12 users online: anonymousbl00dlust, Children's Digest 1950-2009, Domokun007, Gabosor, Knetog, LightAligns, LuigiTime, MarsAmpere, qantuum, scratch,  Teows,  TickTockClock - Guests: 110 - Bots: 497
Users: 54,987 (2,175 active)
Latest user: EvilLuma

Sprite memory

I have windows vista so I can't open the help file on Lunar magic to see the list of wich sprites are in what sprite memory for myself so could one of you please post it for me?
Looks like Vista causes more problems than it creates...
Just keep trying other settings. The first on the list is the default, though.
Is this it?

Level Menu : Change Properties in Sprite header

The dialog you get from this menu will let you change the options in the sprite data header.

The drop-down list referred to as the Sprite Memory list (formerly called "Sprite Display 1" in older versions of Lunar Magic) controls how memory is allocated for the sprites. This list doesn't show the actual memory requirements of each sprite and the memory allocation setup of each list index, due to the complexity involved. If you have problems where the sprites in Lunar Magic look fine, but in the ROM portions of sprites are becoming invisible or "morph" completely into other sprites on the screen, it means you need to change this setting. There's actually only 0x13 possible settings, so just play with it a bit.

What this drop-down list does show however is the memory index range of each selection... and from this it can determine the maximum number of allowed sprites that the ROM will render on the screen at once (this is the M value). The SP value lists 2 sprites that are given "special" treatment... these are usually sprites that take up a larger than normal amount of memory like a Big Boo, Banzai Bill, etc. A value of FF for one of the SP values means the value isn’t used. The M1 and M2 values describe the range and maximum number of allowed sprites per screen for the two "special" SP sprites. These max values are usually separate from the M1 normal sprite max, unless of course the ranges overlap.

For an example of how to read this data, take a look at Level 105, which uses sprite index 04. With the index used in this setup, a maximum of 7 sprites are allowed on the screen at once, in addition to one "special" sprite which can be either sprite 60 (...?) or sprite 9F (Banzai Bill).

Now, the sprite buoyancy option determines whether sprites other than Mario will be allowed to interact with lava and water. For some sprites, this might be rather minor like causing a shell to splash when it hits water or slowing down a falling spike. But for other sprites like the dolphins and fish, it will determine whether or not they are allowed to float and swim. And an extreme case would be the vertical fireball, which causes the game to freeze unless buoyancy is enabled! Unfortunately, enabling this option will increase the amount of processing the game has to do, which will decrease the number of sprites you can have on the screen at once before slow down becomes noticeable during game play.

The second sprite buoyancy option works much like the first, except it disables all other sprite interaction with layer 2 to reduce the amount of processing the game has to do. In other words, sprites will walk right through solid blocks placed on layer 2, but they'll still swim through water placed on any layer. Mario's ability to interact with layer 2 is not affected by this setting… that's determined solely by the Level Mode setting.
THANX KPheonix!!!! :)
Yeah, KPheonix, with your layout, it kinda makes the long paragraphs S


I advise that you fix that.