I think, TheXtech should continue the SMBX64 standard, but with backward and parallel compatibility so:
* The smbx64 should be upgtaded to a standalone TheXtech standard (smbxt65?), because SMBX2 isn't really have own standard (it only uses extended verison of smbx64), and the smbx38a's standard we don't really know.
* But the npc and other names that are currently exist in other smbx branches, reserved for functions, which are possibly implemented from other smbx branches (easyer conversion).
* And TheXtech's own stuff inserted to higher npc, bgo and other IDs...
Will everyone can be happy, because there's functions from other smbxes, and brand new stuff too, while this stay well-structured.
There will be some percussive things (rotating platform or smw browser statue??? (X2 vs38A)), and blank gaps, what didn't gets used, and needs much bigger (can be 2x or more!) size, what is very bad.
We'll probably build a list of things and choose which objects were most important and add them in first priority.
Yeah, and the case is very similar to the second item of the poll. But still, once backend will get enough functionality and cleaners state (first of all, I want to split down the scary spaghetti code into a set of function pointers to keep AIs being more controllable and more flexible for future extending and even allow to re-use same AIs for new IDs, etc., etc.)
Maybe we should make own libraries by each asset instead of hardcoded......
My dreamplan is that like SMBX2, each asset has own editable code that can be cloned to make an own version of that asset. Especially NPCs and players.
The other one is "Customizable Max Count", instead of hardcoded, which isn't enough slot for use in a multiple themed asset.
What does customizable max slot do and what graphics can it support?
It's "max ID of block/BGO/etc".
Ok, thanks. It would be cool to provide a section for own blocks, BGOs, NPCs, effects, level backgrounds, as well as world map content for TheXTech & Moondust Editor just like the own NPCs section appeared in the fake SMBX 1.4!
Feels like the objects should be loaded in the order:
Coded via LUA script system (Asset-varied) → C++ (Hardcoded, if no LUA files in the base)
The X-Tech level editor by default should be compatible with SMBX 188.8.131.52 but gives the user the possibility to change compatibility to SMBX 2.0 or SMBX 1.4 if desired.
The goal is now preserving old contents over than new, so does this make nonsense?
This poll is a collection of people's opinion what they think better to. Actually, future flexibility extension (like allowing to assign any built-in algorithm to id, etc.) would allow to have different assets with incompatible itemsets, which can be used later to implement the necessary stuff easier.
I really like the idea of this, since my current project uses a lot of reserved IDs for custom world levels/scenery and while they work flawlessly with the use of .ini files, neither SMBX2b5 nor XTech SMBX engines render animation frames for world map scenes and levels which have them specified in their episode-specific configuration files. Only the Moondust editor recognises multiple-frame assets and showcases them perfectly.
Particularly for SMBX2b5 I find it quite peculiar that world map switch palaces have been added (each having a two-frame animation), yet when I try to replace one of them and tweaking its frame counter, it still only works in Moondust and not inside the SMBX2 engine. This is the same for decreasing frames and untouched frames.
So I am led to the conclusion something is either hardcoded or I am unable to figure out something so simple.
Hopefully XTech will make it possible to add custom animated items for large-scale episodes. And perhaps even more IDs beyond 100 (and 400 for tiles).
Granted, only animation does not work at the moment and you can use every single slot if you wish, which is pretty amazing. And the added fact of full .wldx support for XTech makes 2024 the best for such Mario-oriented projects so far.
Thanks a lot for all the work accomplished!
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