Author Topic: TheXTech is a Cross-Platform full port of source code of Super Mario Brothers X  (Read 525 times)

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TheXTech is a Cross-Platform full port of source code of Super Mario Brothers X - Works on Mac OS 10.13 AND Linux Distros as well as Windows

https://github.com/Wohlstand/TheXTech/releases/latest

Quote
TheXTech
TheXTech - it's a platform game engine written in C++, is a full port of source code of SMBX 1.3 which was originally written in Visual Basic 6. Created by Wohlstand after one month since original SMBX source code was been released for two purposes: providing a free and open-source, cross-platform and accurate implementation of the SMBX Engine to allow playing of old levels and episodes, created for an original game, with the same behavior as the original game had; get a more convenient research model for a PGE Engine development.

Version history
1.3.3    An update was released on December 19, 2020. This update adds some new functional features such as "gameinfo.ini" to partially customize some internal text content including the extra block of credits; native support for playable character calibrations files; added an ability to customize item settings globally by placing of npc-*.txt or player's calibration at the graphics/npc or graphics/mario,luigi,peach,toad,link directory, and some other things.
1.3.3.1   An update was released on January 2, 2021. This update fixes two bugs and adds the experimental support for Windows ARM64 and macOS Apple Silicon platforms.
1.3.4    An update was released on February 12, 2021. This version fixes several vanilla bugs and introduces the "compat.ini" file that allows to re-enable some bugs back if they required for a work of some levels and episodes. This version resolves the annoying frame-skip and fast-forward problems that had to cause a temporary blindless when computer gets lagged. The speed-testing system was added to display the walkthrough stopwatch and tune the compatibility required for the fair SMBX speed-running. This is the minimal version approved for speed-runs of SMBX episodes.


Differences with the original game

While game is an accurate port of an original game, it has several differences and enhancements:

    First off, it's written in C++ while original (as we already know) is written in VB6.
    Doesn't have an Editor. Instead, since 1.3.2 it have a deep integration with PGE Editor that allows to use it with the same functionality as in 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 the only 8bit ANSI support).
    For graphics and controlling, it uses an SDL2 library while original game have used WinAPI calls and GDI library.
    It uses PGE-FL that has better file formats support.
    A support for WLDX world maps are 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 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 episode and level wide music.ini and sounds.ini to override default music and sounds assets.
    World maps now supports 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 gamesave, you still can resume your game by using a new engine now (next gamesave attempt will result a SAVX file, 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 like SMBX-38A does.
    Checkpoints now have multi-points! You can use them in your levels multiple times without limits!
    It does use of lazy-decompress algorithm to speed-up the loading of a game and reduce the memory usage.
    For music and SFX, the MixerX library is used to give a support for a wide amount of sound and music formats!
    It doesn't embeds any graphics: there are NO trurely 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).

Cheat Codes

TheXTech has the same Cheats as SMBX 1.3, with the addition of some alternative codes. All codes with a 'y' (for example "moneytree") have a counterpart where it is replaced by 'z' ("moneztree") for QWERTZ-compatibility.

https://github.com/Wohlstand/TheXTech/releases/latest

https://wohlsoft.ru/pgewiki/TheXTech
« Last Edit: April 06, 2021, 02:41:00 AM by Software Santa »

 

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