Originally posted by AlcaroWe do have some other stuff we want to do with the patches (mainly ensuring all of them works on bsnes), but I don't think it's a good time for that right now. The RAM map is pretty messy right now, and I'd prefer getting it clean before we start having fun with the patch section.
If someone else wants to start it, I won't complain, but I won't start it myself until the RAM map is cleaned out (we also want to remoderate the ROM map, but that could be delayed).
I see... well, no rush I suppose.
Originally posted by AlcaroIs there any reason to ever turn it off?
A few advanced users might want a little more control, since it'll override the "address to save" boxes unless already in that range.
Originally posted by imameliaWait...you're not willing to support headerless ROMs (and various other things), but you're okay with taking the extra time to make stuff work in banks 40+? How does that make sense?
How does it not make sense? The former can cause IPS confusion while the latter means you never get "I'm sorry Dave, I can't insert a vital ASM hack as the first 2 MB have already been filled" error messages from LM.
Originally posted by imameliaAnd yeah, technically you could deliberately not change the data bank in a hijack, but...do you have any idea how many times forgetting a data bank wrapper has screwed me up when making a patch?
It's no more difficult than remembering if your accumulator and index registers are in 8 or 16 bit mode. Rather easier than that, in fact.
Originally posted by imameliaBesides, what happens if you want to index a ROM address with Y instead of X?
TYX
Of course, whether it makes more sense to work around it or temporarily change the DB register is something best evaluated on a case by case basis.
Originally posted by imameliaAlso, what about having an option to install all of Lunar Magic's ASM hacks at once (or at least have a menu for which ones should be installed and which shouldn't)?
This was discussed before.
Originally posted by imameliaCould you please make it possible to switch the larger dropdown menus in the "Modify Level Tile Settings" menu in the overworld editor to simple input boxes (just like the option that does that for the Super GFX Bypass menu)?
Eh, I don't think those ones are big enough to warrant it.
Originally posted by imameliaAnd while we're on the subject of the overworld editor, I just noticed a typo: The "Destroy Level Tile Settings" menu says "Event Number to destory this level tile on".
Nice catch. Wonder how many years it's been like that...
Originally posted by imameliawhy is it that all the level entrances for levels 0-F say "Entrance to level 01" (etc.) instead of just "Entrance to level 1"?
I have no idea, but it seems harmless.
Originally posted by imameliaOkay, I don't know if this is a bug or what, but entering direct offsets in the ExAnimation window is a pain in the butt. It very often accepts four digits, but then it refuses to add the fifth.
Oh... looks like I didn't make the edit controls wide enough. Probably the result of making the dialogs compatible with ClearType fonts. I'll enlarge them a bit. Thanks!
Originally posted by wiiqwertyuiopI wish there was something in the Map 16 tile editor where you could copy/move a map 16 page to another and if there where already tile on the page you wanted to paste on, the one you copied/moved would fill in the empty spaces.
The new Map16 editor already makes it more easy to move around tiles yourself, but might be something to consider in the future.
Originally posted by yoshicookiezeusSpeaking of ExAnimation, a way to run animations that use the Manual or Custom triggers would be very nice.
The original plan with 1.70 was to include a floating toolbar that would let you trigger conditions used in animations for viewing purposes in LM, but it kind of got pushed off to the side and forgotten about. Maybe one of these days I'll come back to it.
Originally posted by yoshicookiezeusAlso, the "Copy All Slots"/"Paste All Slots" function doesn't take empty slots into account, meaning that animations spread over multiple slots will most likely desynch when you use it.
Technically there is no "Paste All Slots" button right now. I've always labeled it "Insert All Slots", as it doesn't quite behave the way one might expect a "Paste All Slots" button to act like and I wasn't sure if I'd later want to have both. The insert one finds free slots to paste the animations into, while a paste one would paste the animations into the same slots they came from (overwriting any existing animation in that slot).
You're right though, the latter would be more useful for duplicating the exact slot arrangement of animations from another level. Guess I may as well add the paste one too then.
Originally posted by wiiqwertyuiopAnother bug that happens to me in the exanimation window is that when I type in everything and hit ok, It doesn't save everything unless I type in everything again and hit ok again.
Not aware of any problems with this. Assuming you're just not filling something in, you'll have to come up with a series of steps to duplicate it.