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Lunar Magic suggestions and discussion (LM v2.12)
Forum Index - SMW Hacking - SMW Hack Discussion - Lunar Magic suggestions and discussion (LM v2.12)
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Originally posted by InitialBN
I know that this is sort of an old post, but WHY exactly is this impossible?


The SNES can't rotate tiles like that. Only X and Y flipping is possible. The best you would get is a feature that rotates a map16 tile and generates four new 8x8 tiles that are pre-rotated but that needs extra GFX space unlike X/Y flips. It wouldn't be any different than if you just manually roated the tiles yourself.
Originally posted by camoslash
Also this update... I am not switching over. I know there are some more useful features included in this version, but I would rather just keep using 1.9, to avoid conflicts with patches, music, etc. I mean I will switch over once I am done with my hack (which may take a while lol... depends), but not right now, no sense in doing so.


Just like with v1.7, the incompatibilities (wow, that's quite a word to spell out) are being dealt with. So far, the only patches that are confirmed to glitch up are edit1754's extra ExGFX patch and my Mario ExGFX patch (though I wonder how it actually successfully worked at all since my last update, because garbage graphics were loaded).
There may be more, but it's probably not much and that will be dealt with too then.

As for music, I see no reason why those would glitch up at all? Did LM affect any SPC data in the new update? I didn't think that happened at all.

So don't hesitate - stepping over to LM v1.91 is just as easy as stepping over from earlier versions. In comparison to the 1.65->1.70 switch, this is absolutely nothing really.
Oh, I did not know, I thought I heard somewhere that it makes some music act weird, do not remember where, may have just thought of it, and it stuck in my mind lol. But just to be safe I am going to back up my roms again.
I think that the idea of an in-game preview (no need to include the status bar or anything, just layer 1, 2, and 3 if any) would be pretty useful actually, at least for layer 2 levels (though it would also help save time with things like setting the initial position on vertical levels, or editing the palette of layer 3). If your sublevel is long or difficult enough, it may take a minute or two to reach the part you're testing even if you loaded a savestate (since your savestate has to be outside the sublevel you've changed).

Then again, considering any good level designer will probably be testing their level a few times every screen or two, testing it a few more times for layer 2 adjustments shouldn't be that much of a problem...

Actually, I just thought of a different idea-- if you have a layer 2 scroll sprite placed in a level, including an option for showing both ends of where layer 2 can scroll to. (Though it would still need to be adjustable for different layer 1/2 initial positions...)

Edit:
Also, "Boss uses Secret Exit (Big Boo)" is misleading. It's used for the Big Boo boss in the original game, but it works on other SMW bosses as well. (Not sure about custom bosses.)

(On a random note, that setting is only useful if you're using a goal orb or a switch or something for the normal exit, since otherwise you can just use the secret goal tape for the "normal" exit and the boss for the "secret" exit.)
Last edited on 2012-01-07 05:51:49 PM by Zeldara109.
I came up with a wonderful idea that would make the Entrance/Secondary Entrances editing +/ moving a lot easier and user friendly.
mahidea.png
It is adding and taking away some buttons on the top bar, but simply allows you to move the entrances around like objects instead imputting the co-ordinates, which I just take a guess where it should be, because I haven't found out where I can find the co-ordinates yet.

What do you think? Does FuSoYa check this thread, or should I contact him?
Why do the main and midway entrances need to be on the same x/y position?
Because otherwise Nintendo would have had to use two separate tables for them, taking up more ROM space.
And therefore the Main/Midway entrances with my suggestion would move together, like on object.
I'm not sure if this is necessarily the best place to ask about this, but FuSoYa probably knows more about SMW than any other person, so hey, why not?

What's up with the Main/Midway Entrances in Level 012? They seem to only be able to place the player above the subscreen equator. This is of course easy to work-around, but is this an SMW oddity or something with LM?
Originally posted by andy_k_250
What's up with the Main/Midway Entrances in Level 012? They seem to only be able to place the player above the subscreen equator. This is of course easy to work-around, but is this an SMW oddity or something with LM?

Level 012 is for who knows what reason set to use the vertical level entrance positioning. You can easily change that under Level - Change Other Properties.
...I think I might have encountered a bug in the background and/or Map16 editor.

I can't say for sure what the problem's caused by - all I can tell is that while moving around tiles I pasted from the Map16 editor into the BG editor while the former was in 8x8 mode, Lunar Magic crashed.

If it's any help, the following is what windows told me when asked for details (correctness of translaion not guaranteed, although it shouldn't matter too much):

Code
Problem signature: Problem event name: APPCRASH Application name: Lunar Magic.exe Application version: 1.91.0.0 Application timestamp: 0f433f99 Error module name: ntdll.dll Error module version: 6.1.7601.17725 Error module timestamp: 4ec49b60 exception code: c0000005 Exception offset: 00047094 OS version: 6.1.7601.2.1.0.768.3 Locale ID: 1031 Additional information 1: e8ad Additional information 2: e8adce1c2b9e7be834b4063ac3c53863 Additional information 3: e8ad Additional information 4: e8adce1c2b9e7be834b4063ac3c53863
Originally posted by WhiteYoshiEgg
...I think I might have encountered a bug in the background and/or Map16 editor.

I can't say for sure what the problem's caused by - all I can tell is that while moving around tiles I pasted from the Map16 editor into the BG editor while the former was in 8x8 mode, Lunar Magic crashed.


Tried playing around with it a bit, but nothing interesting happened. I'll need a sequence of steps to replicate the error to look into it.
Problem is, I can't seem to replicate it either. The (possibly) relevant steps I remember doing are saving the Map16 data while in 8x8 mode, selecting tiles and pasting them into the background editor, moving them around, and disabling layer 1 at some point (in order to better see the background in the level). Just tried doing these steps again, in every reasonable order, without anything happening.

Dang it, I'd really love to be of help here... sorry I fail so hard at it.
IK of one thing I've love to be fixed, animations. Ever since the new Exanimation "system", I've had it and others I'm sure where the animations are choppy ingame but smooth in the editor. IDK if there is a fix for this or not, if so say cause none of my friends or me know, but that really needs changed to the old way or something. o.e

If you want I can send an example too, Fusoya. Trust me I did the animation right and had it checked by two friends too.
Set animation rate (Options menu) to 60fps.
Then move the animations to other slots.
That should solve it.
Still happens. I've had several people IK test it, sent them the rom, also and they have the same thing occuring (they see). I'm just confused now...

I double checked again too the exanimation slots, they are all like they should be set up.
Originally posted by SolidSnake141.35
they are all like they should be set up.

As in animations that should change at the same time are placed in slots with a difference that's divisible by 8?
if you mean 8 slots with an animation that looks smooth in the editor and not like it does ingame yes.

I tried with 4 slots, 2 8x8 tiles also, came out better, less choppy, but still choppy ingame.
No, he means for any animations that use multiple slots and should be synched, all slots within the same animation should be a multiple of 8 slots apart (such as 2, A, 12, and 1A). This isn't new to the 1.9x series either; it's been around since version 1.70.
I feel like such a....*facepalm*

Sorry for asking such a question then and suggesting even what I did but I didn't know it had to be 8 slots a part for animating an object. My bad, really....

last I seriously hacked was back before 1.7, at least last I exanimated. :S

Thank you though. #w{O.O}
Last edited on 2012-01-20 07:16:49 PM by Mai.
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