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TheXTech Objects Description
Description of each object for TheXTech. For in-depth info, see the respective SMBX64 Documents.
Note: This section will be an overhaul after parallax BGP support.
They're total of 58 backgrounds. Backgrounds #40,#49,#50,#51,#52 and #56 scrolls different speed at the certain Y position.
- Animated Backgrounds: #18, #30, #42, #55
- Slow Animated Backgrounds: #29, #58
- Double Row Backgrounds: #1, #3, #22 (Attach with Background #2); #35, #37 (Attach with Background #36);
- Dual-layer Backgrounds: #9 (Layer 1, slow speed), #10 (Layer 2, constant vertical scroll)
- Vertical Loop: #5, #25
Animated Backgrounds are 4 frames in SMBX64 Standard.
Note: Max width is 2048 and max height is 6144 in low-end devices. Total pixels in the all of BG layers should be limited to 4M Pixels for performance reasons.
They're total of 200 background objects.
- BGO #26 (Has Splash Effect, 1x2, 8 frames)
- BGO #65 (Has Splash Effect, 1x3, 4 frames)
- BGO #168 (Has Splash Effect, 2x1, 8 frames)
- BGO #82 (Has Splash Effect, 4 frames, Slow)
- BGO's #158, #187-190 (4 frames, fast)
- BGO's #159 (Has Splash Effect, 8 frames, fast)
- BGO #36 (2x3, 4 frames, very fast)
- BGO #18-20 (Slowly animated, they're 4x1, 3x1 and 2x1 respectively)
- BGO #36 (2x3, rapidly animated)
- BGO #68 (3x2, rapidly animated, foreground)
- BGO #66, #134-138, #170-172 (4 frames)
- BGO #173 (2 frames)
- BGO #166
They're total of 700 blocks.
If block size isn't same as SMBX64 Standard, they're consider as "hacked blocks".
2x2
- Block #91
- Block #125
- Block #184
- Block #206
- Block #225
- Block #378
- Block #571
- Block #599
1x2
- Block #23-24
- Block #147-158
- Block #211-212
- Block #376-377
- Block #529
- Block #569-570
- Block #595-597
2x1
- Block #21-22
- Block #34-37
- Block #103-104
- Block #113-114
- Block #137-146
- Block #194-197
- Block #336,338
- Block #505
- Block #540
4x1
- Block #185
- Block #303-304
- Block #320
- Block #322
4x4
- Block #61
- Block #92-93
- Block #187
- Block #262
Other Sizes
- Block #182 (3x3)
- Block #527 (2x3)
- Block #534,535 (1.5x4, half tile align)
- Block #536,537 (4x1.5, half tile align)
- Block #30 (4 frames)
- Block #371 (8 frames)
- Block #404 (4 frames)
- Block #405
- Block #406
- Block #420
- Block #459-487 (4 frames, 472-487 are slopes)
- Block #4 (4 frames, breakable; Transforms to NPC #10 by Timed Switch)
- Block #5 (4 frames)
- Block #60 (Breakable, spawns Effect #21; Transforms to Block #192 after hit with item inside; Transforms to NPC #88 by Timed Switch)
- Block #88 (4 frames; transforms to Block #89 after hit with item inside)
- Block #89 (4 frames; Transforms to NPC #33 by Timed Switch)
- Block #90 (spawns Effect #82 for a period after hit without items; Transforms to Block #89 after hit with item inside)
- Block #186 (Destroyable by NPC-86)
- Block #188 (Same as Block #60 but spawns Effect #51 instead)
- Block #193 (4 frames; Transforms to Block #192 after hit)
- Block #224 (2x2; transforms to Block #225 after hit with item inside)
- Block #226 (2x2, breakable; transforms to Block #225 after hit with item inside)
- Block #526 (Breakable, Spawns Effect #107)
Unless stated, According SMBX64 Standard, all blocks with item inside will transform to Block #2 after hit.
- Block #159
- Block #281
- Block #615 (2x1)
- Block #8
- Block #69
- Block #121
- Block #122
- Block #123
- Block #168
- Block #289
- Block #290
- Block #372-375
- Block #379-382 (4 Frames, slow)
- Block #389, #391 and #392 (4 Frames)
- Block #446-448
- Block #506, #572 (2x2)
- Block #507, #508 (2x1)
Slopes are solid in SMBX64 Standard.
L
- Block #299
- Block #302 (4x1)
- Block #305
- Block #306 (2x1)
- Block #326
- Block #332
- Block #340 (2x1)
- Block #341
- Block #357 (2x1)
- Block #358
- Block #365 (2x1)
- Block #452
- Block #600
- Block #604 (2x1)
- Block #616 (2x1)
- Block #635
- Block #636 (2x1)
R
- Block #300
- Block #301 (4x1)
- Block #307
- Block #308 (2x1)
- Block #327
- Block #333
- Block #342 (2x1)
- Block #343
- Block #359
- Block #360 (2x1)
- Block #366 (2x1)
- Block #451
- Block #601
- Block #605 (2x1)
- Block #617 (2x1)
- Block #637
- Block #638 (2x1)
IL
- Block #77
- Block #78 (2x1)
- Block #309
- Block #311
- Block #312 (2x1)
- Block #317
- Block #329
- Block #335
- Block #361 (2x1)
- Block #362
- Block #368 (2x1)
- Block #528
IR
- Block #310
- Block #313
- Block #314 (2x1)
- Block #318
- Block #328
- Block #334
- Block #363
- Block #364 (2x1)
- Block #367 (2x1)
- Block #523
- Block #613 (2x1)
- Block #614
Format of Sizable Blocks:
Top-Left | Top | Top-Right |
---|---|---|
Left | Middle | Right |
Bottom-Left | Bottom | Bottom-Right |
The top part of sizable blocks are Solid Top.
List of Sizable Blocks
- Block #25-28
- Block #38
- Block #79
- Block #108
- Block #130
- Block #161
- Block #240-245
- Block #259-261
- Block #287-288
- Block #437-445
- Block #568
- Block #575
- Block #579
- Block #530: 6 Frames. Frames order is: 1-2-3-4-3-2.
- The size of default effects are SMBX64 based, instead of image. So it won't display correctly for custom-sized images, but most effects in custom asset does.
- NPC's 293-300 are currently unusable.
- You can attach npc-n.txt ("n" means Number) into the "npc" folder.
Most terrain tiles are in size 32x32 (1x1 Tile), however there're some exceptions:
- Terrain #14 and #241: Animated
- Terrain #27: Animated, 4x4 Tiles
- Terrain #8, #12, and #325: 2x2 Tiles
- Terrain #9 and #13: 3x3 Tiles
Most scenery objects are in size 32x32, however there're some exceptions:
Frames are 4 unless stated.
- Scenery #1
- Scenery #4-6
- Scenery #9, #10
- Scenery #12
- Scenery #27, #28 (Size 48x16, with 12 frames)
- Scenery #29, #30 (Size 64x16, with 12 frames)
- Scenery #33, #34 (Size 14x14, with 14 frames)
- Scenery #51-53
- Scenery #54, #55 (Size 30x24)
- Scenery #62 (8 frames)
- Scenery #63 (Size 16x16, 8 Frames)
- Scenery #15-18
- Scenery #21
- Scenery #24
- Scenery #35-39
- Scenery #58, #59
- Scenery #20, #57 (Size 64x64)
- Scenery #44 (Size 62x32)
- Scenery #50 (Size 64x48)
- Scenery #60 (Size 48x48)
- Scenery #61 (Size 64x76)
All path tiles are in size 32x32. Can always passable regardless clearing when overlaiding with Level Tiles.
Most level tiles are in size 32x32, however there're some exceptions:
- Level Tile #2
- Level Tile #9
- Level Tile #13-15
- Level Tile #31, #32
- Level Tile #8
- Level Tile #25-26
- Level Tile #12
- Level Tile #21, #24 (Size 32x48)
- Level Tile #22 (Size 64x64)
- Level Tile #23 (Size 96x96)
- Level Tile #28 (Size 32x44)
- Level Tile #0: Path Background
- Level Tile #29: Big Background
Horse Objects are paired with image "yoshib-n" (Horse Body) and "yoshit-n" (Horse Head).
Shoes are paired with images as following:
- NPC #35 and the UI image "Boot1"
- NPC #191 and the UI image "Boot2" (Immune Lava)
- NPC #193 and the UI image "Boot3" (Flying)
Large Ship object is paired with images "Mount" (in "ui" folder) and "NPC #56".
Most images can be found here, but there're some extras:
Filename | Description |
---|---|
Backdrop.png | Level Background Overlay. |
Backdrop_Border.png | Screen Border of Level Background Overlay. |
Backdrop_Border.ini | Config file for the border. |
balance.png | Player Life Indicator. Left one is positive, while right one is negative. |
camera.png | Camera Icon used in small game window size. |
CharSelFrame.png | Background Frame of the character, used in Character Select Menu. |
CharSelFrame.ini | Config file for the background. |
CharSelIcons.png | 4 Icons for Character Select: From left to right: Cancel, Reconnect, Profile, Cursor |
EditorIcons.png | Icons for the in-game editor. |
Loader.png | "Loading" text. |
medals.png | Medal Graphics, from left to right: Uncollected, ?, Collected, Collected but not saved |
MCursor3.png | Cursor for 2-player. |
pCursor.png | Cursor for Player Select. |
WorldMapFrame_Tile.png | World Map Background Overlay. |
WorldMapFrame_Border.png | Screen Border of World Map Background Overlay. |
WorldMapFrame_Border.ini | Config file for the border. |
[border-info]
te = Top Edge Offset
ti = Top Inner Offset
le = Left Edge Offset
li = Left Inner Offset
be = Bottom Edge Offset
bi = Bottom Inner Offset
re = Right Edge Offset
ri = Right Inner Offset
Important Note: If you're using custom backdrop graphics for specific level/episode, you are also required to place border files in the same folder, both image and config files. Otherwise, border won't be shown!!
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