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Tip: Entering a door or pipe, activating a P-Switch or grabbing a star, completing the level, hitting a message block, and dying will cause issues on the title screen, such as causing musical glitches, or trapping the player in an endlessly-looping level.
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Profile for Maxx
Name:   Maxx
Forum posts:  3379 (0.67 per day) (View)
Forum threads:  125 (27.03 posts per thread)
Since:  (registered for 13 years, 8 months and 16 days)
Last post:  , in So Long, and Thanks for All the Fish (Announcements)
Last activity:  (1 month and 9 days ago)
Files:  View
Submissions:  9 (+1 awaiting moderation) (View)
Local time:  (-7 hours from the server)
User Bio
I would love to give you a hand in all things SMW Hacking. Feel free to PM me.

Hi. You can just refer to me as Maxx. I joined SMWC after finding a link to it, around SMWC's first months of operation.(Early 2006.) I lurked and lurked until recently when I've become a more prominent and active user. I took a interest in ASM around 2007, but progress was slow and until early 2008 I never had the determination to do anything with it. My goal is to be as helpful as possible, so don't hesitate to contact me.

smkdan's VRAM modification patch has been integrated into LM.
This is probably the biggest change for Lunar Magic- you now have files BG2 and BG3! Since this is the case, you can now use more intricate graphics. (This includes the foreground- backgrounds can be used, but foregrounds can also use these tiles.) Perhaps most practical for now, before anything has been released, is that you could use two sets of graphics files. Originally, this was a problem. Consider that for FG3 and BG1, it's no big deal, but that all the existing map16 tiles are set for the tiles in those files, not BG2 and BG3. Basically, there are no map16 files that use BG2 and BG3. And, it should stay that way! The reason why is that SWR and I coded a tool that allows you to take your normal map16 that is using tiles in FG3 and BG1, and make it use the new (BG2/3) tiles. It's pretty rudementary!
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