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Lunar Magic suggestions and discussion (LM v2.52)

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I was thinking... on the layers on the Overworld: Why can't we just use exanim tiles or palletes on Lunar Magic like levels?
Originally posted by FuSoYa
I haven't really looked at the background rippers much... none of them give you the option to output unoptimized pages of Map16 data?


Here's a link to the most popular BG ripper. It outputs the Map16 tiles in .bin format though, which is a downside. To answer your question, not as far as I know of.
SnesGFX can output both Map16 and Map16+MWL
Originally posted by Ladida
SnesGFX can output both Map16 and Map16+MWL


Yeah, looks like the plain Map16 option in that one would be suitable for foreground ripping.


Shouldn't "TD & TSW" be "TS & TSW"? Also you could simply refer both as Main/Sub Screen unless if those values really gets stored to TMW/TSW.
GitHub - Twitter - YouTube - SnesLab Discord
in SMW, TM=TMW and TS=TSW

but yeah, i always thought that was funny @TD
Yes, SMW stores it to both. As for TD, it looks like that comes from a typo in Yoshi's old SNES docs, which is what I was using as a reference for the registers back then. I'll correct it, thanks.


Originally posted by Ruberjig
I was thinking... on the layers on the Overworld: Why can't we just use exanim tiles or palletes on Lunar Magic like levels?


I just haven't gotten around to it yet.
I'm currently assembling a background and something came to my mind - why not have an "Auto-Deselect on Editor Select" option for the background editor (an maybe even for the level editor)? It makes sense and it will make assembling some backgrounds (like ones with brick patterns) much easier and it won't destroy the Ctrl key.
Is there some way to import an background tilemap to overworld? I'm gonna rip a BG to overworld, but I guess I'll have to turn off duplicate tile remover since there's no known way of importing an piece of background to the editor yet.
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Originally posted by Vitor Vilela
Is there some way to import an background tilemap to overworld? I'm gonna rip a BG to overworld, but I guess I'll have to turn off duplicate tile remover since there's no known way of importing an piece of background to the editor yet.

If you're saying what I think you're saying, you might want to use YYCHR or something to import the GFX.
EDIT: Nuked due to next post.
I really need a layout. :<
Originally posted by Vitor Vilela
I mean the background tilemap data, not the graphics/character data.

Also: http://puu.sh/7YPwH.png Zoom x4? Shouldn't be x2?

Oh. Never mind my post then.
I really need a layout. :<
I'd suggest to make an option that makesLayer 3 compatible with the message boxes since it's a complete problem.
Originally posted by Macky
I'd suggest to make an option that makesLayer 3 compatible with the message boxes since it's a complete problem.

kinda sorta impossible, due to how message boxes work (extending the status bar IRQ), and because message boxes are layer 3 as well.

any "fixes" would require some nasty hacks.
You might wanna take a look at this patch Macky.
Your layout has been removed.
Originally posted by telinc1
I'm currently assembling a background and something came to my mind - why not have an "Auto-Deselect on Editor Select" option for the background editor (an maybe even for the level editor)? It makes sense and it will make assembling some backgrounds (like ones with brick patterns) much easier and it won't destroy the Ctrl key.


Had a feeling someone was going to ask for that once the overworld editor had it. Alright, I'll keep it in mind.

Originally posted by Vitor Vilela
Is there some way to import an background tilemap to overworld? I'm gonna rip a BG to overworld, but I guess I'll have to turn off duplicate tile remover since there's no known way of importing an piece of background to the editor yet.


Depends which layer you want it on. For layer 2, you can copy tiles back and forth between the overworld and Map16 editor while the latter is in 8x8 editing mode. For layer 1 though, the overworld editor doesn't even have windows clipboard support implemented for that mode yet (which is something I keep forgetting about... time to add it to the list as a reminder).

Originally posted by Vitor Vilela
Also: http://puu.sh/7YPwH.png Zoom x4? Shouldn't be x2?


It's relative to the actual size of the tiles. The default is already x2, so another x2 on top of that is x4.
Unless I'm wrong, I remember earlier versions of LM copying the "Acts Like" setting for MAP 16 tiles from .bin format page sections. It doesn't with the version I'm using meaning I have to go through each tile and set the right ones to 25. Is there a reason as to why this is happening to me?
For old .bin Map16 data, gameplay settings are automatically loaded from a second file with the same file name as the first but with a G at the end (so for Map16Page.bin, it'd come from Map16PageG.bin). If the file is missing or misnamed, the gameplay settings won't be imported.
Oh right...I remember something about that. Thanks.
Something I always thought would be neat to have:
If there was a fill option, like in paint

To fill up closed areas with a certain map16 block (or even patters like random 90% to 10% or checkered but that's a different matter)

The only problem would be, since there is no undo function in LM, that if you screw up, this is gonna fill the whole level with one block xD
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