Meet TheXTech: a full working cross-platform port of SMBX engine [1.3.6.6]

Description: General discussion regarding the current engine development.
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Wohlstand M
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Post #1by Wohlstand » 14 Mar 2020, 16:18

Hello everybody!

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Did you see that I have done little work in my public repositories during February and at the start of March 2020? So, I did a lot of work which I am going to present to you all: it's a full C++ port of the original SMBX engine which now works on multiple platforms (tested on Linux, Windows, macOS, Haiku, and Android), and it does accurately represent original gameplay with the rest of features and bugs!


Some screenshots
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How I made it?
Since February 2, SMBX's original source code is now open. This fact gave me a lot of helpful material which will help me to make the Moondust Engine better and faster! However, dealing with the VB6 environment is not convenient, and at the same time, it's not stable on Linux (because of the graphical engine and risk of VB6 IDE's crash due to using external DLL libraries). So, to get it to work easier, I remembered my very old idea to port the whole SMBX code to C++. So, after a week of initial research, I began working. After a week and a half, I got a fully working (but buggy in some places) thing. Then, I spent time debugging it and making it usable by everyone. It's the full replica of SMBX 1.3 with the rest of its logical bugs (with some exceptions: I did fix several crash bugs that were a big annoyance while playing a game). It works on multiple platforms: it works on Windows both 32 and 64 bits, on Linux, on macOS, (also may work on Haiku and xBSD). Since version 1.3.5 has Android support!


Frequently Asking Questions
This paragraph contains a list of several questions you would to ask me, I'll give answers to most of them.
Frequently Asking Questions
What is this?
It's a port of an old VB6 engine, purely written in C++. It reproduces an old engine completely (except an Editor), and includes lots of its logical bugs (crashy bugs where they were found and then fixed).


Why did you make it?
Why? I have several purposes for why I made it:
  • It's a very convenient life model for research I want to use in PGE Engine development.
  • To make it work without it being necessary to use Wine on non-Windows platforms and allow it to run on any other than x86 platforms.
  • To be able to optimize it to make it use fewer hardware resources than the original VB6-based build of a game.


You have PGE Engine, why you have spent over one month crafting this thing?
I need it for PGE Engine development directly, it's much easier to hack and inspect rather than deal with the old and inconvenient VB6 environment.


What's the future of Moondust Engine as TheXTech now exists?
I'll continue the development of the Moondust Engine as I still have to pass the second goal of the Moondust Project.
Since the foundation, Moondust Project had two goals: 1) save SMBX; 2) give a flexible toolkit for new platform games. Opening of SMBX sources and introducing TheXTech has solved the first goal: SMBX has been saved and now it's free and open-source cross-platform software. Moondust Engine will be used to pass the second goal - giving a toolkit for new games. Unlike TheXTech, Moondust Engine gives full flexibility that allows anyone to build something new from scratch without inheriting an old game base. However, TheXTech is needed for Moondust Engine as a working research model to develop a new engine. It will be similar to GZDoom and Chocolate Doom ports of the Doom game: GZDoom is a powerful and functional engine, the best choice of modders; a Chocolate Doom is an accurate port of the original game to a modern platform with a purpose to represent an original game including even bugs. The Moondust Engine intends to be like a GZDoom while TheXTech is an analog of Chocolate Doom to represent an original game on modern platforms.


Can LunaLua work on this?
No, LunaLua won't work: this project is binary-incompatible with LunaLua. This also means that SMBX2 content is incompatible.


How to use this?
Here are many ways to play games with it:
- there are some ready-for-use packages, just take and use as you did it with SMBX.
- [macOS users, skip this]: use by the same way as an original game: put an executable file into the game root folder with a "thextech.ini" that contains the next text:

Code: Select all

[Main]
force-portable = true

, music.ini, sounds.ini and additional "graphics/ui" folder. An important note: all default graphics must be converted into PNG, use the GIFs2PNG tool from PGE Project over your "graphics" folder with a "-d" switch. Don't use the "-r" switch to keep original GIFs together with new-made PNGs if you plan to continue the use of the original VB6-written SMBX.
- use it for debug mode: in your home directory, create the ".PGE_Project/thextech" folder (on macOS the "~/Library/Application Support/PGE Project/thextech") where you should put a full set of game resources and worlds stuff, this folder will work as a game root in the original game. This mode allows you to run an executable file from any folder location of your computer and use the same location of resources for all builds (except these are marked as portable by an INI file).


How to add custom episodes for the macOS version?
If you have a bundled build of TheXTech, all default resources are inside your .app: "Content/Resources/assets/". You can modify the content, but it's not recommended! Instead, after the first run of a game, in your home directory will appear the next directory:

Code: Select all

~/TheXTech Episodes

In this directory, you will find an empty "battle" and "worlds" folder to put your custom stuff. At the "~/Library/Application Support/PGE Project/thextech" path logs, settings, and game saves will be stored.
If you want to replace default assets with your own, you can modify the content of the app bundle or compile a new build by giving the necessary CMake arguments needed to pack your custom assets root and icon into the new bundle or make the assets-less build (if you give no arguments, the assets-less build will result). Therefore, you need to put the full content of the game root into the "~/Library/Application Support/PGE Project/thextech" folder, include default assets (graphics, music, sounds, intro and outro levels, default battle, and worlds folders).

How to develop episodes targeted to TheXTech?
This engine has full compatibility with almost all old episodes developed for SMBX 1.3 with some minor exceptions (if the certain level or episode do rely on the bug of the old game, you can add the "compat.ini" file at your level or episode to re-enable certain bugs which are required for level or episode to work normally).

You can use the same tools as you used to develop episodes for the original SMBX 1.3 (include the classic built-in editor of the old game). The engine doesn't include its own editor anymore, instead, you have two options to get the editor for this engine: do use the vanilla Editor and have all limits as SMBX 1.3, or do development in the modern Moondust Editor that will allow you to use brand-new features of the engine were inaccessible from the old editor.

You need to simply download the standalone Moondust (PGE Project) toolchain and take the latest "SMBX 1.3 Compatible" configuration package. Once you will start the PGE Editor, to get the direct level testing work, you should open (or create a new) any level file, open the Test->TheXTech menu, and choose the "Change path to TheXTech..." menu item. You should specify (or browse) the full path to the actual executable of the game, and press the Ok button. Once you set this properly, you can press the F5 key to start the level testing now.

You can save your level and world maps in LVLX and WLDX format, they are natively supported by TheXTech include the numerous unique features that came from Moondust and SMBX-38A standards, for example, the full ability to use the Z-Layer and Z-Offset, the warp enter the event, the custom "stars needed" message text, two-way warps, portal warps, vertical section wrap, support for more than 21 section, etc. On world maps, there are more than 5 credit lines available and the ability to set up the custom music file provided. The engine does the full support for PNG graphics and a lot of music and sound formats, customizable player hitbox calibration files (the same as for PGE Engine and SMBX2 being used).


What is different with this thing in comparison to the original VB6 build?
  • First off, it's written in C++ while original (as we already know) is written in VB6.
  • Doesn't have an Editor. Instead, in nearest future, it will have deep integration with PGE Editor that will allow to use it with the same functionality as in the original editor (the "magic hand" functionality was kept to allow real-time editing of the level while testing, it's needed to use IPC communication with PGE Editor to get the ability to use it better).
  • Full support of UTF-8 in filename paths and internal text data (original game had only 8bit ANSI support).
  • For graphics and controlling, it uses an SDL2 library while the original game has used WinAPI calls and GDI library.
  • It uses PGE-FL that has better file format support.
  • A support for WLDX world maps is allowing unlimited credits lines and custom music without it being necessary to use a music.ini for music replacements.
  • Some LVLX exclusive features now working: vertical section wrap, two-way warps, custom "star needed" message, warp enter the event, ability to disable stars printing in HUB episodes for specific doors, ability to disable interscene showing when going to another level through a warp.
  • Built-in support for the episode and level wide music.ini and sounds.ini to override default music and sound assets.
  • World maps now support a custom directory to store any specific resources like custom tiles/scenes/paths/levels and not spam the episode root folder with world map resources anymore.
  • Default config format is INI, old config.dat format is no longer supported, mainly because of incompatible key code values (SDL_Scancode versus VirtualKeys enum of Windows API).
  • Game saves now using the SAVX format instead of a classic SAV. However, if you already have an old game save, you still can resume your game by using a new engine now (the next gamesave attempt will result in a SAVX file, an old gamesave in SAV format will be kept untouched).
  • Built-in PNG support for custom and default graphics. Masked GIFs are still supported for backward compatibility, however, without making an unexpected auto-conversion as SMBX-38A does.
  • Checkpoints now have multi-points! You can use them in your levels multiple times without limits!
  • It does use a lazy-decompress algorithm to speed up the loading of a game and reduce memory usage.
  • For music and SFX, the MixerX library is used to give support for a wide amount of sound and music formats!
  • It doesn't embed any graphics: there are NO truly hardcoded graphics, everything is now represented by external graphics!
  • Some internal limits have been expanded.
  • Built-in GIF recorder by F11 key (F10 on macOS, F11 is reserved by system UI for a "show desktop" action)


How to build it?
You can read a guide on how to build this project from a source code which you can find here: https://github.com/TheXTech/TheXTech/wiki/Building-the-game

To build it, you need to have the next things:
  • CMake
  • Ninja optionally (to speeds-up the build process)
  • Compatible C/C++ compiler (GCC, Clang, MSVC haven't been tested yet)
  • Git (required to pull submodules and clone source of dependent libraries to build them in place)
  • Mercurial (required to clone an official SDL2 repository to build it in place here)
  • Optionally: system-wide installed dependencies: SDL2, libFreeImageLite (a modded implementation of the FreeImage), MixerX sound library, AudioCodecs collection of libraries. Having them be installed in a system gives a major build speed up. However, it's possible to build all these dependencies in place here with the cost of extra build time being added.

The official TheXTech documentation
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- https://github.com/TheXTech/TheXTech/wiki
Here you'll find a lot of guides and explanations for most of the TheXTech.


DOWNLOADS
Feel free to try it out in action now:
There are ready-for-use packages, equipped with original SMBX 1.3 assets and "The Invasion 2" episode.

Download the game:
All stable downloads were at the project's home page

If you are looking for fresh in-development versions, please see this page.

Needed more episodes?
If you are looking for more episodes, please visit the archive of preserved SMBX episodes (You can browse these directories where episodes will be compatible: SMBX 1.3, SMBX 1.0 - 1.2, and TheXTech. All other directories will contain incompatible episodes that will not properly work, see details here).

Also, you can find some episodes at SMBX Episodes section of WohlSoft Forum, or browse the episodes sub-section at SMBX forum where you still can find any compatible episodes (which was originally targeted to SMBX 1.3).



The full C++ source code repository:
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- https://github.com/TheXTech/TheXTech

If you have any questions, problem reports, or suggestions, feel free to write to me!


Wohlstand M
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Post #101by Wohlstand » 18 Apr 2021, 13:00

Elf of H & L wrote:A missing QWERTZ cheat-code compatibility is: "ibakedacakeforzou".
Fixed https://github.com/Wohlstand/TheXTech/commit/67482402a3a85ccd27c647453ac44ab4af034b61
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Post #102by Yingchun Soul » 26 Apr 2021, 11:34

False alert of Qihoo 360
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迎春花的精灵啊,请赋予我无尽的爱和指引,让每一座城在光明中重生,将大自然的力量和爱的力量集于一身吧!魔法凝结!

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New 1.3.5 release! (SMBX for Android is here!)

Post #103by Wohlstand » 5 May 2021, 13:03

This is another bigger update with a dozen of important changes.

  • This version features the first mobile version of the SMBX game developed for the Android platform!
  • The gamepads support has been upgraded and exchanged, now it supports the hot re-plugging and auto-mapping for the gamepads and joysticks. Also, here you will be able to use both D-Pad and the left analog stick to control the movement of a playable character.
  • In addition, there are other vanilla bugs that have been fixed such as the mortal bug that kills Link riding the Clown Car gets touched by the vine.
  • To address compatibility issues with some levels the ability to restore the old behavior of checkpoints has been added into `compat.ini`. The Speedrun modes 2 and 3 will also restore the old checkpoints behavior back.
  • The macOS version of the game now has the universal build that will run well on both x86_64 and the arm64 architectures (Thanks to @kode54 for the guidance on how to make it).
  • Here you can copy and delete game saves from the game menu directly!
  • And many other fixes and additions...

Changes for 1.3.5
Changes for 1.3.5
  • Fixed the gamepad control stuck because of axes returned value that doesn't equal the initial state on some devices
  • Fixed the invalid conversion of old sprites with a mask that is smaller than the front
  • Implemented usage of the SDL_GameController with some extras like using the rumble and the battery status (Render of the status is not implemented yet)
  • Player now can quit the credits screen by pressing the Start button on the gamepad
  • Fixed the glitched rendering of the first frame at the main menu and the world map when frame-skip is enabled
  • Every gamepad model will keep its individual settings per player
  • Added the "Reset to default" menu item to reset controls
  • Resolved the slow work of the world map on weak devices
  • Added the performance debug printing that you can activate by the F3 key
  • Automatically select the gamepad on startup if the user didn't manually set up the keyboard usage
  • Added the ability of the hot connection and disconnection of game controllers
  • Control mappings have been moved into the "controls.ini" to keep the "thextech.ini" file being human-friendly
  • Swooper can play the flap sound if presented at the assets pack
  • Iceball may have the individual shoot sound of sounds.ini enables that
  • Fixed an unexpected ability of Peach to spin-jump from off vines and on pressing of the ALT-JUMP while the JUMP key is held
  • Fixed the GFX shaking of the upside-down piranha plants when they got customized in some cases
  • NPC freezing sound got an individual sound instead of the shell hit
  • Frozen NPC breaking got an individual sound
  • Added an ability to put the silence instead of the actual sound file by specifying the "silent=true" field instead of the "file=..."
  • Thwomps will slightly shake the screen on their fall
  • Yoshi's ground pound will slightly shake the screen
  • Sprout vine from blocks got an individual sound
  • Fixed an incorrect word wrapping at message boxes
  • Fixed the vanilla GFX bug: the thwomp's ground pound dirt effect being improperly aligned
  • Bowser III'rd will shake the screen on his ground pound
  • Fixed the vanilla bug: Link may die when attempting to use the Clown Car being in a fairy form, and when flying up on the Clown Car while any vines behind him
  • Avoided the ability to switch the playable character by the Clown Car at the top of a player switch block
  • Added an ability to restore old checkpoints behavior of the SMBX 1.3 using the "compat.ini" file
  • Fixed the vanilla GFX bug: an incorrect Link's alignment at the Clown Car after being transformed from anybody who rides Yoshi
  • Fixed the skull raft getting stuck at the ceiling slope blocks
  • Fixed the vanilla GFX bug: the unexpected water splash effect appearance at BGOs
  • Fixed the inability to set up the jump button on gamepads in some conditions
  • Fixed the vanilla bug: inability to set the autoscrolling for any non-zero section
  • Added the support for the simple-style per-section autoscrolling setup from the SMBX-38A specification
  • Fixed the vanilla crash when NPC being located far off the screen, tries to find blocks
  • Added an ability to copy and delete game saves from the game menu
  • Fixed the missing "Game Beaten" flag while loading the game save


All downloads at the main post!
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New 1.3.5.1 release!

Post #104by Wohlstand » 2 Jun 2021, 21:07

This is the bugfix update that was made before starting the future big work.

Changes for 1.3.5.1
Changes for 1.3.5.1
  • Episodes and battle levels lists now loading in the separated thread with a progress showing
  • Fixed the regression that caused world map music not to be switched properly
  • Added an ability to control the intro scene activity on the level by `gameinfo.ini`: set maximum number of running players, and enable/disable the activity at all
  • Fixed an inability to copy the game save based on old files at episode directory
  • Fixed the vanilla bug: incorrect blooper effect when stomped (needed an npc-*.txt with the "jumphurt=0" flag being set)
  • Changed the default compat.ini value "fix-autoscroll-speed" into "false" to prevent possible glitches from invalid setup given by several old levels
  • The "Checkpoint" sound will be played when selecting the "Save and Continue" menu item at the pause menu
  • Fixed a minor glitch at the game save a copy and erase menu while moving the mouse under menu block
  • Fixed the bullet bill getting stuck after it got unfrozen (Thanks to the @ds-sloth for the contribution!)
  • Updated an inter-process protocol with adding new commands
  • Fixed the vanilla bug: The dragon coin has avoided being turned into the block by the P-Switch activation


All downloads at the main post!

Tip: Please use the plain application package at the bottom of the page if you want to quickly update your existing engine without taking any assets updates (for example, if you has the modded assets you made yourself and you don't want to re-apply all your patches again).

Also, you may visit the official TheXTech documentation to learn more about the TheXTech:
https://github.com/Wohlstand/TheXTech/wiki
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Post #105by Yingchun Soul » 7 Jun 2021, 1:21

Will feature a SMBX-38A like Map Packer System in the future? (It's a Standalone Game-like system, which can prevent other players to edit them)
迎春心情 (迎春心语 Alt.) in Chinese
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Check out my 2D Platform / TheXTech Assets:
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Nostalgic Paradise
Third Returns (Hiatus)

迎春花的精灵啊,请赋予我无尽的爱和指引,让每一座城在光明中重生,将大自然的力量和爱的力量集于一身吧!魔法凝结!

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Post #106by Wohlstand » 7 Jun 2021, 1:33

Yingchun Soul wrote:Will feature a SMBX-38A like Map Packer System in the future? (It's a Standalone Game-like system, which can prevent other players to edit them)
There is a plan to take for use some sort of the PhysFS library that will allow you to pack the episode into the archive that you can put it into the "worlds" directory in as-is form and play it. That will not protect from everyone accessing the content, but mainly that will protect from noobs at least. (By the fact, even SMBX-38A got hacked and people got the ability to decrypt individual levels, so, let's don't try to use such dirty methods and keep a simple packing into the archive, let ignore hackers whom you never beat by protections at all, once upon everything gets hacked).
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Post #107by Yingchun Soul » 7 Jun 2021, 6:25

Found a swooper sound glitch, it also plays when swooper is offscreen after a long time sometimes.
迎春心情 (迎春心语 Alt.) in Chinese
Alt. nickname: "Elf of Happy and Love / 快乐爱的小精灵"

Check out my 2D Platform / TheXTech Assets:
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Nostalgic Paradise
Third Returns (Hiatus)

迎春花的精灵啊,请赋予我无尽的爱和指引,让每一座城在光明中重生,将大自然的力量和爱的力量集于一身吧!魔法凝结!

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Post #108by Wohlstand » 7 Jun 2021, 10:50

Yingchun Soul wrote:Found a swooper sound glitch, it also plays when swooper is offscreen after a long time sometimes.

Is that bug gets reproduced at the vanilla engine too? Can you give me a simple level that reproduces this?
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Post #109by Yingchun Soul » 7 Jun 2021, 11:25

SwooperTest.7z
(534 Bytes) Downloaded 1131 times


Test Level. (I used non ASCII Character)
迎春心情 (迎春心语 Alt.) in Chinese
Alt. nickname: "Elf of Happy and Love / 快乐爱的小精灵"

Check out my 2D Platform / TheXTech Assets:
Fairy Tale World
Nostalgic Paradise
Third Returns (Hiatus)

迎春花的精灵啊,请赋予我无尽的爱和指引,让每一座城在光明中重生,将大自然的力量和爱的力量集于一身吧!魔法凝结!

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Post #110by Wohlstand » 8 Jun 2021, 16:13

Yingchun Soul wrote:
SwooperTest.7z


Test Level. (I used non ASCII Character)

Okay, I know, it's reason of the vanilla bug that does next: when swooper had fly off, but you still see the its start place, when it gets de-activated and became visible on the screen, it detects you and starts to fly and plays the sound, but can't, because its inactive. So, when you go off and come back, it appears starting to flying already (what the heck?!)
Gonna avoid it play sound in this case, and also, I'll avoid it to start flight while inactive state, that not good :comando:

Added after 9 hours 38 minutes:
EDIT: That bug has been fixed, 0lhi confirms ;-)
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Post #111by Yingchun Soul » 9 Jun 2021, 12:22

Does this work on Harmony OS (For Android Build)?! I don't have that so I can't test it......

gnatattack_swing.7z
(7.66 KiB) Downloaded 1131 times

Could this fit Player Hammer SFX in SNES-esqued Sound Pack? (SFX from Mario Paint)

Added after 14 days 19 hours:
False Alert by Qihoo 360

FalseAlert2.PNG
迎春心情 (迎春心语 Alt.) in Chinese
Alt. nickname: "Elf of Happy and Love / 快乐爱的小精灵"

Check out my 2D Platform / TheXTech Assets:
Fairy Tale World
Nostalgic Paradise
Third Returns (Hiatus)

迎春花的精灵啊,请赋予我无尽的爱和指引,让每一座城在光明中重生,将大自然的力量和爱的力量集于一身吧!魔法凝结!

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Post #112by Wohlstand » 24 Jun 2021, 16:53

Yingchun Soul wrote:Does this work on Harmony OS (For Android Build)?! I don't have that so I can't test it......
Should work, at least if I find the way to run this OS on an emulator, I'll test by myself. Anyway, if somebody around with the Huawei device, maybe I'll ask somebody at QQ? There are some people with Huawei devices I know. :beta:

Yingchun Soul wrote:Could this fit Player Hammer SFX in SNES-esqued Sound Pack? (SFX from Mario Paint)
Gonna ask 0lhi and others to review this...

Yingchun Soul wrote:False Alert by Qihoo 360
---> HEUR <---- :comando: is a big pain of any antivirus. The only way to report the false positive to the antivirus vendor with submitting the executable to them.
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Post #113by Olhi » 24 Jun 2021, 17:22

Wohlstand wrote:
Yingchun Soul wrote:Could this fit Player Hammer SFX in SNES-esqued Sound Pack? (SFX from Mario Paint)
Gonna ask 0lhi and others to review this...

I have neither feelings in favor nor against it. I guess, it's an appropriate standard entry for sound.ini's sound-97, but player-use-own-hammer-sfx should be disabled by default.

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Black Border :(

Post #114by sfelipecarl36 » 18 Sep 2021, 0:37

how do i get this black border out of the game? this bothers too much that it is not stretched to the screen

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Post #115by Wohlstand » 18 Sep 2021, 3:03

sfelipecarl36 wrote:how do i get this black border out of the game? this bothers too much that it is not stretched to the screen

Stretching the game to the screen is a really bad idea that distorts the aspect ratio (the best utility of meme-making), usually hurts a lot if you have a non-square monitor (that means, old 1280x1024 monitors were best for the game).

However, there is an alternative thing: at the devel branch you will find full support for multi-resolutions that allows changing the in-game resolutions into anything you want, including wide-screen one. You may try any pre-built packages with the "devel" branch from this https://builds.wohlsoft.ru/ hive of builds. Note, the "master" branch is one that keeps the latest but stable version, pretended to be the next release, and the devel branch that is the proven ground for new experimental features that will be later backported into the stable branch once they get stabilized.

Scr_2021-06-11_19-50-24.png
Multi-resolutioin in action


DtwaofVW0AER_0d.jpg large.jpeg
What happens if you damage the aspect ratio
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Post #116by Que » 24 Sep 2021, 23:32

I am unable to select an assets directory in the android launcher? It shows no directories at all.

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Post #117by Wohlstand » 25 Sep 2021, 2:47

Que wrote:I am unable to select an assets directory in the android launcher? It shows no directories at all.
- Which version of Android do you have?
- Try out one of the latest dev builds (take an APK from here) on how it will work?
The game should ask you about the file system permission enabling to let it to allow you to see directories if you do use the Android 11+.
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Post #118by Que » 25 Sep 2021, 12:29

Wohlstand wrote:
Que wrote:I am unable to select an assets directory in the android launcher? It shows no directories at all.
- Which version of Android do you have?
- Try out one of the latest dev builds (take an APK from here) on how it will work?
The game should ask you about the file system permission enabling to let it to allow you to see directories if you do use the Android 11+.

Using Android 11, I must have been trying an old build, because the one you linked worked perfectly.

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Post #119by Wohlstand » 25 Sep 2021, 12:30

Que wrote:Using Android 11, I must have been trying an old build, because the one you linked worked perfectly.

Right, pre-release builds was faulty on Android 11 and I had to fix that. Glad to hear that it works ;-)
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Post #120by Chanceux2 » 15 Oct 2021, 5:17

I know this isn't a virus or anything but Firefox is saying that this file may be corrupted and that is the only thing worrying me. I'm not sure if the download link is broken or if this is just a false positive as usual (probably a false positive)

EDIT: I tried on another browser and I'm still getting the same result, this didn't happen before and only with 38A, what's going on? (probably a FP (False Positive) )


Ok it's a false positive no need to quote


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