| Lunar Magic suggestions and discussion (LM v2.12) |
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Forum Index - SMW Hacking - SMW Hack Discussion - Lunar Magic suggestions and discussion (LM v2.12) |
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| Posted on 2012-03-12 12:09:18 AM |
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I suggest the addition of FG5 and FG6 slots to the overworld editor, similar to the level editor's recent addition of BG2 and BG3. It would be quite helpful for those who love designing vast and detailed overworlds.
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| Posted on 2012-03-15 04:37:45 PM |
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Originally posted by imameliaAlso, now that we have this, might there be support for SA-1 stuff in a future version of Lunar Magic (not the next version)?
I'll wait to see what people do with it first. LM already supports the ROM map, which is the important thing for now.
Originally posted by Vitor Vilelalarger levels due to HiROM
How often do people exceed 32K in level data for a single level though? (excluding of course the types that try to build levels tile-by-tile without taking advantage of the newer DM16 patterns)
Originally posted by Kaijyuufaster exanimation would be fuck yes.
The SNES DMA transfer speed itself is static, and changing the ExAnimation NMI routine alone wouldn't do a whole lot as the code mostly just stores to DMA registers already. Most of the original game's NMI routine would have to be rewritten to take advantage of the SA-1 as much as possible to get any real vblank time benefit. Might be an interesting project for someone to try.
Originally posted by Zeldara109Why do Lunar Magic's title screen movements require a ZSNES savestate anyway? Wouldn't it be better to store the movements to SRAM instead, since (as far as I know) .srm files are the same no matter which emulator generates them?
That'd work fine up until someone actually needs to use that SRAM for something a little more important than a one-off recording of title screen movements, at which point you'd have an annoying conflict on your hands. Not to mention LM would have to keep track of what the SRAM size was set to before and restore it. And probably back up the SRAM for you.
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| Posted on 2012-03-15 05:16:16 PM |
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SRAM corruption isn't any bigger a deal than corrupting the path reveal animation right now. Just overwrite wherever, and tell the user to back up their sram file if they really need it.
You've got to store it somewhere, and the SRAM is the only constant way to do it among the various emulators.
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| Last edited on 2012-03-15 05:16:34 PM by Kaijyuu. |
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| Posted on 2012-03-15 07:20:22 PM |
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Originally posted by KaijyuuSRAM corruption isn't any bigger a deal than corrupting the path reveal animation right now. Just overwrite wherever, and tell the user to back up their sram file if they really need it.
Potentially corrupting someone's SRAM file (which they might of been using for who knows what) is a little more important than corrupting some tiles in RAM that'll be restored the next time they restart the game, I'd say.
Originally posted by KaijyuuYou've got to store it somewhere, and the SRAM is the only constant way to do it among the various emulators.
Supporting various emulators is hardly necessary with that function. It's only used when creating the hack, not running the final product.
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| Posted on 2012-03-20 12:33:38 AM |
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Just a little suggestion, how about selecting multiple tiles on the "8x8 overworld tile selector", that be super helpful because you don't have to select 1 tile every turn when you can select allot of them at once!
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| Posted on 2012-03-22 05:16:00 PM |
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Originally posted by imameliaI could have sworn I mentioned this, but it would really be nice to have some way to, on a per-level (and per-submap) basis, reorganize and redefine the VRAM and change the BG properties. It would be like having the ExGFX revolution patch integrated into Lunar Magic (why isn't that patch part of Lunar Magic yet?) and more, since you could, for example, make a level use a different BG mode (such as 0 or 2) or change the tile size of one or more layers from 8x8 to 16x16, which would allow for larger backgrounds or more graphics space...or both. Do you realize that just changing the Layer 3 tilemap from 8x8 to 16x16 would free up 6 KB of VRAM, enough for another 1.5 regular-sized GFX files? Of course, most people would want this option to be pretty user-friendly, but it would be a very useful thing to have, especially for certain tilesets that take up a lot of GFX space. It would also eliminate conflicts between the VRAM patch and future versions of the ExGFX Revolution and other patches.
We have a GREAT suggestion here.
Another one: If we can insert some patches like FastRom via Lunar Magic, Why can't we insert custom music and sprites via LM too? We just have to put them in a folder and insert it (just like GFX and ExGFX).
It would be easier for the beginner hackers and also for experienced hackers too.
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| Posted on 2012-03-22 05:55:28 PM |
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Originally posted by DaizoJust a little suggestion, how about selecting multiple tiles on the "8x8 overworld tile selector", that be super helpful because you don't have to select 1 tile every turn when you can select allot of them at once!
Um? I'm probably not getting it. Isn't it a new feature of LM 1.90/1.91?
By the way, I think someone already requested an easier palette editor before, as you made with the Map16 editor. Could be easier and faster to edit palettes if we can select lots of them at once.
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| Posted on 2012-03-22 06:43:06 PM |
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Agreed with Grate, it's a good idea to combine the ExGFX revolution patch into LM because you must know what you'll use when updating LM and thus preventing any bugs caused by incompatibility, also it's very great to have extra 6 KB of VRAM.
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| Posted on 2012-03-22 07:02:02 PM |
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Not it could create a basic and advanced editing mode in Lunar Magic? The basics would be exactly like the Lunar Magic is now. Now the advanced could do all those things you mentioned above about ExGFX Revolution, VRAM address, and something else, like manual editing and accessing further technical information from the ROM, for example the level pointer, size of level, etc.
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| Posted on 2012-03-24 11:05:59 PM |
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Originally posted by AustinOriginally posted by DaizoJust a little suggestion, how about selecting multiple tiles on the "8x8 overworld tile selector", that be super helpful because you don't have to select 1 tile every turn when you can select allot of them at once!
Um? I'm probably not getting it. Isn't it a new feature of LM 1.90/1.91?
By the way, I think someone already requested an easier palette editor before, as you made with the Map16 editor. Could be easier and faster to edit palettes if we can select lots of them at once.
Thats for map 16 in the level editor, I'm talking about selecting multiple tiles at once (in the overworld editor) and pasting it on the OW.
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| Posted on 2012-03-25 04:36:28 AM |
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I have another question, some earlier versions of LM ago, it was possible to copy/paste single rows in the "Edit Extended Animated Frames"-Window (so that you wouldn't have to fill them out manually if you have a lot of them) - that feature seems to be missing for a while now, and I wonder why? Or are there some buttons on the keyboard I need to press to make this happen?
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| Posted on 2012-03-25 08:49:47 AM |
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Originally posted by DaizoThats for map 16 in the level editor, I'm talking about selecting multiple tiles at once (in the overworld editor) and pasting it on the OW.
Oooh right, I forgot to read the OW part, sorry
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| Posted on 2012-03-25 09:27:46 PM |
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I'd like to make three related suggestions.
1) If you have an 8x8 tile selected and you click a tile in the 8x8 tile overworld selector window, the tile you had selected previously becomes deselected. But this only happens if you only had one tile selected. Could this functionality be expanded so that the tiles become deselected, no matter how many were selected?
2) I suggest that this functionality also apply to the 16x16 tile selector and event tile selector windows.
3) Like the above suggestion, I suggest that this happens with the add objects and add sprites windows as well. I have quite often right-clicked to paste something selected from these windows, without realizing until much later that I copied something else from the level.
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| Posted on 2012-03-28 02:55:15 AM |
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It would be nice if there was a feature in the OW palette editor to change the palette of a bunch of tiles all at once.
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| Posted on 2012-03-30 08:17:37 PM |
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Originally posted by DaizoJust a little suggestion, how about selecting multiple tiles on the "8x8 overworld tile selector", that be super helpful because you don't have to select 1 tile every turn when you can select allot of them at once!
It's on the list, it just hasn't been done yet.
Originally posted by TRSI'd like to make three related suggestions.
1) If you have an 8x8 tile selected and you click a tile in the 8x8 tile overworld selector window, the tile you had selected previously becomes deselected. But this only happens if you only had one tile selected. Could this functionality be expanded so that the tiles become deselected, no matter how many were selected?
2) I suggest that this functionality also apply to the 16x16 tile selector and event tile selector windows.
3) Like the above suggestion, I suggest that this happens with the add objects and add sprites windows as well. I have quite often right-clicked to paste something selected from these windows, without realizing until much later that I copied something else from the level.
I've thought about it before, the question is whether it'd be disruptive for anyone expecting the existing behavior...
Originally posted by FPII have another question, some earlier versions of LM ago, it was possible to copy/paste single rows in the "Edit Extended Animated Frames"-Window (so that you wouldn't have to fill them out manually if you have a lot of them) - that feature seems to be missing for a while now, and I wonder why? Or are there some buttons on the keyboard I need to press to make this happen?
You're probably thinking of the 1/2/4/8 frame copy buttons in LM 1.6x, which copied the first X frames to fill in all the remaining frames for the slot. That was back when ExAnimations used a fixed number of frames (0x20) and you had to fill them all in. LM 1.70 increased the max frames to 0x100 and made it possible to set how many frames you wanted to use, so it didn't make much sense to keep those buttons anymore.
Originally posted by IceguyIt would be nice if there was a feature in the OW palette editor to change the palette of a bunch of tiles all at once.
Already exists, check the "Overworld", "Modify selected 8x8 tiles" menu.
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| Posted on 2012-04-01 07:15:23 AM |
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I opened my ROM in Lunar Magic and was greeted with this upon opening the OW editor:

Does this have anything to do with the date being April 1st?
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| Posted on 2012-04-01 07:17:56 AM |
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@Sokobansolver: Ah yes - there are a couple of dates where something like this happens on the OW editor. 
Originally posted by Ayosuf
Originally posted by FPII have another question, some earlier versions of LM ago, it was possible to copy/paste single rows in the "Edit Extended Animated Frames"-Window (so that you wouldn't have to fill them out manually if you have a lot of them) - that feature seems to be missing for a while now, and I wonder why? Or are there some buttons on the keyboard I need to press to make this happen?
You're probably thinking of the 1/2/4/8 frame copy buttons in LM 1.6x, which copied the first X frames to fill in all the remaining frames for the slot. That was back when ExAnimations used a fixed number of frames (0x20) and you had to fill them all in. LM 1.70 increased the max frames to 0x100 and made it possible to set how many frames you wanted to use, so it didn't make much sense to keep those buttons anymore.
Yeah, that was it. But I think now that it's possible to use 100 frames it makes even more sense to keep such a feature. Recently I did an animation which was quite long, but still it had a repeating pattern for the most part and I really missed such a feature. Assuming someone really needs all 100 frames, I think it would be rather annyoing to put them all there one by one.
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| Posted on 2012-04-01 08:55:47 AM |
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Originally posted by SokobansolverI opened my ROM in Lunar Magic and was greeted with this upon opening the OW editor:

Does this have anything to do with the date being April 1st?
Yes it does, its april first XD its one of the Easter eggs.
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| Posted on 2012-04-01 08:05:33 PM |
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I'm gonna suggest these again:
Hot-keys for Saving a level to an MWL and CTRL+A to select all Objects/Sprites depending on what mode you are on.
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| Posted on 2012-04-02 08:14:19 AM |
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Originally posted by Giant Shy GuyI'm gonna suggest these again:
Hot-keys for Saving a level to an MWL...
No support from me, this doesn't sound really neccessary: Exporting something as a hotkey sounds rather useless, since you doesn't export often (And exporting via the menu isn't much more complicated)
Originally posted by Giant Shy Guy
and CTRL+A to select all Objects/Sprites depending on what mode you are on.
This is a good idea, especially after you, for example, don't thought the sprites you used worked well, and want to delete them from the level
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