Meet TheXTech: a full working cross-platform port of SMBX engine [1.3.2.3]

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Post #61by Wohlstand » 28 Jun 2020, 23:52

Ah, yeah, I also had to use SimpleScreenRecorder for some moment until OBS became crossplatform.

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Post #62by Olhi » 10 Jul 2020, 4:47

I have a request for a quality of life feature: A hotkey for opening the current level in the PGE Editor. The path to the executable could be added to thextech.ini.

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New 1.3.2.1 release!

Post #63by Wohlstand » 12 Jul 2020, 0:44

Hello!

This is a small bugfix release:

Changes for 1.3.2.1
  • Reworked joysticks support
  • Added a workaround for case-sensitive file systems
  • The 1up sound now playing multiple times if the player has got more than 1 life (for example, a 3-up moon)
  • Fixed a broken work of magic potion warp packed inside of a grass container
  • Fixed a minor inaccuracy of the moving layers system
  • Fixed an incorrect process of blocked playable characters while loaiding the episodes list

All download links at the main post.

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Post #64by +KZ » 12 Jul 2020, 5:33

Captura de pantalla 2020-07-11 a las 10.32.54 p.m..png
Captura de pantalla 2020-07-11 a las 10.32.54 p.m..png (11.56 KiB) Viewed 3387 times


oh, i see you changed the icon and name to smbx icon and name
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Post #65by Wohlstand » 12 Jul 2020, 13:41

+KZ wrote:oh, i see you changed the icon and name to smbx icon and name
Icon wasn't changed, but the name of bundle was been simplified.

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Post #66by +KZ » 12 Jul 2020, 19:43

Wohlstand wrote:Icon wasn't changed.




Wut¿, So since when is the mushroom instead of the gears? I lost something :(?
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Post #67by Wohlstand » 12 Jul 2020, 20:32

+KZ wrote:Wut¿, So since when is the mushroom instead of the gears? I lost something :(?
Gears icon is on Windows builds and on executable itself. The SMBX icon is a part of assets, not a part of engine itself.

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Post #68by +KZ » 12 Jul 2020, 21:10

Wohlstand wrote:
+KZ wrote:Wut¿, So since when is the mushroom instead of the gears? I lost something :(?
Gears icon is on Windows builds and on executable itself. The SMBX icon is a part of assets, not a part of engine itself.

ah, i understand
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Post #69by Wohlstand » 18 Jul 2020, 17:38

Small news:

About incorrect effect sizes that was been reported by several people, it was a really a bug. I though it was same in vanilla, however, once upon one of users have shown me that it's correct in vanilla, I got understand that I was not right. I had to fix this bug yesterday. I'll post the update soon which contains this fix.

Added after 3 hours 42 minutes:
1.3.2.2 release has been posted as a hotfix!

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Post #70by Olhi » 23 Jul 2020, 16:11

I encountered an issue regarding hub worlds. While it's a huge convenience in most episodes that the last level location is remembered, it breaks Mario & Luigi's Marathon:

https://i.imgur.com/vuuPPR5.mp4

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Post #71by Wohlstand » 23 Jul 2020, 16:32

Olhi wrote:https://i.imgur.com/vuuPPR5.mp4
Lol, looks like a sudden trap :biggrin:

However, a think: if you playing a level, and then you finishing the level, player by default gets the same door that was entered on the hub (except custom warps are was made to enforce player to enter the hub at the different point). Technically, the fix is simple by adding of an event axe to here. Or, I have a little idea of a compatibility mode like GZDoom does: for certain cases and for specific WAD files, it disables/enables certain bugs and features, required for the best experience of specific game. Otherwise, another and looks like better idea: remember the last warp by the only one condition: the level was exited by a normal way and not aborted by a game quit.

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Post #72by Olhi » 23 Jul 2020, 17:51

Wohlstand wrote:Or, I have a little idea of a compatibility mode like GZDoom does: for certain cases and for specific WAD files, it disables/enables certain bugs and features, required for the best experience of specific game.

This sounds like the best solution to me. :yes: There may very well be other issues in the future that end up requiring a compatibility mode, so it would be wise to set up a page for that in the settings. This could also be occasion for optional features like Save & Quit in levels, and allowing players to choose between the Classic or Updated Purple Yoshi controls. I feel your idea to extend the Ground Pound to other Yoshi's should be optional, too.

Wohlstand wrote:Otherwise, another and looks like better idea: remember the last warp by the only one condition: the level was exited by a normal way and not aborted by a game quit.

Nah. :no: I like the way it is now. But this is also something that could be integrated into the compatibility settings. The more player choice, the better.

EDIT: Rethinking it, including the third option seems like a bad idea. Neither would it repair the unique hub of M&L's Marathon, nor would it offer any apparent benefit compared to the current system. It'd just needlessly complicate things.

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Post #73by Wohlstand » 30 Jul 2020, 23:43

Sent a next bugfix release, 1.3.2.3:

-Fixed a SIGFPE crash, caused by an attempt to load some custom effects
-Resolved the inability to grab vegetables normally, caused by an incorrect porting of logical expression

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Post #74by +KZ » 1 Aug 2020, 4:22

Wohlstand wrote:For macOS (10.12 is minimal, if not works even on 10.12, report me please):

this can run on macos 10.11 I think it's time to update this post :T
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Post #75by Wohlstand » 1 Aug 2020, 9:41

+KZ wrote:this can run on macos 10.11 I think it's time to update this post :T
Oh, yeh, thanks for a point, gonna to fix this...

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Query

Post #76by Davfar Gamers » 28 Aug 2020, 14:07

Query, can you play the episodes of SMBX 1.4.5 and SMBX2 in this version ?.

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Post #77by Wohlstand » 29 Aug 2020, 0:33

Davfar Gamers wrote:Query, can you play the episodes of SMBX 1.4.5 and SMBX2 in this version ?.
You can play them if they don't overusing exclusive features of every engine. There only next extra features which will work on XTech:
- per-episode and per-level music.ini and sounds.ini to redefine sounds
- PNG graphics as custom resources
- any non-mp3 musics (the full list of music formats which can be used with a game: https://wohlsoft.ru/pgewiki/SDL_Mixer_X#Music_Formats)
- warp-enter event (SMBX-38A exclusive feature)
- multiple check-points as npc-192, on SMBX2 they are still be shitty and also marked as "deprecated". In SMBX-38A and TheXTech they work properly as multi-points.
- vertical wrap on sections
- have more than 21 section on a level (LVLX format only, PGE exclusive feature, supported by PGE Engine and TheXTech)
- on world maps, musicboxes with custom music (WLDX or 38A-WLD only)
------
SMBX2 exclusive and SMBX-38A exclusive features will not work on XTech in most. Scripts aren't supported yet. All SMBX64-compatible levels and episodes will work on TheXTech properly as on original SMBX 1.3 game.

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Post #78by Yidaozhan Ya » 12 Oct 2020, 17:55

Does TheXTech have a frame skip feature? If so, how do I turn it on?
TheXTech does have a higher frame rate than the vanilla SMBX, but the vanilla SMBX can skip frames, which allows the vanilla SMBX to run at full 18-20 FPS in the ExaGear emulator on my Android device, while the TheXTech slows down.
If TheXTech were to add frame skipping, playing SMBX on an Android phone (By using ExaGear Emulator) would be just around the corner! XD

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Post #79by Wohlstand » 12 Oct 2020, 17:59

Yidaozhan Ya, YES, TheXTech can frameskip. By default it's disabled. You need to run the game from a terminal/console/command line with the "-f" argument to enable it:

Code: Select all

$ ./thextech -f


Code: Select all

> thextech.exe -f


I think, it's a good reason to add some sort of pre-run setup that can be toggled by user before the game start.

Added after 1 minute 16 seconds:
Yidaozhan Ya wrote:If TheXTech were to add frame skipping, playing SMBX on an Android phone (By using ExaGear Emulator) would be just around the corner! XD
P.S. I plan to release the native Android version of TheXTech in a form of one or two standalone games, packed with resources. It should work much faster than it's being Windows application ran through a huge workaround. ;-)

Added after 4 minutes 6 seconds:
Yidaozhan Ya wrote:which allows the vanilla SMBX to run at full 18-20 FPS
I ran TheXTech on OrangePi that allows me 4-8 FPS :allokay:

Look the demo: https://www.bilibili.com/video/BV1by4y1C7Mg (I know, you can't watch YouTube, therefore I have a Bilibili ;-) )

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Post #80by Elf of H & L » 30 Oct 2020, 3:24

I found a message block sound bug:

If event was filled message, press "Jump" button still plays message sound after message disappeared......

EDIT: Just a misattached "Message" sound for message box!!! (on The Invasion 2)
Last edited by Elf of H & L on 31 Oct 2020, 2:59, edited 1 time in total.
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