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Lunar Magic 1.71. MAKE A BACKUP BEFORE USE!
Forum Index - SMW Hacking - SMW Hacking Discussion - Lunar Magic 1.71. MAKE A BACKUP BEFORE USE!
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ANDY'S NOTE: All of this stuff is great, but glitches are starting to be found. Your best bet is to continue using Lunar Magic 1.65 until these problems are corrected.

My advice right now would be to continue using LM 1.65 for the time being. I wouldn't port anything to a new ROM for use in LM 1.7 until we find out what is causing the problems. Based on what one of the LM beta testers said, it might be possible that something in version 1.7 is causing the problems.

So, personally, I'm not going to waste my time porting everything to a new ROM when the problem could be fixed by tomorrow. I'm going to wait until there is a verdict on what is causing these problems to start with. If a specific patch is incompatible with LM, then that's something that can be undone and fixed. If it is a problem with LM, it can also be fixed. Let's just calm down and wait.


Kai edit: I'm not so certain all these glitches are troubles with Lunar Magic itself, but incompatibilities with old patches and tools. So, I think it wise to list all the pitfalls that aren't bugs with Lunar Magic right here.

Glitched Graphics
- Layer 3 Exgfx patch is partially incompatible. Use exgfx 100-FFF for your layer 3 exgfx, or uninstall the patch. Try out the new version here: link.
- So is Mario Exgfx. New version here
Crash when touching a block from map16 page 10+
- BTSD (and probably other block tools) assumed that it ended with page 0xF. Don't use blocks in page 10+ until these tools are updated.
Of note: If you're certain Mario/sprites will never interact with these blocks (either on a non-interactive layer 2, or simply unreachable) you can use blocks on page 10+ without worry. So feel free to use them for cutscenes/backgrounds if you want.
"Destroyed" levels
- Did you turn off the tileset specific nature of map16 page 2? Hope you weren't using any tiles on that page if so.
Nuked backgrounds
- Were you using Edit's ExExGFX patch or any other VRAM rearrangement? They're 100% incompatible.
Music cutting out during level transitions
- Using the latest the older sample tool will apparently cause this. If sample tool was used prior to jumping to 1.70/1.71, it should work fine. Just don't run sample tool on your hack again.
An alternative is to use the older sample tool (without OW sample support, since that one works) or addmusic_m.
UPDATE: If you're having trouble with this, try out the new sample tool here.


Patches that probably don't work:
FastROM v1.1 (Graphics load incorrectly for each level, but the rom IS faster, lol) -Ragey <- Roy edit: Tested this myself, so did WYE. It works on a clean ROM (or one to which you just saved). I'd like to stress on the fact that this patch was NOT designed to work on hacked ROMs.
Counter Break C - Reason: glitched graphics, also took me to bonus game when I only had 28 stars and after I finished the bonus game, it wouldn't end. -CDPower
Screen scrolling pipes that require patches.

ROM space used:
Mostly LM just finds freespace to use, but there's a couple places it always patches. Mostly this stuff (that I've actually dealt with, anyway) is in banks 06, 0D, and 0F. Probably others below bank 10, too.

Additional RAM used by LM:
$7E0695+ (100 decimal bytes used)
$7FBC00+ (400 hex bytes used)
$7F8183+ (~420 decimal bytes used)
$7FC300+ (400 hex bytes used)
Possibly more. Check the RAM map; they should all be there.


Any real glitches should be reported to Fusoya. Incompatibilities, however, are our responsibility to fix and not his. If you must use one of these things, feel free to stick with 1.65.

Known Actual Glitches with LM 1.71
None.

-----------------------------------------------------------

http://fusoya.eludevisibility.org/lm/program.html

New version includes (among other stuff):

2 more graphic slots for exgfx in each level, vastly increasing the amount of tiles you can use.
Exanimation revamped and made hugely flexible.
Various other stuff.


EDIT: 1.71 updated with a couple bugfixes. Most of them display issues. See the help file under "what's new".



PS: Joke's on you if you think it's a joke.
Oh my god. This is awesome!

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Fusoya I love you. #w{O.O}
Whoa mario's riding the blue bird on the ow.

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Check out my hack HERE!
This was obvious, Fusoya just wanted to give us a surprise

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My deviantART
My Youtube channel
My avatar
Watch, i made a Super Mario 64 level
This just made my day. Thank you. #w{=3}

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“The moment you declare a set of ideas to be immune from criticism, satire, derision, or contempt, freedom of thought becomes impossible.” - Salman Rushdie
This is awesome! Very cool!
OMFG! 7F (127) pages of MAP16!! #w{O.O}

EDIT: Ninja'd for the first time ever.
Yeah, not to mention more BG space at the bottom of the BG editor, 64 exanimation slots, BG2 and BG3....just awesome.

Edit: Level up, I'm a woman now. lol

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Check out my hack HERE!
I came. :3
This is indeed awesome.
http://i40.tinypic.com/359z1vn.jpg
When I saved my hack in the new Lunar Magic and tested it, that happened. ._. It wasn't doing that before this.

Edit: Stopped doing this when I took out the BG2 stuff I added. what in the world?

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Check out my hack HERE!
You using layer 3 exgfx? The patch isn't quite compatible with lm 1.70.
Wow, this is sweet.

3 times the amount of space for backgrounds, much more space for the Map16, man, at this rate, finishing my hack, which is nearly at the 7th world now, is going to be even easier.

One question I want to ask though, seeing as there are a lot more frames to use for custom ExAnimations, can you adjust the speed of the frames, so that they go slower or faster? I'm curious.
Kaijyuu: ...Oh goody, now i'm gonna have to port all my stuff over to a new rom, that's always fun!...*sigh* #w{:s}

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Check out my hack HERE!
Yes, but it's moderately complex to make them go faster... read the help file. Explains it better than I can.
2 more graphic slots?! 4xmap 16?! more flexible exanimation?! I CAN'T BELIEVE IT. THIS IS SO AWESOME :3 i guess i´m dreaming :D what a awesome update. i going to use it right now.



Like /Everlude
Follow @Ludus.Art

I already downloaded it. Yes, you're right. All those do exist.
Originally posted by TheGamer
I CAN'T BELIEVE IT. THIS IS SO AWESOME :3 i guess i´m dreaming


I won't believe it until a long while after April Fool's hype dies down... there may be something JUST MORE to this that is "all in good fun," so I'll wait.Super Mario World Hacks 101
Originally posted by Kaijyuu
You using layer 3 exgfx? The patch isn't quite compatible with lm 1.70.

It partially works. Sometimes it does, but other times it doesn't.
About edit's ExExGFX patch. LM 1.70 is NOT compatible with it.
Calm down is just a SMW editor XD
Well i'm glad too, since now i'm the master of the supercomplexxxaaa ExGFX!!!!

in the BG editor, the BG is expanded: is that for fixing that nasty animated trash in vertical levels? O_O

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My deviantART
My Youtube channel
My avatar
Watch, i made a Super Mario 64 level
Originally posted by Dinomar
Calm down is just a SMW editor XD
Well i'm glad too, since now i'm the master of the supercomplexxxaaa ExGFX!!!!

in the BG editor, the BG is expanded: is that for fixing that nasty animated trash in vertical levels? O_O

Taken from LM's readme:
-backgrounds have been upgraded to use a height of 512 pixels instead
of the 432 that Nintendo went with, which translates to 5 extra rows
of 16x16 tiles. While this doesn't make much difference in
horizontal levels, it means vertical levels can now have backgrounds
that will seamlessly wrap vertically. It also effectively means the
end of the "animated tile garbage" that used to appear when the
background was vertically scrolled past the viewable range.
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