TheXTech changelog
v1.7.4.2-hotfix · Oct 25, 2026
After the previous releases v1.7.4 and v1.7.4.1, the critical bug was discovered on 3DS and Wii platforms that makes some effects being invisible. The suitable builds were been replaced at the previous v1.7.4.1's page as other platforms weren't affected by this problem.
This post contains Nintendo 3DS and Nintendo Wii only builds, for other platforms, you can download packages at the main post here. Also, all the binaries had been updated at the main post to prevent users downloading faulty builds without knowlege of that.
Hotfix changelog for 1.7.4.2
- 3DS / Wii: fix TheXTech 1.7.4.1 bug where NPC death effects would not display incorrectly. (@ds-sloth, thanks to @Wohlstand for the report)
v1.7.4.1 · Oct 18, 2026
When this update was supposed to be a small hotfix that fixes two small but annoying bugs, it also introduces the ability to use several graphics without cropping to original sizes. For example, BGO, some effects, terrain cells at the world map, scenery objects, and level points, now can have any size as big as you want. This only will work for levels and episodes are made for TheXTech. When playing episodes saved with old formats, they will have exactly same limits as before this update. However, objects of custom ranges will be expandable with no matter of the level or episode format.
EDIT: A Hotfix release 1.7.4.2 was out to address invisible effects bug on 3DS and Wii. Affected builds were been replaced in this post.
Showcases
World map
Before
<details>
<img width="800" height="600" alt="Scr_2026-10-17_20-52-11" src="https://github.com/user-attachments/assets/de72432d-af1e-457e-967b-17b24096dee2" />
<img width="800" height="600" alt="Scr_2026-10-17_20-52-14" src="https://github.com/user-attachments/assets/f627ea33-1aae-4098-b81d-040de9fa114c" />
<img width="800" height="600" alt="Scr_2026-10-17_20-52-37" src="https://github.com/user-attachments/assets/0730cd84-a309-4cfa-a9ec-1a93ec1a6a1f" />
</details>
After
<details>
<img width="800" height="600" alt="Scr_2026-10-17_20-50-31" src="https://github.com/user-attachments/assets/14ea8d37-01e7-4bb4-af6f-8b2bbdb53f9e" />
<img width="800" height="600" alt="Scr_2026-10-17_20-50-54" src="https://github.com/user-attachments/assets/1b9fc98c-79b2-4393-b92d-4bff7677684a" />
</details>
Levels
Before
<img width="800" height="600" alt="Scr_2026-10-17_20-52-55" src="https://github.com/user-attachments/assets/61eab815-2b27-44be-b1c5-0dd2227871d2" />
After
<img width="800" height="600" alt="Scr_2026-10-17_20-51-18" src="https://github.com/user-attachments/assets/c9fa1e61-f821-4713-8d5e-ce17047654c3" />
Demo
A small demo episode that shows the work of new graphics behaviour: Large Objects Test.zip
Full changelog for 1.7.4.1
<details>
New features:
Behaviour changes
- Custom asset packs: effect dimensions are now loaded from the asset pack graphics. This fixes the appearance of player death effects in several asset packs. (@ds-sloth)
- Episodes targeting TheXTech: world map tile and scene dimensions are now loaded from the asset pack / episode graphics. (@ds-sloth)
- Episodes targeting TheXTech: BGO dimensions are now loaded from the asset pack / episode graphics. (@ds-sloth)
- Custom range (level-33 and above): world map level dimensions are now loaded from the asset pack / episode graphics. (@ds-sloth)
TheXTech bugfixes
- Fix TheXTech 1.3.7.1 bug where a stack of static NPCs would only partially despawn, causing the upper NPCs to fall (@ds-sloth, thanks to @Liebning for the report)
- Fix TheXTech 1.3.7.3 bug where level music would not play on a level without a player start point, where the player starts at a warp in Section 0 (@ds-sloth, thanks to @Wohlstand for the report)
</details>
Known issues
- Audio may be choppy on Old 3DS.
- Texture load stutter is present on Wii.
- The screen may slightly judder during section resizes on 3DS and Wii.
- On 3DS, background texture may start to flashing. (https://github.com/TheXTech/TheXTech/issues/816) (Possibly solved, the primary reason of this is an out of memory).
- On 3DS the crash happens on attempt to quit by the home menu. (https://github.com/TheXTech/TheXTech/issues/738)
- On Windows 10 when running OpenGL with some ~2006 Intel iGPU on laptop, game would crash (possibly fixed).
- On Windows XP SP0 that uses S3 Savage 4 video card is impossible to dynamically switch video modes: the game just crashes (blame video drivers by theme selves as they were always very bad, according to random talk of people from the 2000s (in Russian) ).
- On Linux/Wayland, Window icon can't be changed while running game. (https://github.com/TheXTech/TheXTech/issues/939)
- On Linux/Wayland, Mouse cursor doesn't gets unlocked from window on toggling windowed mode after fullscreen. (https://github.com/TheXTech/TheXTech/issues/937)
- Editor doesn't supports large fonts (I.e. Chinese, Korean, etc). (https://github.com/TheXTech/TheXTech/issues/884)
- At Web version (Emscripten-built) the framerate may go incorrectly. (https://github.com/TheXTech/TheXTech/issues/851)
- On some hardware, randomly and rare, alpha-channel might me messed up when using OpenGL render backend. (https://github.com/TheXTech/TheXTech/issues/743)
- The LunaDLL's timer gets overlapped with the medals tracker. (https://github.com/TheXTech/TheXTech/issues/1102)
- On iOS devices (iPhone 6S and newer that has the Taptic Engine equipped), when the tactile vibration is activated while playing using touch screen, the device might start to infinitely buzz at any random moment. To escape this problem it's need to switch from the game app to any other or to the main screen using home button or the home bar (depending on the device model) and wait when vibration will stop, and then, return to the game. (https://github.com/TheXTech/TheXTech/issues/1189)
v1.7.4 · Oct 5, 2026
This is not a usual update. While it offers several bugfixes and features, it has three significant changes:
- The first release with the official iOS and tvOS support!
- Compiled Haiku binary releases are now available!
- We changing the versioning model!
iOS and tvOS support
Since the foundation of the project of TheXTech it was never available at Apple mobile platforms such as iOS. And since this release it's now possible to build and install the engine on iOS-powered devices such as iPhone, iPad, and iPod Touch. However, this doesn't means the game app will be available at the AppStore. Instead it's available in a form of the IPA package that you need to install on your device using the Sideload method or build it from the source code using suitable Xcode kit on your Mac. All the details you can find at the TheXTech's Wiki documentation.
Haiku binary releases
Before this release it was a challenge to build the suitable CI image to automatise producing of binary release for the Haiku platform. And thanks to the Cross-platform Actions project, this became easy, and now TheXTech finally has the binary release for the Haiku operating system!
Versioning system change
The old format of versioning of "1.3.x.y" was a major problem for a while. It sets a lot of limits and prevents to properly release important hotfixes and let several package managers to properly handle them. Since this version the ".3." part of the version gets completely removed, and instead of "1.3.7.4" we are releasing "1.7.4"!
<img width="228" height="88" alt="thextech-1 7 4" src="https://github.com/user-attachments/assets/33d6875c-6856-4ee7-a747-141e41126061" />
Full changelog for 1.7.4
<details>
New features:
General
- Versioning system has been changed, now next releases will be done without the ".3." midfix (@Wohlstand)
Platforms support
- Added support for the iOS platform (@Wohlstand)
- Added support for the tvOS platform (@Wohlstand)
Internationalisation
- i18n: On-screen warning messages (such as bitmask render warnings) are now translatable! (@Wohlstand)
Controls
- Controls: Added an ability to configure offsets for buttons at the touch-screen controller (@Wohlstand)
LunaScript
- LunaScript: Added the "ShakeScreen" command to trigger the screen shaking without using of boom blocks (@Wohlstand)
- LunaScript: Added the "SpawnEffect" command to spawn a simple static graphical effect (@Wohlstand)
- LunaScript: Added SFX commands "PlaySFXPausable", "PlaySFXSection", and "PlaySFXSctPausable" to allow pause during dialogues and pause menu, and lock at the specific section. (@Wohlstand)
New vanilla bugfixes
- Fix SMBX 1.3 bug where items on top of a vehicle could be lost when entering it, guarded by compat flag "fix-vehicle-item-loss" [Modern/Classic Mode] (@ds-sloth)
- Fix SMBX 1.3 bug where a climbable NPC spawner (eg, vine top) would deactivate if the player left the section, guarded by compat flag "fix-npc-camera-logic" [Modern/Classic Mode] (@ds-sloth, thanks to @Wohlstand for the report)
- Fix SMBX 1.3 bug where the players could disappear if a tape exit was touched while a player was eaten or dead. (@ds-sloth)
TheXTech bugfixes
- Fix TheXTech 1.3.6.1 bug where Toothy (NPC ID 50) would sometimes become invisible while the player is holding the toothy pipe (@ds-sloth, thanks to @Liebning for the report)
- Controls: Fixed the problem of touch-screen controller's defaults are not loaded when profile gets just created (@Wohlstand)
- Fixed broken user directory handling on the Haiku (@Wohlstand)
- Fix TheXTech 1.3.7 bug where ghosts could follow the direction of an eaten player instead of the active player. [Modern Mode] (@ds-sloth)
- Fix TheXTech 1.3.5.3 bug where an extra line of pixels was rarely drawn below the player. (@ds-sloth)
- Fix TheXTech 1.3.6.1 bug where fonts could get corrupted after unloading a customized level font. (@ds-sloth, thanks to @ChristianSilvermoon for the report)
- Emscripten: fix TheXTech 1.3.7.3 bug where the game could crash when selecting an episode. (@ds-sloth)
- OpenGL: fix TheXTech 1.3.6.6 bug where the game might hang on exit on some systems. (@ds-sloth)
- Wii: add overscan compensation options (@ds-sloth, thanks to @TheEeveeLovers for the report)
- Vita / PSTV: fix TheXTech bug where multiplayer splitscreen could be rendered incorrectly. (@ds-sloth, thanks to @birtkyle-cell for the report)
- Editor: allow placing NPCs in front of semisolid blocks. (@ds-sloth, thanks to @Trickiy for the report)
- Fixed a bug from TheXTech 1.3.7.3 that caused world map paths to never open when warping to the world map from a sub-hub. (@Wohlstand)
- Fixed a misorder of player start points loaded from LVLX files (They never guarantee a sort by player number, instead they has a Player ID field to distinguish point roles without sorting requirement). (@Wohlstand)
</details>
Known issues
- Audio may be choppy on Old 3DS.
- Texture load stutter is present on Wii.
- The screen may slightly judder during section resizes on 3DS and Wii.
- On 3DS, background texture may start to flashing. (https://github.com/TheXTech/TheXTech/issues/816) (Possibly solved, the primary reason of this is an out of memory).
- On 3DS the crash happens on attempt to quit by the home menu. (https://github.com/TheXTech/TheXTech/issues/738)
- On Windows 10 when running OpenGL with some ~2006 Intel iGPU on laptop, game would crash (possibly fixed).
- On Windows XP SP0 that uses S3 Savage 4 video card is impossible to dynamically switch video modes: the game just crashes (blame video drivers by theme selves as they were always very bad, according to random talk of people from the 2000s (in Russian) ).
- On Linux/Wayland, Window icon can't be changed while running game. (https://github.com/TheXTech/TheXTech/issues/939)
- On Linux/Wayland, Mouse cursor doesn't gets unlocked from window on toggling windowed mode after fullscreen. (https://github.com/TheXTech/TheXTech/issues/937)
- Editor doesn't supports large fonts (I.e. Chinese, Korean, etc). (https://github.com/TheXTech/TheXTech/issues/884)
- At Web version (Emscripten-built) the framerate may go incorrectly. (https://github.com/TheXTech/TheXTech/issues/851)
- On some hardware, randomly and rare, alpha-channel might me messed up when using OpenGL render backend. (https://github.com/TheXTech/TheXTech/issues/743)
- The LunaDLL's timer gets overlapped with the medals tracker. (https://github.com/TheXTech/TheXTech/issues/1102)
- On iOS devices (iPhone 6S and newer that has the Taptic Engine equipped), when the tactile vibration is activated while playing using touch screen, the device might start to infinitely buzz at any random moment. To escape this problem it's need to switch from the game app to any other or to the main screen using home button or the home bar (depending on the device model) and wait when vibration will stop, and then, return to the game. (https://github.com/TheXTech/TheXTech/issues/1189)
v1.3.7.3-1 · Jun 22, 2026
This is a hotfix release for the 1.3.7.3 since there are serious bugs were been found and were been fixed.
You can read details for the original release here: https://github.com/TheXTech/TheXTech/releases/tag/v1.3.7.3
Hotfix changelog 1.3.7.3-hotfix1:
- Adjusted the IME start logic to enable it when direct text input is enabled (@ds-sloth)
- Fixed build on FreeBSD (@Wohlstand and also contributed by @Renkoto)
- Fixed behaviour of the MD5 algorithm on Big Endian hardware (@ds-sloth)
- _Fixed a critical bug of checkpoints being reset when re-entering normal level from the hub_ (@Wohlstand)
- Fixed TheXTech bug where medals were incorrectly saved after death in hub worlds (@ds-sloth)
All the downloads at the official site has been replaced with hotfix builds.
v1.3.7.3 · Jun 19, 2026
Yesterday (The 19'th of June) I had the birthday. Today I releasing a new update of TheXTech for you all! In this release a set of bugs found during the 1.3.7.2 release has been fixed including some vanilla, including the cursed printing of the Chinese text. In addition, the file library has been optimised.
A HOTFIX RELEASE 1.3.7.3-1 IS OUT, USE IT INSTEAD OF THIS
Full changelog for 1.3.7.3
<details>
New features:
General
- Update LVLX/WLDX/SAVX loader to use new MDX file parser by ds-sloth (speeds up level/world loads on slow devices) (@ds-sloth, @Wohlstand)
- Enabled running of Layers, Events, and LunaScript loops at the Outro screen to allow more dynamics (@Wohlstand)
Internationalisation
- Added localisation support for custom stars requirement messages shown when player attempts to enter a warp and they don't have enough stars (@Wohlstand)
Behaviour changes
- Logic change for TheXTech-exclusive feature: portal warps will not trigger until the player has spent 10 frames without overlapping any portal warps (@ds-sloth)
New vanilla bugfixes
- Fix SMBX 1.3 peculiarity where frozen NPCs would sometimes be rendered incorrectly, guarded by compat flag "fix-visual-bugs" [Modern Mode] (@ds-sloth)
- Fix SMBX 1.3 bug where the swap power (ID 273) could result in unexpected deaths or softlocks if the players were in different sections, guarded by compat flag "fix-multiplayer-targeting" [Modern/Classic Mode] (@ds-sloth, thanks to @Shadowblitz16 for the report)
- Fix SMBX 1.3 bug where character passthrough blocks treated char 2-4's ice balls as belonging to char 1, guarded by compat flag "fix-char-pass-balls" [Modern Mode] (@ds-sloth, thanks to @Wohlstand for the report)
- Fix SMBX 1.3 bug where character passthrough blocks did not allow char 5's fire/ice balls to pass through, guarded by compat flag "fix-char-pass-balls" [Modern Mode] (@ds-sloth)
- Fix SMBX 1.3 bug where jumping out of a shoe above the section could cause it to despawn, guarded by compat flag "fix-npc-camera-logic" [Modern/Classic Mode] (@ds-sloth, thanks to @Liebning for the report)
- Fix SMBX 1.3 bug where player could get stuck in fairy state if they hit a fairy power while stoned, guarded by compat flag "fix-fairy-stuck-in-pipe" [Modern/Classic Mode] (@ds-sloth, thanks to @Fire-Ball54322 for the report)
TheXTech bugfixes
- Fixed an inability to save the state of the collected medals on triggering the game beat (@Wohlstand, thanks to @Liebning for the report)
- Fixed a TTF text print bug from the version 1.3.7.2 that caused missing vertical offset on line breaking (@Wohlstand, thanks to 呜哩哇啦 for the report)
- Wii: fix v1.3.7.2 bug where deleting an in-use controls profile could lead to a crash (@ds-sloth)
- Fix TheXTech v1.3.7 bug where popping an empty bubble (ID 283) could harm the player (@ds-sloth, thanks to @Liebning for the report)
- Fixed an inability to load a game pack from command line by path without slash ending (@Wohlstand)
- 3DS: fix v1.3.7 bug where the title screen could get stuck at the right of the level (@ds-sloth)
- Fixed a crash caused by hit of invisible Block-88 with a coin inside while the Coin Swtich is active (@Wohlstand)
- Bugfix: don't continually loop if a load failure occurs when the restart level flag is set (@ds-sloth)
- Bugfix: quit the episode if the hub level can't be reloaded (@ds-sloth)
- Fixed an unexpected going to the last sub-hub level instead of the world map even explicit coordinates are been specified (@Wohlstand, thanks to @Liebning for the report)
- Fixed the case when checkpoints won't reset when successfully quitting a level via warp exits, guarded by compat flag "fix-warp-exit-checkpoints" [Modern Mode] (@Wohlstand)
- Fixed the unwanted triggering of the IME candidates window during the gameplay use of the keyboard when PinYin or any other IME method is enabled. (@Wohlstand)
</details>
Known issues
- Audio may be choppy on Old 3DS.
- Texture load stutter is present on Wii.
- The screen may slightly judder during section resizes on 3DS and Wii.
- On 3DS, background texture may start to flashing. (https://github.com/TheXTech/TheXTech/issues/816) (Possibly solved, the primary reason of this is an out of memory).
- On 3DS the crash happens on attempt to quit by the home menu. (https://github.com/TheXTech/TheXTech/issues/738)
- On Windows 10 when running OpenGL with some ~2006 Intel iGPU on laptop, game would crash (possibly fixed).
- On Windows XP SP0 that uses S3 Savage 4 video card is impossible to dynamically switch video modes: the game just crashes (blame video drivers by theme selves as they were always very bad, according to random talk of people from the 2000s (in Russian) ).
- On Linux/Wayland, Window icon can't be changed while running game. (https://github.com/TheXTech/TheXTech/issues/939)
- On Linux/Wayland, Mouse cursor doesn't gets unlocked from window on toggling windowed mode after fullscreen. (https://github.com/TheXTech/TheXTech/issues/937)
- Editor doesn't supports large fonts (I.e. Chinese, Korean, etc). (https://github.com/TheXTech/TheXTech/issues/884)
- At Web version (Emscripten-built) the framerate may go incorrectly. (https://github.com/TheXTech/TheXTech/issues/851)
- On some hardware, randomly and rare, alpha-channel might me messed up when using OpenGL render backend. (https://github.com/TheXTech/TheXTech/issues/743)
v1.3.7.2-1 · Dec 28, 2025
This is a minor hotfix for the 1.3.7.2 release that resolves an unexpected problem that occurs exclusively on 3DS, and might occur on Wii, and PSVita:
(Watch this video with a sound)
https://github.com/user-attachments/assets/fc8dd73f-6d64-4c27-a6ca-d6ba11d57b86
The resampling from the lower sample rate to higher might cause distortion of the final result like it gets played with an accelerated tempo. This hotfix update resolves this problem.
This post contains Nintendo 3DS, Nintendo Wii, and PSVita only builds, for other platforms, you can download packages at the main post here. Also, all the binaries had been updated at the main post to prevent users downloading faulty builds without knowlege of that.
Changelog
- Fixed an incorrect resampling logic at the MixerX audio library that caused accelerated tempo of music on 3DS, Wii, and PSVita (@Wohlstand)
v1.3.7.2 · Dec 26, 2025
There are many important bugfixes introduced since the previous 1.3.7.1 release, and implemented some more of convenience.
And also, since this version, the loading screen is now fully localisable, and the rest of mainstream TheXTech-based games already introduced translated loading screen into Russian, Chinese and Japanese languages! (Details here)
Full changelog for 1.3.7.2
<details>
New features:
Video system
- Added an ability to assign some TTF font per language (@Wohlstand)
Internationalisation
- i18n: Added support for the localisation of the loading screen (@Wohlstand)
- i18n: Removed the support for legacy placement of translations outside the i18n sub-directory since no production projects used it. (@Wohlstand)
Controls
- Controls: add Alt Menu Controls option to controller profiles, which makes Jump act as Back and Alt Jump act as Confirm, to improve experience on Japanese-layout controllers (@ds-sloth)
Behaviour changes
- Vanilla mode: reset score between gameplay sessions, like SMBX 1.3 (@ds-sloth)
- Modern mode: allow static, always-shown NPCs (eg, O or bullet shooters) to deactivate while onscreen (@Wohlstand, @ds-sloth)
- Menus: Alt Run is now used to erase options, instead of Alt Jump (@ds-sloth)
- Menus: Alt Jump may now advance message boxes and start levels, guarded by existing compat flag "multiplayer-pause-controls" [Modern/Classic Mode] (@ds-sloth)
- Controls: re-use controller profile when connected on different interfaces (@ds-sloth)
- Controls: remove ability to load controller profiles saved by versions before v1.3.6 (2022) (@ds-sloth)
- Controls: allow deleting a profile in use. This will allow the controller's profile to be reset. (@ds-sloth)
- Logic change: when modern (LVLX) autoscroll hits the end of the section, it now keeps the current camera size instead of resetting the camera to 800x800 as in SMBX 1.3 (@ds-sloth)
- Logic change: the terminal velocity for rail/lineguide platforms has been increased from 16 to 40 to address compatibility issues at some levels where falling speed is not enough to beat the challenge. (@Wohlstand)
Hardware support
- Controls: adjusted support for Wii Remote and Wii Remote with Nunchuk controllers on Wii U. (@Wohlstand)
New vanilla bugfixes
- Fixed the SMBX 1.3 bug where the engine would appear to break if an AutoStart event (other than "Level - Start") changed section bounds, guarded by compat flag "modern-section-change" [Modern/Classic Mode] (@Wohlstand)
- Fix SMBX 1.3 crash caused by hitting a coin switch while on a slope (@ds-sloth, thanks to Peter Smith for the report)
- Fixed vanilla crash bug caused by division by zero on rendering of Background2-25 with a texture width smaller than 800 and when the section has an exact width of 800 (@Wohlstand)
- Fixed vanilla bug from the SMBX 1.3 that caused Character 5 to render an incorrect (mostly empty) frame while passing vertical pipes. (@Wohlstand)
TheXTech bugfixes
- Fonts: Fixed the incorrect vertical alignment of some TTF glyph. (@Wohlstand)
- Controls: fix v1.3.6 bug where controller was assigned the wrong profile after its original profile was deleted (@ds-sloth)
- Controls: fix face button labels on Switch port. (@Wohlstand, @ds-sloth)
- Controls: fix v1.3.6 bug where closing the Enter Code screen with the Start button might prevent successful code entry (@ds-sloth, @Wohlstand)
- Visuals: fix v1.3.7.1 bug where there was a black frame during the transition from the main menu to the asset pack select screen (@ds-sloth)
- Fix v1.3.7.1 bug where npc-300.txt was not loaded properly - fixes spinning platforms in Lowser's Conquest (@ds-sloth, @Wohlstand)
- Fix v1.3.7.1 bug where default masks/outlines were not loaded for custom GIF player sprites, resulting in black boxes (@ds-sloth)
- Fix v1.3.7.1 Modern/Classic bug where it was not safe to run on a series of fall blocks with gaps between them, caused by the downward clip fix introduced in v1.3.7.1 (@ds-sloth, thanks to @Liebning for the report)
- Desktop: fix a minor cosmetic bug where the screen could flicker when resizing the window (@ds-sloth)
- Fixed the v1.3.6 bug where skull raft with modern logic enabled will glitch when impacts a barrier being in a water (@Wohlstand)
- Fix v1.3.1 inaccuracy where NPCs 69 and 70 were one pixel shorter than they are in SMBX 1.3 (@ds-sloth, thanks to @Liebning for the report)
- Fixed an inability to auto-create the screenshots directory on macOS (@Wohlstand)
- Fix v1.3.7 bug where the engine would fail to load if the first encountered asset pack was invalid (@ds-sloth)
- Fix v1.3.6 inaccuracy where warp-spawned NPCs would fail to be hidden if their layer was hidden immediately following spawn (their layer is set to "Spawned NPCs" when warp is complete) (@ds-sloth)
- Fix v1.3.7.1 bug where static NPCs spawned by a generator could despawn while onscreen (@ds-sloth)
- Fix v1.3.1 bug where whipping a turtle (with leaf power) would kill the turtle as well as releasing it from its shell (@ds-sloth, bug caught by @Wohlstand)
Hotfix1:
- Fixed an incorrect resampling logic at the MixerX audio library that caused accelerated tempo of music on 3DS, Wii, and PSVita (@Wohlstand)
</details>
Known issues
- Audio may be choppy on Old 3DS.
- Texture load stutter is present on Wii.
- The screen may slightly judder during section resizes on 3DS and Wii.
- On 3DS, background texture may start to flashing. (https://github.com/TheXTech/TheXTech/issues/816) (Possibly solved, the primary reason of this is an out of memory).
- On 3DS the crash happens on attempt to quit by the home menu. (https://github.com/TheXTech/TheXTech/issues/738)
- On old 3DS the out-of-memory crash might happen with the stable version of the game. The solution is not yet backported from the devel branch.
- On Windows 10 when running OpenGL with some ~2006 Intel iGPU on laptop, game would crash (possibly fixed).
- On Windows XP SP0 that uses S3 Savage 4 video card is impossible to dynamically switch video modes: the game just crashes (blame video drivers by theme selves as they were always very bad, according to random talk of people from the 2000s (in Russian) ).
- On Linux/Wayland, Window icon can't be changed while running game. (https://github.com/TheXTech/TheXTech/issues/939)
- On Linux/Wayland, Mouse cursor doesn't gets unlocked from window on toggling windowed mode after fullscreen. (https://github.com/TheXTech/TheXTech/issues/937)
- Editor doesn't supports large fonts (I.e. Chinese, Korean, etc). (https://github.com/TheXTech/TheXTech/issues/884)
- At Web version (Emscripten-built) the framerate may go incorrectly. (https://github.com/TheXTech/TheXTech/issues/851)
- On some hardware, randomly and rare, alpha-channel might me messed up when using OpenGL render backend. (https://github.com/TheXTech/TheXTech/issues/743)
v1.3.7.1 · Jul 13, 2025
This update features a lot of platform-related improvements and stabilisation. Since this update the exclusive full-screen modes on some platforms (such as retro computers) are supported to maintain the graphics performance which is impossible with the regular configuration and windowed mode.
Note: Windows and Nintendo Switch binaries has been updated to the newer state at the 00a7241 and d7307b4 hashes. To obtain sources with Windows and Nintendo Switch fixes that matching these builds, please download them at this release post for Windows and for Nintendo Switch.
Full changelog for 1.3.7.1
<details>
New features:
Video system
- Implemented support for Power-of-Two only textures on some platforms via SDL Render (@Wohlstand)
- Added exclusive full-screen mode support to maintain good performance on weak devices (@Wohlstand)
- Add 3x scale mode (@ds-sloth, thanks to @Yave-Yu for the request)
Gameplay settings
- Added compat flag "no-shell-grab-top" to disable grabbing shells while falling from above, for compatibility with pre-SMBX 1.3 content (@Wohlstand)
Behaviour changes
- Advanced options are now applied only when hitting Select or returning to the previous screen. (@ds-sloth, thanks to @Wohlstand for the suggestion)
- The mouse can now be used to click through message boxes in the main menu. (@ds-sloth, thanks to @Agatha for the suggestion)
- Refine Magic Block handling of lava next to slopes (@ds-sloth, thanks to @ChristianSilvermoon for the report)
- Adjusted the frame-skip behaviour to address the performance slowdown on some systems (@Wohlstand)
- Windows: use SDL2 renderer on video cards without OpenGL acceleration (@ds-sloth)
- Added an explicit indication that game is suspended when window is out of focus by showing the "Paused" label over the gray filter. (@Wohlstand)
- Rapidly clicking on menu items no longer toggles fullscreen. (@ds-sloth, thanks to @Agatha for the suggestion)
- On failures while using interprocess-based level testing, the explicit error messages will be shown (@Wohlstand)
Hardware support
- Add GameCube controller support for Wii (@ds-sloth)
- 3DS: fix bug where gameplay could slow down when audio performance is reduced (@ds-sloth)
- Wii: fix bug where Wiimote could get stuck in Rumble state (@ds-sloth)
- Fixed the viewport problem on non-SMBX resolutions at the PS Vita (@Wohlstand, @ds-sloth)
New vanilla bugfixes
- Fix vanilla bug where chars 3 and 4 could clip downwards if they powered up while digging, guarded by "fix-player-grab-clip" [Classic Mode] (@ds-sloth)
- Fix SMBX 1.3 crash caused by freezing a bubble when the NPC with index 3 is an ice ball (@ds-sloth)
- Fix vanilla bug where the player could clip downwards when hurt or running into a block while on a platform, guarded by existing compat flag "fix-player-downward-clip" [Classic Mode] (affected Frozen Valley in Fallen Spirits and Mushroom Heights in Princess Cliche) (@ds-sloth, thanks to @Agatha for the report)
- Fix vanilla editor peculiarity where the order of overlapping blocks might change. Note that overlapping blocks larger than 1 tile are still sorted according to SMBX rules. (@ds-sloth)
TheXTech bugfixes
- Fix TheXTech 1.3.7 peculiarity where NPCs that hid themselves on activation would be shown before coming onscreen (@ds-sloth)
- Fix TheXTech 1.3.7 peculiarity where player preview sprites in the main menu would not use the correct death effects (@ds-sloth)
- Fix TheXTech 1.3.6.1 bug where a plant on a hidden moving layer would sometimes not appear after showing the layer (@ds-sloth, @Wohlstand)
- Fixed a bug from the TheXTech 1.3.6 where music of a wrong section gets started when player enters level by a warp into section with no music (@Wohlstand)
- Fix TheXTech 1.3.7 bug where rail platforms could get stuck below the current section (@ds-sloth, thanks to @Liebning for the report)
- Fix TheXTech 1.3.5.3 visual bug where P2's screen fader was not reset when P1 gets a level exit (@ds-sloth)
- Fix TheXTech 1.3.6.1 visual change in the width of spaces in the in-game message box (@ds-sloth)
- Fix TheXTech 1.3.7 visual change in the line-breaking algorithm for the in-game message box (@ds-sloth)
- Tune TheXTech v1.3.7 Modern/Classic Mode logic for when to activate NPCs shown by events to better match Vanilla. (@ds-sloth, thanks to @Liebning for the report)
- Resolved the pool allocator memory overflow crash problem (Caused by LunaScript's render operations with frame skipping enabled on slow devices) (@Wohlstand)
- Fix TheXTech 1.3.6.1 bug where setting width or height to 0 in npc.txt would prevent the NPC from spawning (this affected the boss of Hall of Masks in MM4) (@ds-sloth)
- Fix TheXTech 1.3.6.1 bug where colored platform NPCs could mistakenly trigger activation events (this affected The Sinister Side in SRW) (@ds-sloth)
- Fix TheXTech 1.3.1 inaccuracy where certain internal values were not rounded correctly (@ds-sloth)
- Fix TheXTech 1.3.1 bug where characters 2 and 5 couldn't release all coins in a block if the block was in front of another sizable block (@ds-sloth)
- Fix loading of custom resolution specified in thextech.ini (@ds-sloth)
- Fix TheXTech 1.3.7 bug where medals were incorrectly tracked after using Coin Switch in Classic Mode (@ds-sloth, thanks to @Agatha for the report)
- Fix TheXTech 1.3.7 editor bug where sizable block priority was not used when resizing sizable blocks (@ds-sloth, thanks to @ChristianSilvermoon for the report)
- Fix TheXTech v1.3.7 change to the timing of events triggered by warp enter/exit events (@ds-sloth, thanks to @ChristianSilvermoon for the report)
- Fix TheXTech v1.3.6.1 inaccuracy where generator NPCs with IDs 57, 60, 62, 64, and 66 could not be walked on in their generator state (@ds-sloth)
- Fix TheXTech 1.3.7-beta bug which prevented the compat flag "fix-player-clip-wall-at-npc" from working as intended (@ds-sloth)
- Fix TheXTech v1.3.7-beta visual bug in which the backdrop did not have proper borders in 4P split screen at 1440p. (@ds-sloth)
- Fix TheXTech v1.3.7 bug in which input methods might get disconnected when switching between battle leves in 3/4-player mode. (@ds-sloth)
- Fix TheXTech v1.3.7-beta bug in which bullet generators not facing the player could become inactive. (@ds-sloth, thanks to @Liebning for the report)
- Fix critical TheXTech v1.3.6 editor bug where swapping the order of layers resulting in objects losing their layers. (@ds-sloth, thanks to @ChristianSilvermoon for the report)
- Fix TheXTech v1.3.6 editor bug where world music tiles would move a tiny bit when the world was saved (@ds-sloth, thanks to @ChristianSilvermoon for the report)
- Fixed the early interrupting of the level workflow when going to the inter-level warp on some platforms (@Wohlstand)
- Fixed the visual glitch of the last screen fade out frame being frozen instead of complete going into darkness (@Wohlstand)
- Fixed the bug that causes gamesave's fails counter not being copied or removed via game menu (@Wohlstand)
- Fix TheXTech 1.3.7-beta editor bug where a player object could become deselected when closing the editor pane (@ds-sloth, thanks to @fbitninja for the report)
- Fixed the incorrect work of the Java-coded INI parser on Android that led some properties being loaded incorrectly (for example, valid background picture fails to load) (@Wohlstand)
</details>
Known issues
- Audio may be choppy on Old 3DS.
- Texture load stutter is present on Wii.
- The screen may slightly judder during section resizes on 3DS and Wii.
- On 3DS, background texture may start to flashing. (https://github.com/TheXTech/TheXTech/issues/816) (Possibly solved, the primary reason of this is an out of memory).
- On 3DS the crash happens on attempt to quit by the home menu. (https://github.com/TheXTech/TheXTech/issues/738)
- On Windows 10 when running OpenGL with some ~2006 Intel iGPU on laptop, game would crash (possibly fixed).
- On Windows 10 with the Intel Iris Xe graphics, textures gets drawn corrupted. (github.com/TheXTech/TheXTech/issues/859)
- On Windows XP SP0 that uses S3 Savage 4 video card is impossible to dynamically switch video modes: the game just crashes (blame video drivers by theme selves as they were always very bad, accordign to random talk of people from the 2000s (in Russian) ).
- On Linux/Wayland, Window icon can't be changed while running game. (https://github.com/TheXTech/TheXTech/issues/939)
- On Linux/Wayland, Mouse cursor doesn't gets unlocked from window on toggling windowed mode after fullscreen. (github.com/TheXTech/TheXTech/issues/937)
- Editor doesn't supports large fonts (I.e. Chinese, Korean, etc). (https://github.com/TheXTech/TheXTech/issues/884)
- At Web version (Emscripten-built) the framerate may go incorrectly. (https://github.com/TheXTech/TheXTech/issues/851)
- On some hardware, randomly and rare, alpha-channel might me messed up when using OpenGL render backend. (https://github.com/TheXTech/TheXTech/issues/743)
v1.3.7 · Jan 20, 2025
This is a large update. We worked long and hard on this update, and we finally ready to present this big update for you all! This update will be the biggest in TheXTech's history and features a huge set of features, bugfixes, and improvements.
Thank you to @0lhi who served on our core development team for design and quality assurance from version v1.3.4 (2021) to v1.3.7 (2025). His contributions are much appreciated.
**EDIT: A small hotfix for PortMaster has been released very soon: https://github.com/TheXTech/TheXTech/releases/tag/v1.3.7-hotfix1**
Most important changes
- Widescreen and small-screen support, done right. No hacks, no editing
luna.lua, no broken spawns. Play all of your favorite SMBX 1.3 content at your device's native resolution for a smooth and polished "remaster" experience, while the engine keeps track of which important items would have been onscreen (or offscreen!) in SMBX 1.3.
- Classic playstyle for classic content. Disable TheXTech's unnecessary bugfixes and new features to play your SMBX 1.3 content the way its authors intended it, or go totally Vanilla (at your own risk).
- An options overhaul. No more editing
thextech.ini, every single game setting can be changed in the new in-game options menu.
- Refined player select. A huge thank you to Savby for reimagining our text-based player select menus with an intuitive and colorful interface that feels right at home on your TV.
- Multiple asset packs. TheXTech is good for more than just SMBX, and now you can conveniently switch between asset packs within the engine itself. Just add your extra asset packs to the assets subdirectory in your TheXTech folder, and switch by holding select at the main menu.
- Beta 4P support. Ever wanted to play Battle Mode with 3 of your best frenemies? Now you can! This version introduces shared and split screen 4-player co-op and split screen 4-player battle. Please share your feedback and experiences with us so we can make it better!
Full changelog for 1.3.7
<details>
New features:
The multi-res system
- Added support for different display resolutions (@ds-sloth)
- Allow event logic NPCs to consider SMBX 1.3 camera when activating, guarded by compat flag modern-npc-camera-logic (@ds-sloth)
- Add npc.txt attribute "usedefaultcam"; set this to "1" to force NPCs to use the event logic camera to activate and "0" to force them to use the visible camera (@ds-sloth)
- Add compat.ini setting "dynamic-camera-logic" which may be disabled to force a level to use the 800x600 camera for all logic (@ds-sloth)
- Added internal support for more than 2 cameras (@ds-sloth)
- Added backdrop for levels smaller than the screen at
graphics/ui/Backdrop.png(@ds-sloth) - Added alternative format for world map frame with better support for various display resolutions (@ds-sloth)
Menus
- Redesigned character select screen for multiplayer game start and player setup (@Savbyn, @ds-sloth)
- Overhaul the Main Menu and in-game Options menu with support for editing all "thextech.ini" options (@ds-sloth)
- Add "Modern", "Classic", and "Vanilla" playstyles which determine which bugfixes and gameplay updates are applied (@ds-sloth, @0lhi)
- Add ability to start speedrun in-game by pressing Select when making a new game save (@ds-sloth, @0lhi)
- Add ability to change last warp resume setting on hub worlds. This allows playing episodes incompatible with this behavior in Modern Mode. (@ds-sloth, @0lhi)
Asset packs system
- Game looks for extra asset packs in the
assets/subdirectory of the user and system directories (@ds-sloth) - Add ability to specify asset pack by ID in the command line (as well as by path) (@ds-sloth)
- Add ability to switch asset pack at main menu screen by holding select button (@ds-sloth)
New content
- Added full game and in-game editor support for world map sections that limit screen view (@ds-sloth)
- Add compat flag "disable-spin-jump", which causes the AltJump key to map to a normal jump, but still allows players to dismount. The flag replaces a hack used to force-disable the key in Superb Demo Sisters. (@ds-sloth)
- Added support for on-exit warp event. (@Wohlstand)
- Move the
[intro]and[outro]sections ofgameinfo.inito[activity-setup]in thecompat.inifile for the intro/outro levels, for per-level configuration of these settings. Setting the fields viagameinfo.iniis deprecated and may be removed in future asset pack formats. (@ds-sloth, @Wohlstand) - Added support for episodes to provide custom main menu intros. (@Wohlstand)
- Added support for episodes to provide custom credits level. (@Wohlstand)
- Allow customization of TTF colour of fonts (@ds-sloth)
Editor
- Add ability to trigger event layer smoke in the in-game editor (@ds-sloth)
- Add ability to edit BGO sort layers and offset in the in-game editor (@ds-sloth)
- Add ability to resize placed items, section boundaries, and event section boundaries in the editor (@ds-sloth)
Cheats / codes
- Added "opensesame" world map cheat to unlock paths from level (@ds-sloth)
- Added code "logicscreen" to view camera used by event logic NPCs (@ds-sloth)
- Add cheat "edityourfriends" to experiment with compatibility settings (@ds-sloth)
- Add cheats "4shared" and "4split" to test 4-player shared / split screen modes (@ds-sloth)
Other features
- Add tracking for medals collected in levels (@ds-sloth)
- Added smooth path unlock animations at the world map (@ds-sloth)
- Sounds now get quieter when they are further from the screen (@ds-sloth)
- Add hints system to the loading and pause screens (@ds-sloth)
- Add new item drop system, used by default in Modern Mode at low resolutions (@ds-sloth, @ChristianSilvermoon, @0lhi)
- Add option to always use shared or split screen in 2P (@ds-sloth)
- Add ability (beta status) to play >2P mode with shared or split screen (@ds-sloth)
- Implemented the in-game assert failures will be shown as in-game message box until perform an emergency close on platforms that doesn't have SDL's message box (@Wohlstand)
- Update level loading error screen to be more informative (@ds-sloth)
- Add world loading error screen (@ds-sloth)
- 3DS: add advanced option "Inaccurate GIFs" to allow playing in 3D on levels with GIFs (@ds-sloth)
Other engine changes
- Save the number of medals / stars that exist in levels to speed up subsequent loads (@ds-sloth)
- Internal change: added draw plane system to track different object groups' scene depth (@ds-sloth)
- Note: screen-space autocode draws now occur in the HUD plane instead of the level plane (@ds-sloth)
- Drop/add screen renamed to "Player Setup"
- In modern gameplay, the main menu now has a single "Play Episode" item instead of separate 1P/2P items
- COMPATIBILITY CHANGE: remove automatic version targeting for pre-SMBX 1.3 content (@ds-sloth)
- Very long SFX are now played from disk to save memory (@ds-sloth)
- Made some internal memory optimizations to the Block and NPC objects, saving 360KB RAM (@ds-sloth)
- GIF recorder now turns grey and skips frames when recording is slower than gameplay (@ds-sloth)
- Update TheXTech's logic for climbing moving fences (@ds-sloth)
- Change cheat "shadowstar" to use a 75% black tint (instead of 100% as in SMBX 1.3) for visibility against dark level backgrounds (@0lhi, @ds-sloth)
- Update TheXTech userdata locations to system-native locations on new installs. (@ds-sloth, @Wohlstand)
- Speedrun timer no longer permanently stops following initial game win, allowing speedruns of postgame content (@ds-sloth)
- In Modern and Classic modes, now allow negative lives instead of game over (@ds-sloth, @0lhi)
- Added support for error boxes at the Wii U to explicitly show reasons of errors to users (@Wohlstand)
- System message boxes will have their unique style that is different from the in-game one. (@Wohlstand)
- Add option (on-by-default) for gamepads to use simple editor controls. Prevents getting locked in the editor. (@ds-sloth)
- Improve the performance of levels with many climbable NPCs (@ds-sloth)
- Refine GIF bitmask detection and fallback algorithm (@ds-sloth)
- 3DS/Wii: speed up graphics loading code (@ds-sloth)
- TheXTech-exclusive events are now processed at the end of the frame they are triggered in (@ds-sloth)
- 3DS: display system and video memory usage in Debug Info screen (@ds-sloth)
- Add support for TTF fonts up to 24x24 (@ds-sloth)
New vanilla bugfixes
- Fix thrower vertical position logic in split-screen, guarded by compat flag modern-npc-camera-logic (@ds-sloth)
- Fix SMBX 1.3 bug where camera would not track respawning player, guarded by compat flag multiplayer-pause-controls (@ds-sloth)
- Fix ghost, boss, and other NPC target player selection, guarded by compat flag "fix-multiplayer-targeting" (@ds-sloth)
- Fix vanilla peculiarity where plants would make a sound when dying in a no-turn-back level, guarded by compat flag "fix-visual-bugs" [Modern Mode] (@ds-sloth)
- Fix vanilla peculiarity where the speed of blocks attached to an NPC would not be fully reset when the NPC dies, guarded by compat flag "fix-attlayer-reset" [Modern Mode] (@ds-sloth)
- Fix vanilla peculiarity where some held NPCs would appear to move on the player's hands / feet, guarded by compat flag "fix-visual-bugs" [Modern Mode] (@ds-sloth)
- Fix vanilla editor bug where NPC spawn logic might be inaccurate on level test (@ds-sloth)
- Fix vanilla peculiarity where medals were sometimes not collected when killed, guarded by "fix-medal-kill" [Modern Mode] (@ds-sloth, thanks to @Superbloxen for the report)
TheXTech bugfixes
- Fix TheXTech 1.3.6.1 bug where level fadeout did not properly occur on fail in 2P mode (@ds-sloth)
- Fix TheXTech 1.3.6.1 peculiarity where a player could reach an inaccessible location by respawning while another player was scrolling between warps (@ds-sloth)
- Editor: fix TheXTech 1.3.6 bug where level test might incorrectly start following text input (@ds-sloth)
- Fix TheXTech 1.3.6 bug where an item could be cloned by changing characters during powerup animation (@ds-sloth)
- Fix TheXTech 1.3.6.1 OpenGL bug where a mask larger than its texture could be drawn incorrectly (@ds-sloth, thanks to @AntonioGZZ96 for the report)
- Fix TheXTech 1.3.6.1 inaccuracy affecting "Endless Exploration" where levels started via an invalid warp point could not be played (in SMBX 1.3, the warp point is ignored) (@ds-sloth)
- Fix TheXTech 1.3.1 bug where many max-ID custom GFX were not loaded (including player-5 map sprites) (@ds-sloth, thanks to @AntonioGZZ96 for the report)
- Fix TheXTech v1.3.6 editor bug where NPC properties could change when their layer was hidden. (@ds-sloth, thanks to @cre8iveexercise for the report)
- Fix TheXTech v1.3.6.1 Android bug where the screen would be black after switching applications. (@ds-sloth)
- Fix TheXTech 1.3.5.1 bug where the lower half of a player's sprite could be shown behind a shoe / sack (@ds-sloth)
- Fixed the inability to close error LunaScript parse error box on Android when file contains too long lines (@Wohlstand)
- Fixed crash on attempt to execute the "SetHits" and "AllFace" LunaScript commands (@Wohlstand)
- Wii: fix TheXTech 1.3.6.1 inaccuracy in how very small GIF bitmasks are rendered (@ds-sloth)
- Fix TheXTech 1.3.6.1 bug where player-dependent event text could be inaccurate if Autocode cancelled a different event (@ds-sloth)
- Fix TheXTech 1.3.1 inaccuracy where a vanilla bug failed to replicate. This bug caused a pending event to be overwritten when two events triggered in a single frame. The bugfix now has compat flag "fix-event-swap-bug" (@ds-sloth)
- Fixed the random crash and memory damaging during the load process (@Wohlstand)
- Fix TheXTech 1.3.6 bug where some controls profiles could not be deleted. (@ds-sloth, thanks to @0lhi for the report)
TheXTech v1.3.7-beta bugfixes
- Fix TheXTech 1.3.7-beta visual glitch when the vanilla cam hotkey was pressed during the level intro scene (@ds-sloth)
- Fix TheXTech 1.3.7-beta bug where vanilla cam was not reset before entering credits (@ds-sloth)
- 3DS/Wii: fix TheXTech 1.3.7-beta bug where levels with 101 layers/events could not load (@ds-sloth)
- Hints: fix the graphical display of the surfing hint (@ds-sloth)
- Refine the placement of HUD items at low resolutions (@ds-sloth)
- Don't allow pressing the vanilla cam hotkey during a camera pan event (@ds-sloth)
- Fix TheXTech 1.3.7-beta bug where battle levels could be created even if the asset pack disables battle mode (@ds-sloth, thanks to @LoveBodhi for the report)
- Fix TheXTech 1.3.7-beta bug where it was impossible to enter speedrun mode using the main menu interface (@ds-sloth, thanks to @0lhi for the report)
- Fix TheXTech 1.3.7-beta bug where the modern lives count was shown at the title screen for vanilla gamesaves (@ds-sloth, thanks to @0lhi for the report)
- Fix TheXTech 1.3.7-beta defect where it was not clear whether vanilla cam was activated at high resolutions (@ds-sloth, thanks to @0lhi for the report)
- Fix TheXTech 1.3.7-beta inaccuracy in which an NPC that moves into a section during gameplay might fail to spawn (this affected the final boss of Valtteri's Island - Revisited) (@ds-sloth)
- Fix TheXTech 1.3.7-beta bug where an assertion failure could be triggered when a player went offscreen in shared screen multiplayer (@ds-sloth)
- Ensure that the player setup menu always remembers the most recently selected characters (@ds-sloth, thanks to @0lhi for the suggestion)
- Fix TheXTech 1.3.7-beta bug where the logical screen could desync after dropping a player (@ds-sloth)
- Fix TheXTech 1.3.7-beta bug where menus could become unresponsive if a player had been dropped while holding a button. (@ds-sloth, thanks to @0lhi for the report)
- Fix TheXTech 1.3.7-beta defect where character forced using Konami code would be lost on menu quit (@ds-sloth)
- Fix TheXTech 1.3.7-beta bug where the player start points were incorrect for some content. This affected Adventures of Demo. (@ds-sloth)
- Fix TheXTech 1.3.7-beta bug where hitting Escape at the pause menu could return to menu (@ds-sloth, thanks to @sl4cer for the report)
- Fix TheXTech 1.3.7-beta PortMaster peculiarity where the load screen would be drawn too small (@ds-sloth)
- Fix TheXTech 1.3.7-beta Wii bug where the no-assets screen would not display correctly (@ds-sloth)
- Fix TheXTech 1.3.7-beta Wii bug where unconverted UI assets could not be loaded (@ds-sloth)
- Fix TheXTech 1.3.7-beta bug where the controller preview on the controls menu was inaccurate (@ds-sloth)
</details>
Known issues
- Audio may be choppy on Old 3DS.
- Texture load stutter is present on Wii.
- The screen may slightly judder during section resizes on 3DS and Wii.
- Closing the game using the Home button or Power button occasionally causes crashes on 3DS.
- The viewport is sometimes incorrect on Vita.
- On Windows 10 when running OpenGL with some ~2006 Intel iGPU on laptop, game would crash (possibly fixed).
Screenshots
<img src="https://github.com/user-attachments/assets/3b5f6d45-5cb4-4a4f-90ef-7cfbb782472d" width="640" height="360">
<img src="https://github.com/user-attachments/assets/a2892a41-e3b5-4447-aec1-bf3b8e19e5f8" width="400" height="300">
<img src="https://github.com/user-attachments/assets/3603ee2e-6161-4b12-8103-ed6bcef0a9d0" width="320" height="240">
<img src="https://github.com/user-attachments/assets/d5713d7e-ef32-4e0b-827d-d3452c91b16d" width="640" height="360">
<img src="https://github.com/user-attachments/assets/b9569604-d15b-4c83-9b6e-bd8d23362485" width="320" height="240">
<img src="https://github.com/user-attachments/assets/ea94e678-f606-4ae5-85b0-3067b9ece034" width="640" height="360">
v1.3.6.6 · Sep 24, 2024
This release fixes several bugs that was found in the previous release of 1.3.6.5 as the possible final release of the 1.3.6.x branch. So, the next station is "1.3.7"!
Changelog for 1.3.6.6
New vanilla bugfixes:
- Fix vanilla bug where vehicle could be vulnerable if player entered it during AltJump (requires frame perfect down press), guarded by compat flag "fix-vehicle-altjump-bug" (@ds-sloth)
- Fix vanilla bug where vehicle could not be exited if player entered it while holding AltJump key, guarded by compat flag "fix-vehicle-altjump-lock" (@ds-sloth)
- Fix vanilla bug where player can get softlocked if hit by a grabbable NPC while digging dirt, guarded by compat flag "fix-player-stuck-on-dirt" (Classic Mode) (@ds-sloth)
TheXTech bugfixes:
- Fixed the problem when a touch screen is not detected on some Android devices (@Wohlstand)
- Fix minor bug that caused certain configurations on macOS to crash on startup (@ds-sloth)
- Fix Wii U bug where resizing the game screen could cause the game to crash (@ds-sloth)
- Fix TheXTech 1.3.6.1 crash caused when a pet mount is eating the last NPC in the level and the eaten NPC is killed (@ds-sloth)
- Fixed Wii U bug where game quits into the black screen instead of the Wii U's main menu when game started from the Aroma (@Wohlstand)
- Fix TheXTech 1.3.6.1 inaccuracy allowing the player to dismount a vehicle when blocked by an NPC (@ds-sloth)
- Fix TheXTech 1.3.6.1 bug where conveyor belts would sometimes not activate correctly (@ds-sloth)
- Fix TheXTech 1.3.6.1 OpenGL bug where the shadow effect interacted inaccurately with bitmasked textures (@ds-sloth)
- Fix TheXTech 1.3.6 bug where it was impossible to unpause while holding an item (@ds-sloth, thanks to SimplyMav for the report)
- Fix TheXTech 1.3.6.1 bug where GIF masks for sizable block 261 were not loaded (@ds-sloth)
- Fix TheXTech 1.3.6.1 bug where SMBX level version autodetection did not work for platforms (note that this logic will be fully removed in 1.3.7) (@ds-sloth)
- Fix TheXTech 1.3.6.1 bug where NPCs on hidden layers were incorrectly allowed to chain-activate (The bug affected the outro scene of Dynamite Grotto in SRW2). (@ds-sloth)
- Add workaround for TheXTech 1.3.6.1 Modern Mode inaccuracy where NPC clipping did not match SMBX 1.3 (This bug affected the same scene). (@ds-sloth)
Known issues
- 3DS and Wii ports do not run at the native system resolution.
- Audio may be choppy on Old 3DS.
- On Windows 10 when running OpenGL with some ~2006 Intel iGPU on laptop, game would crash (possibly fixed).
- Edit 2024-11-02: the included source package will fail to build for an arm64 Linux target (#855). Tag
v1.3.6.6-1fixes this issue.
Source code: Important note
If you want to obtain the source code pacakge, please take one of three archives named thextech-full-src-v1.3.6.6. Don't download the default source package as it will miss submodules. And because of that, it's unbuildable.
Edit 2024-11-02: if you are building for arm64 Linux, your build is likely to fail due to an incompatible ASM file mistakenly included in the build. As a workaround, you can modify 3rdparty/AudioCodecs/libopus/CMakeLists.txt. Replace the line if(OPUS_ARM_ASM AND CMAKE_COMPILER_IS_GNUCC) with if(0). See #855 for details.
v1.3.6.5 · Apr 23, 2024
This is a minor update that adds some features, and fixes a variety of vanilla and TheXTech bugs found in the previous releases.
Changelog for 1.3.6.5
New features:
- Added an experimental Sub-Hubs sub-system: it's will be possible to mark any level as a "sub-hub" where player can save the game and resume it from that level instead of the main hub (@Wohlstand)
- Added the CopyVar command to the LunaScript which allows to copy value of one user variable to another (@Wohlstand)
- Allow asset packs to customize Font 5 (outlined mixed-case font) (@ds-sloth)
- Added automatical language detection for Vita (@Wohlstand)
- Misc stability and performance improvements for the 3DS and Wii ports (@ds-sloth, @Wohlstand)
New vanilla bugfixes:
- Fix vanilla bug where an incorrect frame gets shown when player attempts to enter the star-locked pipe, guarded by compat flag fix-visual-bugs (@Wohlstand)
- Fix a vanilla graphical bug where an NPC emerging upwards from a block might use the wrong frame and width (@ds-sloth)
- Fix the logical size of an NPC emerging downwards from a block, guarded by compat flag fix-npc-emerge-size (@ds-sloth)
- Fix a vanilla bug where blocks could become intangible to NPCs after a coin switch was used (@ds-sloth)
- Add a terminal velocity of 16 for lineguide platform blocks, guarded by compat flag fix-platform-acceleration (@ds-sloth)
TheXTech bugfixes:
- Fix TheXTech 1.3.6 bug where auto movement on the world map was not reset when switching episodes (@ds-sloth)
- Fix TheXTech 1.3.6 bug where dropping a player at the world map removed their mount (@ds-sloth)
- Fix TheXTech 1.3.6.4 editor bug where NPCs could not be erased from a battle level (@ds-sloth)
- The fails counter now increments whenever any player dies (not just P1) (@ds-sloth)
- Add a workaround for a memory exhaustion error from lineguide platform blocks (@ds-sloth)
- Fix TheXTech 1.3.6 bug where carefully-constructed single-frame wall clips would not work in TheXTech (@ds-sloth)
- Fix TheXTech 1.3.6 bug where the vanilla player-filter-bounce bug was not correctly reproduced in TheXTech (@ds-sloth)
- Fixed a leak of file descriptors in the translations sub-system (@Wohlstand)
- Fixed the problem when anti-cheat trap will break levels in the editor (@Wohlstand)
- Fixed the unexpected fade-in effect that gets played during any level quits by warps (@Wohlstand)
- Fixed the incorrect work of the touch screen on PS Vita (@Wohlstand)
Known issues
- 3DS and Wii ports do not run at the native system resolution.
- Audio may be choppy on Old 3DS.
- On Wii U, can't run the WUHB-packed game via Aroma in the second time because of possible Aroma-side bug.
- On Wii U, Attempt to quit the WUHB-ran game will lead a black screen when running it via Aroma.
- On Windows 10 when running OpenGL with some ~2006 Intel iGPU on laptop, game would crash (possibly fixed).
Some screenshots
Sub-hubs in Moondust Editor with recent TheXTech SDK:
Снимок экрана от 2024-04-23 16-24-11
Going between sub-hubs example:
Scr_2024-04-23_16-31-56
v1.3.6.4 · Feb 10, 2024
This is a small update that fixes small a set of bugs found in the previous releases. This version includes a HOTFIX that fixes the startup crash on 32-bit Windows platforms and fixes random crashes that may happen with non-SIMD builds of the game.
Changelog for 1.3.6.4
- Use OpenGL as the default renderer on supported platforms ("sdl" may be used in config.ini or at at the command line to request the SDL2 renderer)
- Add ability to edit battle levels using in-game editor (@ds-sloth)
- Fix bug where it was not possible to return to the main menu from an invalid battle mode level (@ds-sloth)
- Fix vanilla bug where P2 could not close message box during shared screen coop (@ds-sloth)
- Changed credits font id to 5 for outlines. (@0lhi)
- Fix Emscripten bug where worlds created in the editor would get lost on page refresh (@ds-sloth)
- Remove option "osk-fill-screen"; this behavior is now used whenever a touchscreen is active (@ds-sloth)
- Fix TheXTech 1.3.6.1 crash on activating a joystick with an empty SDL name (@ds-sloth)
- Fixed the TheXTech 1.3.6.3's startup crash on some 32-bit Windows systems. (@Wohlstand)
- Removed config option "editor-edge-scroll" (enable by default on gamepads) (@ds-sloth)
- Add ability to scroll in editor using mouse wheel or touchpad (@ds-sloth)
- Fix TheXTech 1.3.6.1 bug where bitmask GIFs would sometimes be rendered incorrectly (@ds-sloth)
- Fix TheXTech 1.3.6 bug where the editor could occasionally crash when placing warps (@ds-sloth)
- Fix TheXTech 1.3.6 bug where the editor could not set the level name (used in battle mode) (@ds-sloth)
- Fix TheXTech 1.3.6.1 bug affecting debug builds where the editor could crash when erasing objects (@ds-sloth)
Known issues
- On Wii U, can't run the WUHB-packed game via Aroma in the second time because of possible Aroma-side bug.
- On Wii U, Attempt to quit the WUHB-ran game will lead a black screen when running it via Aroma.
- On Windows 10 when running OpenGL with some ~2006 Intel iGPU on laptop, game would crash (Possibly fixed).
- On Emscripten, edited levels may be lost after closing the game.
v1.3.6.3 · Jan 20, 2024
This is a small update that fixes small a set of bugs found in the previous releases.
:warning: IMPORTANT NOTE: :warning:
Since this version, the :exclamation:Alt-Run:exclamation: button will be used instead of the Down button to perform the ground pount using a :purple_circle:Purple "horse". The Down button behaviour will work when playing with the compatibility mode.
Changelog for 1.3.6.3
- Fixed a TheXTech 1.3.6.1 crash where object lookup table could not process items with negative size (@ds-sloth)
- On level load, replace negative item sizes with size zero (such items cannot be created by any editor)
- Fix TheXTech 1.3.6.1 bug where item would drop above incorrect player in SharedCoop mode (@ds-sloth)
- Fix rare TheXTech 1.3.6 bug where newly-added player could get stuck in immune state if other player died (@ds-sloth)
- Display current version (and git revision if a dev build) on title screen (@ds-sloth)
- Wii U port: add WUHB build (@ds-sloth)
- Fix TheXTech 1.3.6.1 bug where the score display would not show '9's when using legacy assets (@ds-sloth)
- Use the ANGLE shader translator library to improve support for OpenGL ES 3.0 shaders on desktop platforms (@ds-sloth)
- Fix vanilla / TheXTech bug where a player could clip into ground while standing on a downwards-moving slope, guarded by fix-player-downward-clip compat flag (@ds-sloth)
- CONTROLS / LOGIC CHANGE: when riding a purple pet mount, alt run is now used to enter a pound (down is still used in compat mode) (@0lhi, @ds-sloth, @Wohlstand)
- Fix TheXTech modern mode bug where simultaneous slope-ground collisions were not handled properly (@ds-sloth)
Known issues
- ~~On Wii U, can't run the WUHB-packed game via Aroma in the second time because of possible Aroma-side bug.~~ EDIT: It was actually an Aroma-side bug that was been fixed a while ago,
- On Wii U, Attempt to quit the WUHB-ran game will lead a black screen when running it via Aroma.
- On Windows 10 when running OpenGL with some ~2006 Intel iGPU on laptop, game would crash.
- On Emscripten, edited levels may be lost after closing the game.
v1.3.6.2 · Nov 20, 2023
This is a small update that fixes a small set of bugs found in the previous 1.3.6.1 release and introduces the experimental Wii U support.
Changelog for 1.3.6.2
- Fixed a crash on attempt to add a game directory after storage permission grant on Android (@Wohlstand)
- Added workaround for Little File Manager on Android (to open level file by content with no resources) (@Wohlstand)
- Fixed TheXTech 1.3.6.1 bug where error messages at the main menu would lock the game (@ds-sloth)
- Fixed an inability to parse LunaDLL Autocode files via MSVC builds of the game (@Wohlstand)
- Added experimental support for the Nintendo Wii U homebrew platform (@Wohlstand).
- Fixed audio not working when "/3ds/dspfirm.cdc" is missing on the 3DS (workaround works for the Citra and the HLE engine only, for the hardware and the LLE mode, you are required to obtain the true
dspfirm.cdcfile) (@Wohlstand).
v1.3.6.1 · Oct 14, 2023
We worked on this update long and hard, and now we're ready to present a bunch of new features and fixes! This is a checkpoint release after which there are major works will be started. But don't worry, if any issue occurs with this version, hotfixes will be released.
This is the first version that introduces true kind of internationalisation: now it's possible to have game being translated into many languages, including translations for episodes! (to translate episodes, the not-yet-released Moondust Translator component is required).
This update introduces the experimental OpenGL rendering that brings back the bitmask render (which is required to accurately reproduce the glitchy colours rendering of some levels that do use bitmask render for tricks).
Note: The rest of assets packages had been updated to add new directories fonts and languages that contains new fonts that allows to print non-ASCII characters, and some translations for the engine (currently, Russian and Chinese [both Simplified and Traditional] translations are available at this release, and other incomplete translations are available at the official repository). You may want to contribute to the translation process using the WebLate platform. A new file called editor.ini has also been added to enable customization of the in-game editor's features and is now required to use the editor.
Most important changes
- Added real kind of internationalisation: fonts are able to print non-ASCII, TTF support, and multi-languages support. The game since now can be translated into other languages. This update makes TheXTech being a first branch of SMBX that features native multi-language support. While SMBX being English-only all the time, gives a lot of limitations to the whole world: a lot of people just don't know English, and the multi-languages support will get them to better understand the game and much easier get into it!
- Experimental OpenGL support that allows bitmask render to bring back the support for colour tricks that were used at several vanilla levels and episodes and packed games (for example, "Reign of the Gatekeepers").
- Added Homebrew Switch support. The game is now able to work on hacked Switch consoles or on emulators such as Yuzu.
- Updated SDL2 and MixerX libraries. There are more game controllers got supported, and the support of existing controllers had been fixed somewhere. Now the game supports new music formats such as WavPack (wv) and PXTone (ptcop and pttune).
- Added opt-in Discord Rich Presense support for these players who want to tell more about the game that they play. It's disabled by default, and you can enable it by editing of the
settings/thextech.inifile. - The keyhole framerate fix now enabled permanently. That means, if you run an episode for speedrun, pay attention that keyhole exit will add 192 ticks instead of 300 as it was originally. The vanilla game used a different frame rate (100fps instead of 65fps) during keyhole exits which led to an inflated In-Game Time.
- Various in-game editor features including the Magic Block automatic tiling mode, a first for the SMBX ecosystem!
- Performance improvements that lower the game logic's CPU consumption on low-end systems.
Read full changelog at the "changelog.txt" file in the packages or in the source code archives.
