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Lunar Magic suggestions and discussion (LM v3.40)

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There are 2 pages. Apparently they aren't used. I'm pretty sure it will be used later.
Originally posted by Deeke
You wouldn't be talking about SP3 and SP4, would you? Those are slots that load in graphics for sprites. 0 and 1 are mostly generic sprites that work everywhere, and the other 2 are tileset specific.

It's BG5 and 6 on the 8x8 editor, two more pages. According to FuSoYa, these are planned for 2bpp support (e.g. when the level uses mode 0 graphics where all backgrounds are 2bpp) especially since 2bpp graphics require half as much space than 4bpp graphics.

(On a side note, four pages is the total maximum of tiles you can have for a single layer as the page number is two bits i.e. four different values.)
I have some ideas for Fusoya for the Lunar Magic:

1) Speed Animation Rate: Making animations faster or slower without adding or removing many frames. Why didn't add an option for it?
2) Changing which level must be the title screen, intro level and Yoshi Bonus levels: Tired of levels C5/1C5 (intro message level), C7/1C7 (title screen level) and C8/1C8 (Yoshi Bonus Level). Why didn't add an option which levels must be these levels?
3) Additional triggers for animations: Why didn' t you add triggers for mushroom, feather and cape, or perhaps if the player have 1, 2, 3 and 4 yoshi coins (i understand that there's a trigger for 5 yoshi coins), and about the customizable number of coins? Is this a good idea?

Dear Fusoya.
Can you answer my questions?
I want to hear your opinion.
Possible explainations:

Originally posted by Roberto zampari
1) Speed Animation Rate: Making animations faster or slower without adding or removing many frames. Why didn't add an option for it?

He explained in the manual that this is for v-blank reasons. SMW animates tiles only each 8th frame much like Lunar Magic to prevent a v-blank overflow (black scanlines on top of the screen).

Originally posted by Roberto zampari
3) Additional triggers for animations: Why didn' t you add triggers for mushroom, feather and cape, or perhaps if the player have 1, 2, 3 and 4 yoshi coins (i understand that there's a trigger for 5 yoshi coins), and about the customizable number of coins? Is this a good idea?

They're simply not needed. Lunar Magic allows you to add 32 customisable triggers (or custom triggers). They require some external ASM but that isn't a reason enough for FuSoYa to add a trigger type for them.
What is expand more levels 0-7ff, overworld double size and extra submaps (making bigger than)?
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When destroying a castle tile that's in the expanded area of the Layer 1 tilemap (these) the game doesn't take into account the high byte of the tile until you switch submaps. [OW Contest judges don't click the following] Notice the position of the tile here (reference Mario), then here (2). Is there a cause to this, or a way to fix this?
Originally posted by Deeke
Not sure how common of a suggestion this is, but could there possibly be a way to specify the 'generic' tile that's left behind when deleting map16 data? I find it would be a handy QOL change to be able to make a wide area of blank F8 tiles instantly, or chisel blank tiles around existing graphics with the 8x8 editor. Typing out 'F8' in the 8x8 tile number editor for each 16x16 selection is just tedious compared to something that aught to be effortless.


You shouldn't need to type it out all the time. Just select a blank tile and right click to copy it.

Delete is supposed to leave behind a specific tile so it gets recognized as unused space by LM. If I did end up implementing something like what you describe, it'd probably use a different key.

Originally posted by Roberto zampari
2) Changing which level must be the title screen, intro level and Yoshi Bonus levels: Tired of levels C5/1C5 (intro message level), C7/1C7 (title screen level) and C8/1C8 (Yoshi Bonus Level). Why didn't add an option which levels must be these levels?


There's nothing to gain by switching those to other levels.

Originally posted by Erik
When destroying a castle tile that's in the expanded area of the Layer 1 tilemap (these) the game doesn't take into account the high byte of the tile until you switch submaps.


Yes, the same is true of the game's reveal system.

Originally posted by Erik
[OW Contest judges don't click the following] Notice the position of the tile here (reference Mario), then here (2). Is there a cause to this, or a way to fix this?


No idea what the author did to cause that. Also not sure why you brought up the high byte... what does that have to do with this?
Originally posted by FuSoYa
Originally posted by Roberto zampari
2) Changing which level must be the title screen, intro level and Yoshi Bonus levels: Tired of levels C5/1C5 (intro message level), C7/1C7 (title screen level) and C8/1C8 (Yoshi Bonus Level). Why didn't add an option which levels must be these levels?


There's nothing to gain by switching those to other levels.

Why? What's your explanation for this?
Isn't this relevant?
Originally posted by Roberto zampari
Originally posted by FuSoYa
There's nothing to gain by switching those to other levels.

Why? What's your explanation for this?
Isn't this relevant?


Well, what IS there to gain from implementing that? Since you proposed the feature, you clearly must have some idea of a potential benefit that could have, right? Why not tell us what that benefit us?
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by RPG Hacker
Well, what IS there to gain from implementing that? Since you proposed the feature, you clearly must have some idea of a potential benefit that could have, right? Why not tell us what that benefit us?

The intro message level would happen in level C5, but in some very rare cases, it would happen in 1C5. (I dunno what's going on)
Is there a way to fix it?

Why exist the C7 and 1C7 (Two Levels) in Yoshi Sky Levels?
Why exist 0 and 100 (Two Levels) for the Bonus Levels?
What's the purpose in these levels?
Is there a way to merge these levels? I mean, only using one level for saving space.

That's my point.
It's the same way there's nothing to gain by having the option to change which levels trigger cutscenes/credits/secret exit after defeating a boss, which levels won't move Mario automatically after the event or which ones have special message settings.
Check out Team Hack Fix/Translations' thread full of fixed and translated SMW hacks!

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Originally posted by Roberto zampari
The intro message level would happen in level C5, but in some very rare cases, it would happen in 1C5. (I dunno what's going on)
Is there a way to fix it?

Why exist the C7 and 1C7 (Two Levels) in Yoshi Sky Levels?
Why exist 0 and 100 (Two Levels) for the Bonus Levels?
What's the purpose in these levels?
Is there a way to merge these levels? I mean, only using one level for saving space.

That's my point.

Part of it is the result in the way how SMW handles the level number. Originally, the high byte of the level number is dependent on the player's submap (i.e. the main map has got all 0xx levels and all submaps the 1xx levels). This is why not only every level on the main map leads to levels 0xx and every level on the submap 1xx but you also aren't able to switch between the 0xx and 1xx levels without modifying the level loading routine (read: Lunar Magic).
This affects every special level: Intro, Yoshi wings bonus level, bonus game, they all are dependent on the submap. Well, kind of: The only reason it sends you to level C5 instead of 1C5 regardless of the map position is because the message sprite sets Mario's starting submap so the game thinks he's on the main map (it's also the same reason why they cause overworld glitches outside of the intro). Lunar Magic's fix is to disable that behaviour and set Mario's map position before the intro (which is how the weird behaviour appears).
Lunar Magic crashes when you try to place anything in a boss level that can't be rendered.

I first noticed that in the 3.00 update and kinda forgot about it afterwards but it just happened again so yeah.
I was trying to use mouse gestures to go back a level but happened to have the Add Sprites window open so it tried to place something and crashed.

Will LM ever support 8bpp graphics? Currently it doesn't display them correctly.
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Originally posted by FuSoYa
Originally posted by Erik
When destroying a castle tile that's in the expanded area of the Layer 1 tilemap (these) the game doesn't take into account the high byte of the tile until you switch submaps.

Yes, the same is true of the game's reveal system.

Now that ain't meant that behavior can't be changed, can it? Unless I'm missing a flaw or limitation in the tile change system itself.

Quote
Originally posted by Erik
[OW Contest judges don't click the following] Notice the position of the tile here (reference Mario), then here (2). Is there a cause to this, or a way to fix this?

No idea what the author did to cause that.

I can e-mail you a patch or even a ROM so you see how I did it.

Quote
Also not sure why you brought up the high byte... what does that have to do with this?

Point is, that castle (14C and 15D) are being destroyed and turned into tiles 010 and 081 when the event happens, until you leave the submap. When you return to the submap, they render as 110 and 182, which is the behavior I expect to happen in the first place. If that isn't called high byte, I don't know what it is then, but still, my point stands. Sorry if I hadn't made it clear before.
Originally posted by Super Maks 64
It's the same way there's nothing to gain by having the option to change which levels trigger cutscenes/credits/secret exit after defeating a boss, which levels won't move Mario automatically after the event or which ones have special message settings.


All your examples involve sets of more than one level on the overworld. At least in those cases there's some utility in being able to rearrange the levels to match your own overworld and not having to remember all the original level numbers.

But for something like the title screen level, there's no overworld matching involved. Moving it doesn't really serve much practical purpose.

Originally posted by TheBiob
Lunar Magic crashes when you try to place anything in a boss level that can't be rendered.


Yes, I see what you mean. Alright thanks, I'll look into it.

Originally posted by TheEvilKingBowser
Will LM ever support 8bpp graphics? Currently it doesn't display them correctly.


Maybe.

Originally posted by Erik
Now that ain't meant that behavior can't be changed, can it? Unless I'm missing a flaw or limitation in the tile change system itself.


It can be changed, it just has to be recoded a bit. The original game doesn't just ignore the high byte though... it also ignores the Map16 data and keeps a separate copy of those tiles in a table to throw into VRAM. I always thought the extra table was kind of silly and intended to change it, but it's one of those things I haven't gotten around to and keep forgetting.

Originally posted by Erik
Point is, that castle (14C and 15D) are being destroyed and turned into tiles 010 and 081 when the event happens, until you leave the submap. When you return to the submap, they render as 110 and 182, which is the behavior I expect to happen in the first place. If that isn't called high byte, I don't know what it is then, but still, my point stands. Sorry if I hadn't made it clear before.


Ah ok, so you're saying they created tiles 110 and 181 to display tiles that are off by about 8 pixels compared to the originals. You didn't mention that part was intentional.
Here's a silly little idea: naming individual map16 pages for organizing purposes (as seen below the page number) I try to keep map16 stuff as organized as possible, but it'd be nice to label pages as a little extra QoL. Maybe one should just make an extra .txt file somewhere instead, but it'd be a much smoother experience to just have the name next to the tile page instantly.

I also had a second idea, though it's probably not technically feasible. Would it be possible to have a 'mode' of sorts that allows you to move map16 tiles, but if any tiles were using what you were moving, they would use the new location of those tiles instead of where the tiles initially were? That is to say, they would keep the original graphics and properties, instead of being replaced by default tiles that were left behind.
First, thanks for making Lunar Magic, it's a wonderful tool !

Suggestion : Can there be a button in the 8x8 tile editor (or somewhere) to access the AN2 graphics file? The only way to access it right now is to press "Ctrl + Shift + Page Dn." I'm someone who uses Lunar Magic on Mac (utilizing a program called Crossover) and many keyboard commands don't work!!! Also, it's hard for Windows people to even know that you can only access it using a keyboard shortcut. PLEASE make this button !!!

It’s just a very simple suggestion that I think would improve ease of use. Hope you see this and possibly address it, FuSoYa.


It'd be very much appreciated !!! Thanks!
Originally posted by Deeke
Here's a silly little idea: naming individual map16 pages for organizing purposes (as seen below the page number) I try to keep map16 stuff as organized as possible, but it'd be nice to label pages as a little extra QoL. Maybe one should just make an extra .txt file somewhere instead, but it'd be a much smoother experience to just have the name next to the tile page instantly.


Custom tooltips already do a pretty good job for providing info, at least on a per-tile basis. I'd probably consider labeling ExGFX files and individual levels before this.

Originally posted by Deeke
I also had a second idea, though it's probably not technically feasible. Would it be possible to have a 'mode' of sorts that allows you to move map16 tiles, but if any tiles were using what you were moving, they would use the new location of those tiles instead of where the tiles initially were? That is to say, they would keep the original graphics and properties, instead of being replaced by default tiles that were left behind.


You mean make the levels use the moved Map16 tiles automatically? It's briefly crossed my mind before, but it's more trouble than it's worth to make it work in all cases. Consider what'll happen if you had a Direct Map16 object placed in a level that used a group of tiles that you ended up splitting apart in the Map16 editor by moving only some of them away. The object only has a reference to the upper left tile and size info, so it can't deal with that without either replacing it with multiple objects or just ignoring it. Besides which LM only has one level loaded at once.

Originally posted by YulkyTulky
Suggestion : Can there be a button in the 8x8 tile editor (or somewhere) to access the AN2 graphics file?


Afraid there isn't much room left in that window for extra buttons, and I'm reluctant to invest much time in the 8x8 editor as it's fairly old and most people use external tile editors.
How it works for enable level flags from level 13C-1DB?
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