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Tip: Do not set the music bypass to 00 in a level with a P-switch/star; the music will endlessly loop.Not logged in.
Posts by Erik
Erik's Profile - Posts by Erik
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Originally posted by Emerald Shell
Are these abstract ruins? Because I can't tell why the room in the GIF is minimalistic otherwise.

I guess you can say that. That said, I haven't decided whether the aesthetics will be in the final level. Considering I already ran out of GFX slot though... They probably will.


This is a small mockup of how I plan to design the second half's gimmick: layer 2 smash involving water and some water-related enemies.
File Name: More overworld levels and events
Submitted: by Ragey
Authors: Ragey
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: Only compatible with Lunar Magic 2.53. For an untested version supporting Lunar Magic 3.00 and up, click here.

Allows for up to 256 translevels and 255 overworld events. Recent versions of Lunar Magic will allow you to edit these using the overworld editor.

Note that I do not guarantee, nor provide support for, compatibility of this patch with any other patch or tool besides Lunar Magic.
Developers can use the included documentation to implement cross compatibility with other resources.
Even if not a written rule (for now), all patches should be compatible with the latest version of Lunar Magic available at the time of their moderation. Ragey is already working on updating it too, so there's that.
Originally posted by LethalBrownies
ECS.98 I wouldn't get too bent out of shape by his review of your level.
JP32 isn't a very good judge.

Don't start stirring the pot with obviously inflammatory remarks. Keep the thread civil.
This is a known issue with the latest version of Lunar Magic and has yet to be fixed. So you're gonna have to wait for a newer update.
Consider direct page is only faster when its low byte is 00 only. so if you set it for example at 2100 then its okay, but 2001 would to my understanding take as many cycles as address-sized reads/writes would.
To see how much cycles an operation takes, we refer to this or use the command cycle in AlcaRobot. (eg cycle lda #$00 : sta $00)

e: also in smw dp is never backed up during interrupts so should you change its value then an irq/nmi occurs that'll most likely cause a crash. so you should hack nmi/irq to preserve it (and set it to 0000) or use SEI : STZ $4200 when dealing with touching that, which is the main reason not to use it. The cycles saves are negligible, either way, unless in a time consuming operation such as a blank.

; when the nmi/irq vectors hit processor flags are also pushed.
; rti pulls them back.
; the game does php : plp again which isn't needed,
; so you can replace those with direct page preserves.
org $00816B
org $008376
org $0082C2
org $0083B8
; and somewhere else hijack and do PEA $0000 : PLD
good to see my nagging paid off lol
Congrats to FPZero. Getting more admins will be a lot of help, and a great addition to the site.
As for you Hina I wish you the best in your career and life.
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Erik's Profile - Posts by Erik

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