Tip: When determining a time limit, remember that players won't be as familiar with the level as you are. If you normally complete the level with around 100s left on the timer, others might run out of time on their first try.
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Extra Bytes Data
Originally posted by LM help
Custom Sprite List Sizes Starting in version 1.80, 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.
Typically the sizes would be set by a 3rd party utility. To set them yourself, you must create and store a 0x400 byte table containing the sprite sizes somewhere inside the ROM (first 0x100 bytes are for sprites 00-FF that use an extra bit of 0, next 0x100 are for sprites 00-FF that use an extra bit of 1, etc). Place the SNES address for this table at 0x7750C PC. Then put 0x42 at 0x7750F to enable use of the table by Lunar Magic.
The max size value for a sprite is currently 0xF.
Warning: This will only enable the table for use by Lunar Magic. It's up to you or a 3rd party utility to modify the game code to take the new sizes into account.
0EF30C: TableAddress ;3-byte address 0EF30F: $42
;Here, each byte in the table per sprite number. ;TableAddress+$000 to +0FF: Sprites 00-FF that use an extra bit of 0 ;TableAddress+$100 to +1FF: Sprites 00-FF that use an extra bit of 1 ;TableAddress+$200 to +2FF: Sprites 00-FF that use an extra bit of 2 ;TableAddress+$300 to +3FF: Sprites 00-FF that use an extra bit of 3
;When using PIXI, relative address +$000 to +$1FF are filled with $03. ;+$200 to +$3FF holding X when the extra bit is is 2 or 3. ;The value of X is [X = 3 + ExtraByteAmount]
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