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Lunar Magic suggestions and discussion (LM v2.52)
Forum Index - SMW Hacking - Resource & Tool Releases - Lunar Magic suggestions and discussion (LM v2.52)
Pages: « 1 272 73 74 75 76144 145 » Thread Closed
Originally posted by Truxton
I would love for mario's palette to be changed on a level by level basis as part of the palette editor.


What do I have to do to get this implemented? I couldn't want this more.




Originally posted by NoelYoshi
What do I have to do to get this implemented? I couldn't want this more.

There is already this patch that can do it but it would be more user-friendly if this was implemented in Lunar Magic. I actually like the sound of this idea.
In general, saving stuff to files instead of making users copy stuff from other levels currently in the ROM is a good idea.

Being able to copy settings/etc from other levels is still valuable though, being slightly quicker for some purposes.
Question:
Here is a list of codes for Lunar Magic in 7E:00FB and over. I was wondering if there was any progress being made to show more addresses, or there is already a list made?
(More specifically for the recent versions...)

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What-A-Blast! - My WIP Super Mario World hack
**Layout by Erik557


It's missing $7FC060 (10 bytes, 1 bit each, flags for conditional Direct Map16 Access, 1.80+) and $7FC020 (0xE bytes, LZ2/LZ3/ExAnimate code execution, SA-1 games only, 2.20+). But otherwise it's pretty much current.
User: Hinalyte / ID: 1553 ~ loading kotori.css
If you save a level using the "Save Level to ROM as..." option without checking the second option, the secondary entrance from that level gets carried to the new level but without a label. Another thing is that the secondary entrance label of that level gets left behind without a sprite.

In case I wasn't clear enough, picture. Something minor I bet, reloading the level seems to fix this though.
Yeah, looks like I didn't add a call in 2.20 to update the displayed entrance sprites for that. It's now fixed for the next version, thanks!
I think found one:

I set two GFX boxes as GFX19, then when I edit it in Lunar Magic and try to save (F9), then by clicking the green mushroom, it goes back to how it was before.

The only way I get it to work is by going to a different level with only one GFX19 box and saving in there.

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What-A-Blast! - My WIP Super Mario World hack
**Layout by Erik557


...why are you loading the same file in 2 different slots? Obviously one is going to overwrite the other if you save in the 8x8 editor. If you're going to do that, make sure to make the same changes to both (or just to whichever one is saved last, don't really feel like looking up the order).
Originally posted by Fusoya
Obviously one is going to overwrite the other if you save in the 8x8 editor.


I am sorry. I guess I wasn't paying attention to that at the time, and I didn't think of it that way... Thank you.

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What-A-Blast! - My WIP Super Mario World hack
**Layout by Erik557


Have you put in a way to implement lists of custom objects in Lunar Magic yet? i.e. ones made with ObjecTool.

I'm asking since I'm very, very paranoid of running out of space in my hack and this would be really useful for me and presumably be a huge time saver for people using ExGFX with custom map16.
When I used PowerTool to change the GFX and tilemaps, the tilemaps used for the start points didn't change. Do you think this could be implemented later?

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I really need a layout. :<
Originally posted by hebesphenomegacorona
Have you put in a way to implement lists of custom objects in Lunar Magic yet? i.e. ones made with ObjecTool.

I'm asking since I'm very, very paranoid of running out of space in my hack and this would be really useful for me and presumably be a huge time saver for people using ExGFX with custom map16.


No, doesn't seem like there was much interest in custom objects. Just make sure not to follow bad habits when making levels with Direct Map16 (you can paste groups of tiles as a single object), and you should be fine.

Originally posted by MandL27
When I used PowerTool to change the GFX and tilemaps, the tilemaps used for the start points didn't change. Do you think this could be implemented later?


If you're talking about level entrances, you can modify what Mario looks like in LM if you want (page 83 in the 16x16 editor).
Originally posted by MandL27
When I used PowerTool to change the GFX and tilemaps, the tilemaps used for the start points didn't change. Do you think this could be implemented later?

Originally posted by FuSoYa
If you're talking about level entrances, you can modify what Mario looks like in LM if you want (page 83 in the 16x16 editor).

Would this still work with GFX larger than 16x32?

Mod edit: Fixed BBCode.

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I really need a layout. :<
Originally posted by FuSoYa
Originally posted by hebesphenomegacorona
Have you put in a way to implement lists of custom objects in Lunar Magic yet? i.e. ones made with ObjecTool.

I'm asking since I'm very, very paranoid of running out of space in my hack and this would be really useful for me and presumably be a huge time saver for people using ExGFX with custom map16.


No, doesn't seem like there was much interest in custom objects. Just make sure not to follow bad habits when making levels with Direct Map16 (you can paste groups of tiles as a single object), and you should be fine.

I made an entire level out of custom objects (as seen here), so you can still use them, even if majority rule would prevent them being displayed correctly. They're not usually too hard to keep track of as long as the garbage tiles are the same size and shape as the actual object (it gets a bit more annoying when you're dealing with things like slopes or objects that use part of the size bits as an object subtype). It also helps for objects that change depending on event flags; you can make things like custom switch blocks or doors that appear only if the player has beaten a certain number of levels. I have to wonder how hard it would be to add at least rudimentary support for custom object display if one were doing it as a plugin or something...
Originally posted by MandL27
Would this still work with GFX larger than 16x32?


Currently no, but I suppose I can add the ability to define the tiles and layout that LM uses to display Mario with the same method already used for custom sprites. The entrance labels would still be in the same position, but that doesn't matter much since they can be translucent.
Originally posted by FuSoYa
Originally posted by MandL27
Would this still work with GFX larger than 16x32?


Currently no, but I suppose I can add the ability to define the tiles and layout that LM uses to display Mario with the same method already used for custom sprites. The entrance labels would still be in the same position, but that doesn't matter much since they can be translucent.

Yeah, that'd work. Alcaro fixing the crash that occurs when I get a powerup in any ROM modded by PowerTool wouldn't hurt, either. #smw{^_^;}

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I really need a layout. :<
Is it just me or can I not make custom movements in the title screen?
Could you be more descriptive? I just made my own movements in a hack just yesterday and it worked fine.
Layout by the lovely, lazy Hinalyte.
Is there any chance of letting Lunar Magic support multiple checkpoints, now that neither of the multi-midway point patches work with the current version of the tool?
Pages: « 1 272 73 74 75 76144 145 » Thread Closed
Forum Index - SMW Hacking - Resource & Tool Releases - Lunar Magic suggestions and discussion (LM v2.52)

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