Tip: Try sketching out ideas for overworlds and levels. Even if they don't manage to fit into Lunar Magic completely, at least you have a base to work from, instead of doing it all from scratch.
This patch changes the Ghost House Exit sprite (sprite 8D) to draw its tiles based on its position, rather than using hardcoded values, which allows you to change where it's drawn with Lunar Magic (since it'll always be displayed on the hardcoded position in LM, turn on "Sprite Data (Hex Code)" view to see where the sprite actually is and to move it around). This also allows to place more than one instance of it in the same sublevel (doing so requires NMSTL patch/SA-1 to avoid tiles disappearing).
You can also edit its tilemap from the patch, and also remove/add tiles to it (since it uses 34 ROM bytes less than vanilla, you can add up to 8 tiles to its tilemap).
This also fixes a couple bugs from vanilla:
- Part of the right door appears on the left of the screen when the door is too much offscreen horizontally.
- The tiles always appear at the same Y position even when scrolling the screen vertically.
Being one of the potential few people who care about such small vanilla details as the ghost house exit sprite, I'm glad you made a patch to make it more flexible rather than outright make a custom sprite based on it.
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