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Posted: 6 Feb 2022, 22:07
by FanofSMBX
By the way, how will objects be chosen to be added into TheXTech?

Own, but compatible standard

Posted: 8 Feb 2022, 10:00
by Guih48
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...


Advantages:

Will everyone can be happy, because there's functions from other smbxes, and brand new stuff too, while this stay well-structured.

Disadvantages:

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.

Posted: 8 Feb 2022, 11:18
by Wohlstand
FanofSMBX wrote:By the way, how will objects be chosen to be added into TheXTech?
We'll probably build a list of things and choose which objects were most important and add them in first priority.

Guih48 wrote:* 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.
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.)

Posted: 11 Feb 2022, 13:19
by Yingchun Soul
Maybe we should make own libraries by each asset instead of hardcoded......

Posted: 12 Feb 2022, 13:03
by FanofSMBX
Yingchun Soul wrote: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.

Posted: 2 Jul 2022, 11:42
by Yingchun Soul
The other one is "Customizable Max Count", instead of hardcoded, which isn't enough slot for use in a multiple themed asset.

Posted: 2 Jul 2022, 14:38
by vitzie629
Yingchun Soul wrote: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?

Posted: 2 Jul 2022, 15:08
by Yingchun Soul
vitzie629 wrote:
Yingchun Soul wrote: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".

Posted: 2 Jul 2022, 15:20
by vitzie629
Yingchun Soul wrote:
vitzie629 wrote:
Yingchun Soul wrote: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!

Posted: 29 Nov 2022, 6:04
by Yingchun Soul
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)