Super Mario Bros. X by 38A
| Super Mario Bros. X by 38A | |
|---|---|
| Platforms: | Windows XP, 7, 8.1, 10. |
| Latest version: | 1.4.2 (Feb 21, 2016) |
| Coded in: | Visual Basic 6 |
| License: | Freeware / Closed Source |
| Download: | Download SMBX by 38A |
| Official site: | SMBX 1.4.1 on tieba.baidu.com |
Super Mario Bros. X by 38A (Known as SMBX 1.4, SMBX-38A) - is a Mario fan game engine, written by 5438A38A as an unofficial successor to the original Super Mario Bros. X by Redigit. Game is written on Visual Basic 6 (VB6). Before November 2015, SMBX 1.4.1 was considered to be fake until Kevsoft and Wohlstand found this gem and successfuly installed it on their computers.
Requirements
- Operating system: Windows XP / 7 / 8.1 / 10 , Or Windows XP on VirtalBox with support of Direct X and enabled 2d and 3d acceleration support!
- SMBX will work on Linux or on Mac with Wine, need to install the Direct X 9 and VisualBasic 6 Runtime (MSVBVM6). Is recommended to use a PlayOnLinux / PlayOnMac with latest 32-bit version of Wine, but SMBX also works without that.
- Note that if the game doesn't find the components registered when you enter the settings menu in the launcher, it will ask for administration rights to install them to the proper place.
- Direct X 9 support
Command line syntax (since January 21, 2016)
A new update of SMBX-38A allows you to launch episode or level test from command line. (Also via drag&drop of the file into smbx.exe)
Command syntax:
smbx.exe filepath [mode p1id p2id]
modes
- For LVL files:
- 0 - 1p mode (Works by Default)
- 1 - 2p mode
- 2 - battle mode
- For WLD files:
- 1 - Launch save 1 (Works by Default)
- 2 - Launch save 2
- 3 - Launch save 3
p1id, p2id
- from 0 to 5:
- 0 - NULL (or "No player". Use it for second player while you starting episode)
- 1 - Mario
- 2 - Luigi
- 3 - Peach
- 4 - Toad
- 5 - link
examples
Launch a test of the "test.lvl" in a battle mode with Mario and Luigi:
smbx.exe "d:\smbx\worlds\test.lvl" 2 1 2
Launch a test of the "anoying-place.lvl" in a 1 players mode with Toad:
smbx.exe "d:\smbx\worlds\anoying-place.lvl" 1 4 0
Launch a test of the world.wld with save 1 and with 1 player mode, with Mario:
smbx.exe "worlds\the invasion 2\world.wld"
Launch a test of the world.wld with save 1 and with 2 player mode, with Peach and Mario:
smbx.exe "worlds\the invasion 2\world.wld" 1 3 1
Launch a test of the world.wld with save 1 and with 1 player mode, with Link:
smbx.exe "worlds\the invasion 2\world.wld" 1 5 0
Comparison between PGE and SMBX 1.4.1
What SMBX-38A has that PGE doesn't have (yet)
- Fully working and playable engine (however, has different physics even in comparison to official Redigit's SMBX implementations)
- Tea Script (VB-Like language made by the developer of SMBX 1.4.1)
- More event actions (including the ones which are planned for PGE)
- More flexible exit codes parsing per level points on world maps
- More flexible "physical environments" (aka "liquids") support: support of additional events, like trigger event when player/NPC intersected or contacted with the liquid zone
- Round shaped "physical environment zones"
- Support of "smart" blocks (this magical thing tries to guess which block must be placed near blocks which you recently placed (works similarly to Super Mario Maker), and it transforms these blocks into the "CORRECT" blocks)
- Built-in graphics editor (it's already planned to appear in PGE Editor too. It will be more advanced with support of animation making/configuring/debugging and with support of opening/saving directly into PNG and even GIF+GIFm for easier recoloring process, restyling or creating SMBX 1.3 compatible elements from scratch)
- A lot of new stuff: blocks, NPCs, BGOs, power-ups, bonuses, etc! (they will be added in SMBXtended project for PGE)
- SMBX 1.4.1's levels and world map file formats are not compatible with SMBX 1.3 and with PGE (yet...). Support for SMBX65 file formats (the ones that SMBX 1.4.1 uses) will be implemented in PGE soon (SMBX65-38A file formats are completely different compared to the classic SMBX1...64 file formats, it will take a bit of time to implement support for these files in PGE).
What PGE has that SMBX-38A doesn't have
- PGE is Cross-platform: PGE has Linux and Mac OS X support, and Android version of engine is planned to allow you to play SMBX Episodes on your Smart-phone or Tabled!
- OO-Lua scripting based on advanced luabind library! Lua gives ability to code scripts with algorithms of any complexity!
- Multi-Document Interface which allows you to open and edit multiple files at the same time!
- built-in GUI-based NPC.txt editor with interactive preview of target NPC CGFX
- Multi-selection support with drag & drop support
- History manager which remembers each your change and allows you to undo or redo them!
- Zoom support
- Item specific context menu support
- Programmable NPC-AI, Custom Gameplay features
- Smooth animation with V-Sync support
- Absolute customization with config packs system, which allows you to make absolutely new game from scratch with full ignoring of already pre-made stuff and with ignoring of SMBX64 standard. (Different itemsets: different default blocks, BGOs, NPCs, tiles, scenes, paths, levelpoints, sounds, musics, character sets (number of them, their abilities), etc.)
- Backward compatibility between SMBX 1...64 standard file formats, which gives ability to make correct LVL/WLD files especially for old SMBX versions, including SMBX 1.0, 1.2, 1.2.2, etc.
- PGE is coded in C++ and it has no VisualBasics's shit that require you to configure same "Standards & Formats" to escape RTE-13, because of a stupid comma in a file!
- User-friendly section-settings event configuring
- Customizable and flexible tileset item boxes, which allow you to create your own custom tilesets per level/episode!
- Customizable item counters inside debugger box
- Filter search support for item selection boxes (for example, choosing which NPC will be packed into block)
- Filter-search and category-based item boxes
- Search ability to find any placed items in a level and in the world maps
- Position Bookmarks allow you to make bookmarks! PGE Editor will remember these specific locations in level and world maps
- List-based warps editing
- Cross-file section cloning support
- Clearing section support (you can delete everything in a specific section)
- World Map testing support
- Support of unlimited amount of sections
- Support of flexible BGO layering by Z-Layer/Z-Offset per each BGO
- Built-in audio-conversion and bug-fixing maintain toolsets: you can convert PNG to masked GIFs which are compatible with SMBX <=1.3, convert SMBX's masked GIFs into PNG, fix lazily-made masks which cause wrong render with alpha-blending, clearing-up junk NPCs caused by vine bug in SMBX 1.3.
- Cannon-exit pipes which are shoots player out of pipe on exit
- Two-way warps which are requiring a single warp entry rather two like in all versions of SMBX and SMBX-38A
- Automatic backups on crash of the editor with auto-restoring
- WIP plugin support in the editor coded in JavaScript
What SMBX-38A and PGE both have now
- Support of custom PNG CGFX
- Hardware render with OpenGL (PGE-side) and Direct X 9 (SMBX-38A-side)
- Line fill tool (in PGE there's a limit of 45 degrees to make correct slopes and walls. In SMBX-38A any line angle is allowed)
- Rectangle fill tool
- Flood-fill tool
- Rectangle-based selection
- Ability to export image of any level region (in PGE it's more user friendly)
- Vertical section wrap support
- Custom world map music support
- Modified SDL Mixer X library extended with support of Game Music Emulator formats and with support of looping OGG music files (via vorbis tags). Added into SMBX-38a since Wohlstand made VB6 wrapper and sent it to 38A.
- World Map music can be played in the editor
- Circle fill tool (in PGE Editor placement at corner like rectangular and line placement which allows make ellipses rather circles, in SMBX-38A placement is polar, at center)
Bugs (1.4.1)
- Yoshi doesn't open his mouth when he spits out NPCs
- Yoshi doesn't hop and uses wrong graphic frames
- Some power-ups don't play sounds upon collecting them
- Blue Link can't fly (to be confirmed)
- Peach and Link can't use Mega Mushrooms. I'm okay with just "expanded pixel" graphics of Peach and Link but I at least request the possibility of Mega Peach and Mega Link
- Bumpty NPC effect may have wrong size
- SMB3 Hammer Bro's and Sledge Bro's hammers appear in front of them instead in their hands
- When player's hammer hits Reflecting Podoboos (from SMW), a lot of effects are created, instead of one