NOTE: You are browsing an archive of the Super Mario Bros. X forums from July 21, 2014.

Super Mario Bros. X Forums

Forums for SMBX
It is currently Tue Jan 16, 2018 1:03 pm

All times are UTC - 5 hours [ DST ]




Post new topic Reply to topic  [ 303 posts ]  Go to page Previous  1 ... 27, 28, 29, 30, 31  Next
Author Message
 Post subject: Re: My Research of SMBX
PostPosted: Wed Jul 09, 2014 5:27 am 
Offline
Pokey
Pokey
User avatar

Joined: Tue Feb 11, 2014 5:44 pm
Posts: 223
Location: Moscow, Russia
Peroxide wrote:
I can help you with Italian translations if you wish.

Good, You can start now ;-)
If you made translation, you can send me your ts file and I will apply them.

_________________
My engine's project links:

My Media:
Spoiler: show
Pure HQ Music Pack for SMBX http://engine.wohlnet.ru/docs/Music/ (Chiptune RIP)
SMBX OPL Sound pack http://engine.wohlnet.ru/docs/Sounds/SMBX_OPL/ (Created with Yamaha OPL chip and MIDI files)


Top
 Profile  
 
 Post subject: Re: My Research of SMBX
PostPosted: Sat Jul 12, 2014 6:01 pm 
Offline
Lakitu
Lakitu
User avatar

Joined: Tue Dec 24, 2013 3:23 pm
Posts: 438
Location: Florida
Image

So I opened up an old Princess Cliche level and I noticed there's parts of other sections in this current one.
I didn't read much about your findings but I do remember that at a certain point, sections start to overlap/intersect eachother. And I'm pretty sure this episode uses an older SMBX level format (though, I could be wrong EDIT: I was, it has the 64 mark). Could that be the cause of it?

Oh yeah! And maybe one more thing. Somehow through the config files, maybe we could set it so that friendly NPCs like Toad, Peach, Luigi, etc are automatically set to friendly so we don't have to manually do it?

_________________
<BTB> but we arent gonna respect the fact he asked us not to post smbx anywhere



Top
 Profile  
 
 Post subject: Re: My Research of SMBX
PostPosted: Sun Jul 13, 2014 6:05 am 
Offline
Pokey
Pokey
User avatar

Joined: Tue Feb 11, 2014 5:44 pm
Posts: 223
Location: Moscow, Russia
Luigifan2010 wrote:
Image

So I opened up an old Princess Cliche level and I noticed there's parts of other sections in this current one.
I didn't read much about your findings but I do remember that at a certain point, sections start to overlap/intersect eachother. And I'm pretty sure this episode uses an older SMBX level format (though, I could be wrong EDIT: I was, it has the 64 mark). Could that be the cause of it?

My editor can read old files, I took from FanofSMBX old versions of SMBX for made file format research, and with them I made possibles for read old file formats.
You can get old SMBX versions here:
http://engine.wohlnet.ru/docs/SMBX_Old/
from them you can get episodes with old file formats. My editor can open old files, but saving in 64th.

Inside old SMBX sections placed nearly, and you see them.

Luigifan2010 wrote:
Oh yeah! And maybe one more thing. Somehow through the config files, maybe we could set it so that friendly NPCs like Toad, Peach, Luigi, etc are automatically set to friendly so we don't have to manually do it?

This is a default values for placing of items. I will make this options and new params for INI files. I will make same for blocks: for example: default including NPC, default slippery enabled (for ice cubes), etc.

_________________
My engine's project links:

My Media:
Spoiler: show
Pure HQ Music Pack for SMBX http://engine.wohlnet.ru/docs/Music/ (Chiptune RIP)
SMBX OPL Sound pack http://engine.wohlnet.ru/docs/Sounds/SMBX_OPL/ (Created with Yamaha OPL chip and MIDI files)


Top
 Profile  
 
 Post subject: New update!
PostPosted: Wed Jul 16, 2014 12:34 pm 
Offline
Pokey
Pokey
User avatar

Joined: Tue Feb 11, 2014 5:44 pm
Posts: 223
Location: Moscow, Russia
New Update!

-> PGE Editor 0.1.1 Alpha
This is a bug fix update with some improvements.

Change log 0.1.1
Spoiler: show
- Animation rendering has been improved and optimized
- Added animation start/stop toolbar button
- New selection dialog for items
- Fixed a lot of memory leaks
- New design of the message box
- Added displaying of Item ID in Properties tool box.
- Added item search box: you can find items by their ID along with layer members or other options
- Added tab view mode, you can switch between sub-window/tab mode in application settings
- Added support of second special value for fixing a bug with a wrong LVL file parsing (Herb with included magic potion)
- Fixed loss of decimal part of values for layer movement and auto-scroll speed
- Fixed offset bug for NPC special options
- Title of the sub-window will have the level title instead of the file name
- Added fullscreen option, recommended for tablets!
- Added option to Hide warps/doors and waters (Physical Environment zones) on exporting images.
- Added definition for default flags value for blocks (slippery, invisible) and for NPC (friendly, no-move, boss)
- Added support for resizing the physical environment zones (water, quicksand)
- The default position for the toolboxes will be on the left side of the screen instead of the center (Windows) or left-top corner (Linux)


Screenshots
Spoiler: show
Available tabs view for opened files:
Image

You can now hide door markers and water zones on exporting images:
Image

You can switch the editor window into full screen, which is recommended for tablets:
Image

New Item selection dialog: You can use categories and groups for selecting the necessary item:
Image

Resizing the water zones are now possible:
Image

New message box design:
Image

Now item placing on the map is relative to the center instead of being relative to the left-top corner:
Image

Available search items on map:
Image

You can search items by their options, or find the layer members/items which use the selected events:
Image

Each level has it's own title. Now the title is displayed as the window title instead of the file name.
You can define the title of level in the menu [Level -> Properties]:
Image

(the same title inside SMBX is defined in the [Level tab -> Advanced]):
Image


Windows build:
Download 0.1.1.3 Alpha without music and sounds (45 MB) (You can simply place the music and sound folders from SMBX 1.3 or 1.3.0.1 into the data directory)
Download 0.1.1.3 Alpha with HQ music (275 MB) (This already contains the HQ SMBX music pack)

_________________
My engine's project links:

My Media:
Spoiler: show
Pure HQ Music Pack for SMBX http://engine.wohlnet.ru/docs/Music/ (Chiptune RIP)
SMBX OPL Sound pack http://engine.wohlnet.ru/docs/Sounds/SMBX_OPL/ (Created with Yamaha OPL chip and MIDI files)


Top
 Profile  
 
 Post subject: Re: My Research of SMBX
PostPosted: Wed Jul 16, 2014 1:14 pm 
Offline
Lakitu
Lakitu
User avatar

Joined: Tue Dec 24, 2013 3:23 pm
Posts: 438
Location: Florida
My Linux builds have been updating for some time (they use the latest commits always) so if you guys are on Linux you can grab those too!

_________________
<BTB> but we arent gonna respect the fact he asked us not to post smbx anywhere



Top
 Profile  
 
 Post subject: False antivirus alerts
PostPosted: Thu Jul 17, 2014 3:31 am 
Offline
Pokey
Pokey
User avatar

Joined: Tue Feb 11, 2014 5:44 pm
Posts: 223
Location: Moscow, Russia
False antivirus alerts
Few tile ago I was got report about false alert of my utilities.

For example, false alert gotten with Avast!.

If you got alert, please, send report to the Avast here: https://support.avast.com/Tickets/Submit

Put into report treated file and don't forgot to give them the link to a sources of treated file.

Sources links:
LazyFixTool:
https://github.com/Wohlhabend-Networks/PlatGEnWohl/tree/master/LazyFixTool

GIFs2PNG:
https://github.com/Wohlhabend-Networks/PlatGEnWohl/tree/master/GIFs2PNG

pge_calibrator:
https://github.com/Wohlhabend-Networks/PlatGEnWohl/tree/master/PlayableCalibrator

pge_editor:
https://github.com/Wohlhabend-Networks/PlatGEnWohl/tree/master/Editor

_________________
My engine's project links:

My Media:
Spoiler: show
Pure HQ Music Pack for SMBX http://engine.wohlnet.ru/docs/Music/ (Chiptune RIP)
SMBX OPL Sound pack http://engine.wohlnet.ru/docs/Sounds/SMBX_OPL/ (Created with Yamaha OPL chip and MIDI files)


Top
 Profile  
 
 Post subject: World Map render test
PostPosted: Sat Jul 19, 2014 8:28 am 
Offline
Pokey
Pokey
User avatar

Joined: Tue Feb 11, 2014 5:44 pm
Posts: 223
Location: Moscow, Russia
Hey guys!
This is a new first for the project, with the editor rendering a world map for the first time.
Image
It's currently crappy and is read only. Along with also needing a lot of work to allow normal writing and editing of a file.

_________________
My engine's project links:

My Media:
Spoiler: show
Pure HQ Music Pack for SMBX http://engine.wohlnet.ru/docs/Music/ (Chiptune RIP)
SMBX OPL Sound pack http://engine.wohlnet.ru/docs/Sounds/SMBX_OPL/ (Created with Yamaha OPL chip and MIDI files)


Top
 Profile  
 
 Post subject: Re: My Research of SMBX
PostPosted: Sat Jul 19, 2014 1:20 pm 
Offline
Volcano Lotus
Volcano Lotus

Joined: Tue Dec 31, 2013 4:43 pm
Posts: 501
Location: Valtteri's Timezone
Holy crap , just came back and I saw this more awsome things he could ever did.

_________________
Spoiler: show


eric in miiverse???maybe (in real video)
Spoiler: show
Image


Top
 Profile  
 
 Post subject: Re: My Research of SMBX
PostPosted: Sat Jul 19, 2014 3:35 pm 
Offline
Rex
Rex
User avatar

Joined: Fri Dec 20, 2013 3:16 pm
Posts: 91
Location: Almost always in a Place called "Aniverse" :-P
Way cool to see that you make solid progress :-).
When everything is in place (worldmap-editor, events etc.) i really like to use your editor instead.

Also, i don't know if this is of any use for you (if i am correctly, your PlatGenWohl" is still operating SMBX from outside), but in SMBX, when you create a level, then close it, and then rename it afterwards, it will not read any custom-data like GFX, custom music etc, even when everything is renamed correctly (i had to delete the .lvl-file in order to make the custom data shown).

_________________
Image

愛している、ビアンカ!


Top
 Profile  
 
 Post subject: Re: My Research of SMBX
PostPosted: Sat Jul 19, 2014 5:14 pm 
Offline
Pokey
Pokey
User avatar

Joined: Tue Feb 11, 2014 5:44 pm
Posts: 223
Location: Moscow, Russia
Sednaiur wrote:
if i am correctly, your PlatGenWohl" is still operating SMBX from outside

My editor making independent operations with files, It is not a LunaDLL and don't edit memory data from SMBX. Editor working with SMBX's files and save them in compatible with SMBX format. If you mean a test by SMBX of the file which edited by PGE, SMBX always reload file data when you: save file by SMBX or then you run test of them, and I use them for quick run test of PGE's file by SMBX.
PGE don't reload file data and custom graphics on every save, and save operation is quick. If you need load changed custom graphics or initialize custom graphics from new placement (if you made "save as" operation into new folder), you always have button "Reload file data" for reload all level file data.

Sednaiur wrote:
Also, i don't know if this is of any use for you (if i am correctly, your PlatGenWohl" is still operating SMBX from outside), but in SMBX, when you create a level, then close it, and then rename it afterwards, it will not read any custom-data like GFX, custom music etc, even when everything is renamed correctly (i had to delete the .lvl-file in order to make the custom data shown).

Hm, interesting bug. I try'd test from SMBX and from PGE Editor with renaming of levels and reopening on them: I didn't got problems with custom graphics.
But in the editor I found little mistake in loadFile() function, which I fix.

_________________
My engine's project links:

My Media:
Spoiler: show
Pure HQ Music Pack for SMBX http://engine.wohlnet.ru/docs/Music/ (Chiptune RIP)
SMBX OPL Sound pack http://engine.wohlnet.ru/docs/Sounds/SMBX_OPL/ (Created with Yamaha OPL chip and MIDI files)


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 303 posts ]  Go to page Previous  1 ... 27, 28, 29, 30, 31  Next

All times are UTC - 5 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group
Back to Super Mario Bros. X