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Lunar Magic suggestions and discussion (LM v2.12)
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Originally posted by Shog
Originally posted by Giant Shy Guy
I'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)

To make it even worse, it already exists.

And the worst part is that it's at Ctrl-S, with the much more common operation "Save level to ROM" put at the much less obvious location Ctrl-I.


Speaking of the "save level to ROM" box, it's pretty weird. I'm not sure why it throws up that confirmation box; I'm pretty sure it's left at the defaults 98% of the times, and the address customization option doesn't even work. It doesn't reject the value 4001FF on 1MB ROMs, and the only thing I get from saying 00000 (which isn't mapped to the SNES address bus) is a message box saying "VERY BAD IDEA!!!". In both cases, it saves the level at the default location (unless I hit a cancel button).
Originally posted by Shog
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


Can't you just go into the respective mode, go to the top left corner, and start selecting everything with the selection rectangle? It doesn't take that long to get to screen 1F anwyays.

...that's the way I'd do it anyways
Last edited on 2012-04-02 11:13:02 AM by Ladida.
Originally posted by Alcaro
Speaking of the "save level to ROM" box, it's pretty weird. I'm not sure why it throws up that confirmation box; I'm pretty sure it's left at the defaults 98% of the times.


It's the only way in LM to save a level to a different level number. I suspect that's all that people use it for these days.

Originally posted by Alcaro
and the address customization option doesn't even work.


While the address field is a bit of a holdover from LM's early days, it still works. But LM will only save at the provided address if:
-it actually exists in the current ROM (or after the 1MB expansion, if that option is on).
-it's in the expanded area of the ROM.
-there's enough space there.
-no other override takes priority (like for example, the new "prefer saving in 2MB+ ROM area" option)

Originally posted by Alcaro
the only thing I get from saying 00000 (which isn't mapped to the SNES address bus) is a message box saying "VERY BAD IDEA!!!"


"A very bad idea"? Oh yeah, I remember that message. But the last version of LM that still had it was... 1.65?
Originally posted by Ladida
Originally posted by Shog
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


Can't you just go into the respective mode, go to the top left corner, and start selecting everything with the selection rectangle? It doesn't take that long to get to screen 1F anwyays.

...that's the way I'd do it anyways



If you wanted to optimize a level that has, say, 4000 objects that goes all the way to 1F, it's tedious and is unbearable if make a mistake.

Its hard if you have a laptop and your using a touchpad, it's hard if you have little space to use a mouse, and it's hard if accidentally let go or had to let go since you'll have to start over again.

A simple CTRL+A on any of the modes with all things being selected will be really helpful.

The reason why I suggested this is because of how I see how many objects I am using in a level.

~

Speaking of - how about a dialog box that appears when you have a certain amount of objects in the level? Something easily configurable to a certain number, so the creator can be reminded that he/she is going over their personal "amount of objects used in a level" thingy.

And can be disabled if the creator doesn't care.
Isn't there already a way to see how much ROM space it takes? That's infinitely more useful than how many objects are on the level.
Last edited on 2012-04-03 06:07:15 PM by Kaijyuu.
Originally posted by Ayosuf
Originally posted by Alcaro
Speaking of the "save level to ROM" box, it's pretty weird. I'm not sure why it throws up that confirmation box; I'm pretty sure it's left at the defaults 98% of the times.


It's the only way in LM to save a level to a different level number. I suspect that's all that people use it for these days.

Yes, I think so too.Why not move it to a separate menu item?
(And I still can't see any reason to let Ctrl-S map to something that doesn't act like the save button on the toolbar.)

Quote
Originally posted by Alcaro
the only thing I get from saying 00000 (which isn't mapped to the SNES address bus) is a message box saying "VERY BAD IDEA!!!"


"A very bad idea"? Oh yeah, I remember that message. But the last version of LM that still had it was... 1.65?

...good point. I'm still on 1.65 for most things I use LM for, and I probably accidentally used that when testing this quirk. It's replaced with silent ignoring in the latest version, which is only slightly better.

Quote
Originally posted by Alcaro
and the address customization option doesn't even work.


While the address field is a bit of a holdover from LM's early days, it still works. But LM will only save at the provided address if:
-it actually exists in the current ROM (or after the 1MB expansion, if that option is on).
-it's in the expanded area of the ROM.
-there's enough space there.
-no other override takes priority (like for example, the new "prefer saving in 2MB+ ROM area" option)

With that many exceptions, the lack of error messages on failure, the 2MB+ favoring option making LM favor the locations that makes the most sense, and the fact that 99.9% of the users wouldn't care anyways, is that option even useful anymore?

Originally posted by Giant Shy Guy
how about a dialog box that appears when you have a certain amount of objects in the level?

Some levels need many objects; some doesn't. Level 105 has 88 objects for 20 screens; level 110 has 102 objects for 8 screens. A simple static number like that feels far too inflexible to me.

Originally posted by Kaijyuu
Isn't there already a way to see how much ROM space it takes? That's infinitely more useful than how many objects are on the level.

It exists in private builds, but I haven't found anything like that in public builds. I'd guess FuSoYa thinks it may confuse the less technical users too much to keep it in the public builds (the less technical users won't find any private builds, so they're not a concern).
Maybe a menu option to add it would be a good compromise?
Anything that might "confuse users" can just be hidden away in an advanced options menu or somesuch, like you said.
Last edited on 2012-04-04 06:25:50 PM by Kaijyuu.
Talking about private builds, if you open help file, and go to Technical Information -> Custom Sprite List Sizes:

Originally posted by Help File
Starting in version 1.72, Lunar Magic allows sprites to have a user-defined size for the number of bytes they take up in the sprite list for the level. These extra bytes can be set when adding a sprite manually.


What? LM 1.72 doesn't exists. Or it's another private build?
Last edited on 2012-04-06 09:03:36 AM by Vitor Vilela.
Originally posted by Vitor Vilela
Talking about private builds, if you open help file, and go to Technical Information -> Custom Sprite List Sizes:

Originally posted by Help File
Starting in version 1.72, Lunar Magic allows sprites to have a user-defined size for the number of bytes they take up in the sprite list for the level. These extra bytes can be set when adding a sprite manually.


What? LM 1.72 doesn't exists. Or it's another private build?


That must be a hidden LM that wasn't released officially, it must be a private LM I should say.

Edit: Typo.
Last edited on 2012-04-06 09:15:24 AM by Daizo Dee Von.
Originally posted by Alcaro
Yes, I think so too.Why not move it to a separate menu item?


"Save Level to ROM" and "Save Level to ROM as..."? Might be a good idea, I have seen posts from people wondering how to save as a different level number without realizing the current menu item doesn't do the same thing as the toolbar save button.

Originally posted by Alcaro
(And I still can't see any reason to let Ctrl-S map to something that doesn't act like the save button on the toolbar.)


Yeah, have been thinking that one over. While I'm reluctant to change keyboard shortcuts that people may have gotten used to, that one was admittedly set up a very long time ago (before the toolbar even existed) and doesn't reflect how LM is really used most of the time.

Guess I'll have to find another shortcut to use for saving as mwl. Maybe Control+W.

Originally posted by Alcaro
With that many exceptions, the lack of error messages on failure, the 2MB+ favoring option making LM favor the locations that makes the most sense, and the fact that 99.9% of the users wouldn't care anyways, is that option even useful anymore?


For most people, likely not. But I prefer to keep it for now, as I use it myself for testing some things. Though one of these days I should do some old feature cleanup in LM.

Originally posted by Alcaro
It exists in private builds, but I haven't found anything like that in public builds. I'd guess FuSoYa thinks it may confuse the less technical users too much to keep it in the public builds (the less technical users won't find any private builds, so they're not a concern).


No, there just hasn't been a public build of LM since that bit was added. Which reminds me, I still have to decide whether to include the bytes taken up by RATs in that number or not. Probably should.

Originally posted by Vitor Vilela
What? LM 1.72 doesn't exists. Or it's another private build?


Thanks, looks like I missed changing that reference. The next version after 1.71 was originally planned to be 1.72, but I bumped it up to 1.80 after adding the new Direct Map16 objects.
Hey, what is this?
Last edited on 2012-04-07 09:09:57 PM by Punk Sarcophagus.
What the...
How did you get that?
I remember seeing that.

... I just don't remember where (or how)

Maybe it was a beta build, not sure.
So you've find this on this guy's file bin?

Maybe this is a private object builder, and that guy was just testing it. Looks pretty interesting to be added, anyways.
@Wiimeiser: I didn't get that, but I found it in this guy's file bin.

I have an unhealthy obsession of look on why people left and why people got banned...and some digging for interesting files =D...though, I never used any of it

EDIT:

@BMO: Wow...such a coincidence!


EDITEDIT:

FOUND IT
Last edited on 2012-04-07 10:15:16 PM by Punk Sarcophagus.
I think that's better to increase the range of ExGFX selection in OW, instead of the FF limit.

Also, I think that can be good the HiROM compatibility.
Hmm...after reading the thread...

...

...

I'm utterly confused. But it seems like it was shot down.

EDIT:

NVM. I understand it now.
Last edited on 2012-04-07 10:22:58 PM by Punk Sarcophagus.
Just a suggestion, you know how ZSNES makes things brighter, how about have a function to make LM as bright as ZSNES that way you can spot palette problems with Zsnes.

I don't know, just feel like pointing this out.
Originally posted by Daizo
Just a suggestion, you know how ZSNES makes things brighter, how about have a function to make LM as bright as ZSNES that way you can spot palette problems with Zsnes.

Protip: Just don't use ZSnes.
Or adjust your monitor brightness. Easy, no?
That's not an option.
@Daizo: It's not noticeable in some cases.
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