2.2 is out!

Changes:
Spoiler
*Added playSFX
*Added triggerEvent
*Added access to player 2
*Added new events onJump, onJumpEnd, onKeyDown, onKeyUp
▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬ Signature.start() ▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬ Signature.end() ▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬

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Post #40by Kevsoft » 24 Sep 2014, 23:19

Version 0.2.3 is out!

Changes:
Spoiler
* Added event support for player 2.
* printText now auto-uppercase the text.
▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬ Signature.start() ▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬ Signature.end() ▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬


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