Originally posted by GreenHammerBroI've noticed the status bar (not SMW's) on the bottom left corner of the window in level editing mode that displays the block/tile coordinates are in decimal, while other coordinates such as the overworld editor, layer 3 editor and pretty much everything else are in hex, this can confuse some users.
Good point, might as well change it to be consistent.
Originally posted by imameliaSpeaking of VRAM, would it be feasible to make the VRAM mapping in the game customizable?
There probably wouldn't be much point to making it completely customizable. Moving the graphics would just make things annoying for tile animations, as you'd have to remap those for both LM and the original game.
Vitor did have some thoughts about maybe having a limited number of configurations for tradeoffs as edit's patch did though. So that might be an option someday.
Originally posted by imameliaWhere does Lunar Magic determine which addresses to upload graphics to anyway?
There are tables for it, just look in the same general area as LM's decompression routine for GFX/ExGFX. For sprite graphics in levels though, the destination is still determined by the original game code.
Originally posted by JP32Are there any plans for better/improvement exanimation window?
None at the moment.
Originally posted by Mystery CornucopiaThe first image was from me. I didn't use PIXI when the bug occurred. I haven't done anything besides save a single level before it happened.
As for if it's a Lunar Magic bug: I have no idea.
Like WhiteYoshiEgg said, it's likely just the same "old version of sprite tool" issue that people have encountered before. If you think it's not, you'll have to provide directions on how to replicate it on a ROM that has only had LM used on it.