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Lunar Magic suggestions and discussion (LM v2.52)

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Originally posted by wiiqwertyuiop
*suggestion*


That's not actually a bad idea at all. For some reason though, I never think LM will get that intellegent...

Also, what OS do you use? The M16 windows are different from mine.
Hey, I'm Riot. I used to use this website a lot but it has been quite a while since I've been a part of it. Help me out with any of the changes; it'd be much appreciated.
Originally posted by wiiqwertyuiop
I 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. Like this:

Lets say you copied the one on the left, and you wanted to paste it one the right.



when you pasted it, it would do this:




I would absolutely love this type of feature. Indeed, I'm currently in the process of trying to save map16 space in a similar way right now, and to have Lunar Magic do this would be a god send.

Not sure if this was mentioned, but how about letting map16 files only overwrite tiles if the tiles on the page are the same? That way, you could make your map16 files use space not already taken up by existing tiles, and both sets would end up on the same page. Maybe do it like how the last poster mentioned and have it so you could use any ExGFX on the site and have Lunar Magic automatically cram it onto one map16 page if possible.
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As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.

I'd suggest a Map16 feature where you can move one tile over another without overwriting that tile (but it is something you can turn on and off). When it's on, you can place tiles over each other (only 1 tile allowed over). This would be useful for something like a FG decoration piece that has something in front of it, and it wouldn't cutoff. Or another you could put it, you could optionally place Map16 tiles over others like sprites go over objects.
Hey, I'm Riot. I used to use this website a lot but it has been quite a while since I've been a part of it. Help me out with any of the changes; it'd be much appreciated.
Originally posted by Riot898
I'd suggest a Map16 feature where you can move one tile over another without overwriting that tile (but it is something you can turn on and off). When it's on, you can place tiles over each other (only 1 tile allowed over). This would be useful for something like a FG decoration piece that has something in front of it, and it wouldn't cutoff. Or another you could put it, you could optionally place Map16 tiles over others like sprites go over objects.


This isn't even possible without creating new graphics.
Heres my basic suggestion:

Most new users don't know much about LM, and try to use as much stuff as they can. With all these features, Noobs wouldn't be too keen on using all this advanced stuff: they want the basic basics.

So how about a "hide advanced settings" box? simple, yet effective#w{=)}
Later.

Originally posted by ShadowFire
Heres my basic suggestion:

Most new users don't know much about LM, and try to use as much stuff as they can. With all these features, Noobs wouldn't be too keen on using all this advanced stuff: they want the basic basics.

So how about a "hide advanced settings" box? simple, yet effective#w{=)}


What do you consider "advanced settings" in LM? There are different degrees of "advancedness" per se. Think: would you consider Super GFX Bypass an advanced setting? I wouldn't. But there a few things that fit into the category without saying, so if not to get too technical, those would be the only ones hidden.
Hey, I'm Riot. I used to use this website a lot but it has been quite a while since I've been a part of it. Help me out with any of the changes; it'd be much appreciated.
Just a nitpick, but...why is it that all the level entrances for levels 0-F say "Entrance to level 01" (etc.) instead of just "Entrance to level 1"? That's the only place in Lunar Magic that I can think of where a leading zero is added to single-digit level numbers. Even the secondary exits don't do this; secondary exit #9 is just "Secondary Exit #9", not "Secondary Exit #09".

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Anything that a complete noob wouldn't know how to use, and could destroy the rom if used impropaly.

HDMA editor would go in, for example, because A noob wouldn't know what the hell to do with it.
Later.
Okay, 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. I can sometimes trick it into accepting all five digits by resetting the number to 10000 and then swapping out digits one at a time, but, yeah, it's really annoying. If that is a bug in Lunar Magic, it would be nice to have that fixed in the next version.

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I'm working on a hack! Check it out here.
Speaking of ExAnimation, a way to run animations that use the Manual or Custom triggers would be very nice. Also, 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.
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Originally posted by wiiqwertyuiop
Another 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.

Are you positive you're filling everything out that's required? I used to have this problem with palette animations until I realized I wasn't specifying the amount of colors to use, even if it was only one.
Originally posted by Alcaro
We 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 Alcaro
Is 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 imamelia
Wait...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 imamelia
And 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 imamelia
Besides, 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 imamelia
Also, 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 imamelia
Could 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 imamelia
And 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 imamelia
why 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 imamelia
Okay, 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 wiiqwertyuiop
I 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 yoshicookiezeus
Speaking 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 yoshicookiezeus
Also, 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 wiiqwertyuiop
Another 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.
Originally posted by Ayosuf
Originally posted by imamelia
Also, 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.

I guess I vaguely remember a brief discussion about that before.

Originally posted by Ayosuf
Originally posted by imamelia
Could 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.

They may not be as annoying to scroll through as the ExGFX one, but are there really any advantages whatsoever to using the dropdown list over the input box?

Also, question about the new Map16 editor: Will it have an option to paste multiple tiles into the level simultaneously (by dragging) without inserting them as a single object? I've found a good number of occasions when that would have come in handy.

Edit: Also, another thing that would be useful is the ability to copy a palette from one level to another. As far as I know, the only way to do such a thing right now is to save the palette to an external file and import it. Just being able to copy the palette directly (just like copying the background) would be a nice feature to have.

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I read something like this in another thread just a little while ago and agree with it whole heartedly. It may have been suggested already but... Eh. I'm feeling a little lazy to read all those posts.

Why don't the add objects/add sprite windows have search boxes or filtering options?

SMW has a lot of sprites and a lot of tiles. Surely a simple search function would be a major time-saver?
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I think you should add an option that makes luigi look seprate from mario (like SMAS+SMW). #w{=)}


Originally posted by sdvc49
I think you should add an option that makes luigi look seprate from mario (like SMAS+SMW). #w{=)}

That would be a neat idea...integrating the Separate Luigi graphics into Lunar Magic...
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No need to cram stuff like that into LM. Only things where LM's GUI is incredibly useful (such as the VRAM rearrangement patch) or benefit LM's code/features (fastrom) ought to be integrated.

Patches that add random features can stay as patches.
My suggestion would be a Map16 option, that allows an "Act like tile:" for an individual 8x8 tile, instead of a "act like tile:" for the whole block. Just like 8x8 layer priority and 8x8 palette. Something like this:



So we can make blocks like these:

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