GENERAL:
Who owns SMBX?
Currently, SMBX is owned and managed by the SMBX Forums leaders. We simply develop new technology for it – we call this “SMBX2.”
What is “SMBX2” exactly?
SMBX2 is a collaborative, open-source effort to improve and expand upon the original SMBX. Among other things, SMBX2 features:
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- new playable characters
- a robust new Editor
- more NPCs, BGOs and Blocks
- a scripting extension using the Lua language
- countless other features listed at the bottom of the download page
Is SMBX2 related to SMBX 38A (A.K.A. SMBX 1.4.x)?
The two are completely separate. Both projects intend to serve as successors to version 1.3 of SMBX, but 38A is its own software developed from the ground up whereas SMBX2 is being built around a compiled version of Redigit’s original game. As a result, compatibility with older episodes tends to be much higher in SMBX2 than in 38A.
The SMBX Source Code has been released. Are you going to make use of it?
We can’t, no. Not without completely rewriting the entirety of SMBX2 from scratch, at the very least. SMBX2 relies on the used compiled build of SMBX 1.3 to stay as-is in order for LunaLua to function. Upgrading to a different compiled build would make LunaLua, and thus the entirety of SMBX2, unusable. As such, we will ignore the SMBX source code completely.
How far is SMBX2 into development?
We’re working towards a full, stable SMBX2 2.0.0 release, and as of the last update to this FAQ we’re preparing to release patch 4 for the 5th Beta build. This blog was out of use for a while in favor of sharing development updates on the codehaus discord server and SMBX Forums, but we’re setting things up to post news and previews here again.
Can you add [NPC/Block/BGO] from [game]?
Historically, assets were done on the basis of “is someone willing to make it” and “what will it add to the game”. Starting with the release of Beta 4, our focus on adding entities mostly shifted towards polishing other aspects of the game, and with the next major build following Beta 5 we will be restructuring the repository to be more open to outside contributions.
Outside of the elements included by default, people in the community publish their own custom packs, which might include something you’re looking for. Sometimes assets from these packs have become integrated into the engine with permission from their creators, careful review, and adaptation to the basegame NPC code structure; otherwise, each asset type has a range of 250 IDs reserved for custom pack assets in levels and episodes.
The program isn’t starting/I can’t test levels/I don’t see any custom graphics!
If you’re experiencing issues like this, there are several things you can try.
1. Make sure your antivirus software is not preventing SMBX2 from executing properly.
2. Make sure SMBX2 is installed in a location which doesn’t require admin privileges for writing files.
3. The “No Custom Graphics” error in particular has shown to correct itself after a reinstallation. Sorry for the inconvenience.
I found a bug! How do I report it?
We currently don’t have a formal bug tracker, so please notify us directly in the Codehaus Discord server using the link at the top of the page.
CHARACTERS:
Who is Uncle Broadsword?
He’s a character from an episode developed by the talkhaus community, a forum that many of the founding SMBX2 devs were members of. All you really need to know about Broadsword is that he’s a treasure-hunting alien with a magic sword and that one of his brothers is a toaster.
Who is Megan?
Megan is Megan.
Please remove Megan
No.
Really though, who is she
Megan was added as a joke alongside several NPCs with “Mega” in their name. She’s meant to serve as an additional option for friendly talking NPCs, though she has a few unique properties as easter eggs and she’s become something of a mascot in the community over time.
Who is [other character]?
Aside from Broadsword, Megan, and a few other NPCs (like Jonathan, Tantrunts, Frightlights, and the Graf family), all of the new playable characters and NPCs come from existing video games. Many of them are taken from the original games that SMBX 1.3 pulled from as well as their many spinoff series.
Can you add [playable character]?
The playable characters added in early versions of SMBX2 (everyone except Mario, Luigi, Toad, Peach and Link) have been awaiting an eventual framework overhaul that was planned by the original development team; said rework would have made them more “plug-and-play” like the costume system. As of writing this, their future past Beta 5 is uncertain.
For now, there are many ways to customize how the current set of characters look and play. Wario is an especially popular character to mod!
EDITOR:
How do I playtest levels in the new editor?
Press F5 or go to Test > Test Level.
Why was the level editor from SMBX 1.3 replaced?
The old editor was buggy and lacked many basic quality-of-life features of modern software, such as undo/redo and even having multiple levels open at once! Like the rest of SMBX 1.3, it was also closed-source, so it would have been extremely difficult to expand it in any meaningful way.
What are some of the improvements and new features that come with the new editor?
In addition to those previously-mentioned QoL features, the new editor boasts a sleeker and more customizable interface, more block and NPC placement tools (including the ability to make your own tilesets), a variable-size snapping grid, and so much more.
LUNALUA:
What sort of things can you do with LunaLua?
LunaLua can be used for simple, mundane things like powerup and character filters, but it can also be used to give your levels and episodes anything from custom assets to flashy bosses, cutscenes, new gameplay systems, and visual effects.
Do I need to be an expert programmer to make use of Lua scripting?
If you have done any programming before, it will certainly help. However, this is by no means necessary to do cool stuff with LunaLua. By loading even a single helper library or adding just a few lines of code, you can profoundly change how your level or episode plays!
Is Lua/LunaLua difficult to learn?
Compared to other programming languages, Lua is less complex and is much more relaxed with the rules governing its syntax. In other words, the language has much more forgiving grammar. As such, it is a very appropriate language to start learning programming in! It’s worth noting that many members of the original SMBX2 dev team actually had no prior coding experience and learned how to program through using LunaLua!
What are helper libraries?
Helper libraries (sometimes referred to as just “libraries”) are self-contained scripts and packages of LunaLua code and other files that handle specific features and functionality. One such package, for example, allows you to create visually impressive secret areas in your levels. You can find community-made helper libraries on the forums.
How and where can I learn how to code in LunaLua?
There are many ways to go about it. Some learn best through dissecting and analyzing code written by other level creators. Others, meanwhile, learn by starting with a simple task: for example a powerup filter or a small tweak to the player’s physics. Starting small like this allows one to easily work one’s way up to more ambitious challenges.
We’re constantly updating and expanding the LunaLua documentation and you can find a series of tutorials that cover different aspects of Lua and the LunaLua framework here. Also, in addition to being the main hub of SMBX2’s development, the codehaus discord server is a great place to learn about LunaLua by asking questions and getting feedback on your work.
TECHNICAL:
How do you add new content in SMBX2?
While the project is open-source, we don’t actually have access to SMBX’s source code; instead we’re using assembly hacks to inject hooks into various areas of the game’s compiled code. These hooks allow us to remove hard-coded limits, alter the game’s memory, override processes like the rendering and sound systems, and fix bugs like the infamous mushroom-in-lava crash. Inserting the hooks is a lengthy process, however, so for now we still need to work around some of the limits of the original code.
Will you add [feature] from 38A’s SMBX (SMBX 1.4)?
We eventually plan to have some degree of support for 38A levels, but due to differences in the way the two engines are built we’ll likely never have full compatibility.
LEGAL:
Are you officially affiliated with any video game companies?
SMBX2 is simply a hobby project that mashes together various video games. In no shape or form do we claim to be affiliated or endorsed by any companies or individuals. We do, however, encourage people to support your favorite video game companies by buying the official games and consoles. If you would like to support the company that made all of this possible, you can show your support to Nintendo by buying a Nintendo Switch 2 or Switch 1 system.
Can a company like Nintendo ask you to take this down?
Currently, we consider this project to be a derivative work covered under Fair Use. However, we are not lawyers and, in the event that a company like Nintendo disagrees with our assessment, we’ll oblige immediately and without question to any and all of their requests, including the removal of content.
Afterwards, if it is amenable to the company in question, we will aim to replace any removed content with something completely original.
