Banner
Views: 235,901,622
Time: 2013-05-19 02:49:45 PM
35 users online: o 1UPdudes, aj6666, Alex No, Archie, BurgerMan333, BuzzNBen, Dakras Hayashi, Demonstro, Donaldthescotishtwin, DragezeeY, o exit1337, Fireblast124, gabriel alves, o grishnax, Hawthorne, Koopster, Lithuanian Dude, Lui37, o mariocool1999, Masterlink, Mister Kirby, mrdeppelman, nicoretro, Octopus, phenolatukas, Purple Rex, Pyro X, RednGreen, o ShadowPhoenix, Sokobansolver, o Tahixham, vashvaati, WeegeeBen, X-cniS, yoshicookiezeus - Guests: 40 - Bots: 14Users: 22,843 (1,292 active)
Latest: IJayZz
Tip: Use the Iggy/Larry Battle Tools to edit Iggy/Larry's platform.
Lunar Magic suggestions and discussion (LM v2.12)
Forum Index - SMW Hacking - SMW Hack Discussion - Lunar Magic suggestions and discussion (LM v2.12)
Pages: « 1 ... 32 33 34 35 36 ... 58 59 »
Hmm, I guess I should have use that option, before I saved the level(s), not after. Well, stupid me.
Originally posted by imamelia
On that note, why aren't changes to the player graphics reflected in the Mario icons for entrances? Is that related? I assumed that those Map16 tiles were used for said icons, but they don't seem to get their graphics from GFX32 anyway.


It's somewhat related. LM has always used a static bitmap resource to draw Mario's starting position. The Map16 tiles were added as I planned to move drawing Mario to LM's existing sprite drawing code. The entrances would effectively become sprites that you could move around in sprite editing mode. Changes to the player graphics would also then be reflected in the entrances.

Originally posted by imamelia
Have you thought any more about adding support for Layer 3 editing?


Not yet. Have been fairly busy with other things.
I have an idea. Because the new .map16 format takes the page into account, how about we have a "Add offset to layer 1 tiles" and "Add offset to layer 2 tiles" functions? They will work just as the "Add offset to background tiles" function. After you enter the offset, tile B06 will become 406, B00 will become 400, 5EE will become FEE etc. It should be really helpful.
Already exists, check the "Edit" menu, and "Remap Direct Map16".
Originally posted by Alcaro
Improvement suggestion 1:
Lock the "set X/Y position using method 2" switch to on. I can't think of any valid reason why anyone except the most advanced ASMers would care about it.
Is there any advantage to method 1? I noticed that it says "P = Additional pixels", but P = 0 in all the choices. o_O

Does the "m16-7k" Easter egg still exist? When I try it it just shows the "Enable tileset specific behavior for page 2?" dialogue box, so I was wondering.

Pitchin' chuck's description says "it will throw 2, 4, 6, or 5 baseballs before pausing depending on its X position", however there is no visual or textual indication as to how many he's throwing at the current X position, which means you have to use trial and error to find out how many baseballs he'll throw.

Is there a reason why we can't modify the internal GFX in the 8x8 tile editor?

Also, I just wanted to make sure you saw my last post in this thread since the new version still has that issue.
Hey, I just had a thought if you could install a option to add ExAnimation tiles on the overworld (I know there is a patch for that but...) But make it so there are ExAnimation Pur Submap/Overworld, and the option to disable the original ExAnimation tiles also.

And yes I know someone mentiond this but Is there a way Fusoya can add 2 extra slots on the overworld (That would help allot of SMW Hackers believe me)?

This is just an Idea.
I know what you're thinking, but I'm not sure if that's possible, without taking a few risks.
And just of curiosity: Can BG1 and 2 of the OW allow 4BPP GFX slots, too or only BG3 and 4?
Originally posted by Epsilon
Originally posted by Alcaro
Improvement suggestion 1:
Lock the "set X/Y position using method 2" switch to on. I can't think of any valid reason why anyone except the most advanced ASMers would care about it.
Is there any advantage to method 1? I noticed that it says "P = Additional pixels", but P = 0 in all the choices. o_O

I'm not sure, but I have found reasons to use the original settings instead of the music and timer bypasses. So I think it's better to still have the option, as pointless as it seems currently.

Anyway, perhaps there could be an option to auto-enable Method 2? (If that option is enabled, whenever you select a main/secondary entrance in the window, it would automatically be set to Method 2 with the corresponding coordinates.)

By the way, could there be a way to manually type a secondary entrance number in that window? It gets annoying to scroll through 512 different entrances to find whichever one you're using.
Last edited on 2012-02-12 09:45:07 PM by Zeldara109.
Originally posted by Zeldara109
I'm not sure, but I have found reasons to use the original settings instead of the music and timer bypasses. So I think it's better to still have the option, as pointless as it seems currently.
I always thought method 2 was just an ASM hack, but from what FuSoYa said apparently SMW used it... anyway, it could be useful if someone hacked in other values for P, or something.

Also, something I forgot to mention in my last post, when you make it so you can drag Mario to determine his starting position, could you make the initial FG/BG positions be set automatically as well? Some positions always cause the foreground to scroll a little, but the "Vertical scroll fix" patch can fix that.

More suggestions I thought of:

Could you make a list of original SMW backgrounds that we could chose from, rather then having to go through all the levels until we find one with the background we want to copy from?

Can you include the "Forest Treetop Fix" patch and recode the object to not break up in the editor, because it would be pretty annoying to design a forest level that takes advantage of that patch as is.

Also, when I saw this thread it made me wonder... why can't we edit all the colors in the shared palettes, anyway? It would be pretty convenient if we could.

And I just noticed that in the help file on the page "FAQ: How do I create an IPS Patch?" it says you need a separate utility, but I thought you could do that in the file menu now?
Correct me if I'm wrong, but why isn't there a "Select All Objects/Sprites" option?

It will be really useful for level optimization, and maybe replacing all enemies.

It's kinda tedious to have to go to the last screen and highlight everything to the left.
Another suggestion might be, can there be a way that Ayosuf can add an option to change the song that plays when bowser's valley appears (It be really useful to do so)?
Do any of Lunar Magic's ASM hacks explicitly reference $7E2000 or $7E7D00? It's kind of a waste, really, to have that much RAM taken up by graphics that could just be left uncompressed. Sure, it saved a lot of space in the original SMW's 512 KB ROM, but when we can expand our ROMs up to 4 MB easily, it would be better to have the 35 KB of RAM available for things like tool ASM hacks.
How about having the rom's name on the window bar? Or whatever it's called.

With SMWCP2, I have different versions of it opened for references sake (and palettes). It's really hard to tell which one is what - if I could see what the Rom is on the bar alongside the "Lunar Magic", it would be really helpful.
Here's some items from my wish list. It's mostly just UI stuff, but Lunar Magic could benefit from all of them:

-The screen exits dialog could use some work. I want to be able to manage multiple screen exits at once instead of having to reopen the dialog for every screen exit. Get rid of the screen number drop-down and use a text field or list box instead.

-The 8x8 tile editor could be improved. Maybe add more drawing tools or something? At the very least, a fill tool would be nice.

-I'd like a way to use the arrow keys to move objects, just like how shift+arrow keys can resize objects. Perhaps control+arrows or something.

-Sometimes I want to paste objects at the bottom of the Z order instead of on top. For example, many times I want to put a ledge object underneath a slope or corner object.

-Alternatively, "bring to front" and "send to back" commands (and key combos) would be nice. For example, shift-minus and shift-equals could send the selected objects to the bottom or top of the Z order, respectively.

-I'd like to be able to change the opacity of "translucent text and outlines".

-Also, maybe we could have a menu option to apply Xkas patches to a ROM from within LM (after supplying the path to Xkas, of course).

-One word: Undo.

-Export level to PNG.
Last edited on 2012-02-20 01:01:56 AM by Bedelato.
Originally posted by Bedelato
-One word: Undo.

I would not blame Fusoya in the least if he flees from this suggestion in utter horror.
Couldn't there be any way to edit LM's texts? If there would be some something like a file which LM opens which changes the object/sprite name (like the music names with a .msc file), that would be very welcome, because it would be easier to find sprites.
If we could have something like a .nms file (shortcut for names), we could edit "Vertical Fireball" to "Podoboo".
Something even more better would it be if we also could edit the text that shows up when we hover over a Object/Sprite. For example, we could change the text from:
Originally posted by Lunar Magic
"A black piranha plant, which is actually a object instead a sprite."

Into:
"A muncher. Don't stack it or make it floating!"
For sprite names use a .ssc file, you can learn how to use them here.

For tiles you can use a .dsc file but I don't know if that will work.
Last edited on 2012-02-20 01:09:40 PM by Masterlink.
So, yeah, I'm stating again that I wish Lunar Magic automatically left GFX32 and GFX33 uncompressed so as not to use $7E2000-$7EACFF. As it stands, there is practically no free RAM in bank 7E, and while there is still plenty available in bank 7F, it really would be more useful in bank 7E (mainly because data bank changes -> 16-bit addressing -> faster). And that is also related to what I said before about modifying the animation routine to make it more customizable, since the two would go well together. (In fact, it would even allow more space in GFX32/33 for more player GFX or animated tile GFX.) At the very least, we could decompress to bank 71 or something, which could allow more ExAnimation space as well if anyone wanted to use it.

Also, now that I think about it, why doesn't Lunar Magic support HiROM format (set aside the fact that most tools don't either)?
Last edited on 2012-02-21 03:22:46 PM by imamelia.
Interesting fact with the Porcu-Puffer I found in the general hacking help forum. Seems like something you might want to note or fix?
Also, there's a bug with the "REMAP" thing in the "16x16 Tilemap Editor", in the dialog where you need to input the value to remap the block (100,25;100-101,25 for example), if you input "space" and then press "OK", LM crashes.

600Th Post!
Last edited on 2012-02-22 06:06:46 PM by DiscoMan.
Pages: « 1 ... 32 33 34 35 36 ... 58 59 »
Forum Index - SMW Hacking - SMW Hack Discussion - Lunar Magic suggestions and discussion (LM v2.12)

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2013 - SMW Central
Legal Information - Link To Us


Total queries: 27

Menu