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Lunar Magic suggestions and discussion (LM v2.52)

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Originally posted by imamelia
I will say, though, that the scroll type nomenclature is misleading, especially "Variable" (which is really just half speed). Maybe it should just be x0, x1, x1/2, and x1/32 instead?


I had the same thought, back when the new Layer 3 features were being put in. I added the rates, then ended up taking them back out again at the last minute before release. While I liked having it there from a technical point of view, with so few rates to differentiate it didn't seem to serve much real purpose.

Originally posted by MasterSkodwarde
Yo FuSoYa, since you hacked SMW much more longer than us, can you tell us how hacks were made before 2007?


Before 2007, with LM. Before 2000, generally not at all. The previous games were being done then, notably Mario 3.

Originally posted by Rykon-V73
I think it should have said "... a width of 256...". This is how I made the bitmap file for the map16 tile editor look right.


No, it shouldn't. That's 4 buttons short.
Originally posted by FuSoYa
I had the same thought, back when the new Layer 3 features were being put in. I added the rates, then ended up taking them back out again at the last minute before release. While I liked having it there from a technical point of view, with so few rates to differentiate it didn't seem to serve much real purpose.


You could put them in parenthesis next to the terms, that way it works both ways.
Are there any plans for letting the Layer 3 editor support 16x16 tiles, at least for display purposes? (As in the upper 4 bits of $2105, not a Map16 system.)

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Any chance that Lunar Magic's OW sprite mode could get overhauled to possibly implement a table similar to Lui's system. Like, by switching into sprite mode and using the insert key to open a dialog just like you'd add custom sprites in levels (minus custom collection).
(While I'm at it, might as well ask for custom appearance like in levels too?)

That is to say, just have Lunar Magic provide the table with format like below and just put sprite_data on a static address. I can have the sprite tool take care of the rest.

Code
macro spr(id, x, y, z, extra)
	db <id>|((<x>&1)<<7)
	db (<x>>>1)|((<y>&7)<<5)
	db (<y>>>3)|(<z><<3)
	db <extra>
endmacro

sprite_data:
	dw .MainMap
	dw .YoshisIsland
	dw .VanillaDome
	dw .ForestOfIllusion
	dw .BowsersValley
	dw .SpecialWorld
	dw .StarWorld

.MainMap:
	dw $0000

.YoshisIsland:
	%spr(!some_id, !x, !y, !z, !extra)
	dw $0000

.VanillaDome:
	dw $0000
	
.ForestOfIllusion:
	dw $0000
	
.BowsersValley:
	dw $0000
	
.SpecialWorld:
	dw $0000
	
.StarWorld:
	dw $0000

Anime statistic on MyAnimeList:
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... what even am I doing with my life?
Lunar Magic hasn't quite caught up with the BPS overhaul just yet.

In the help document, the "FAQ: How do I create an IPS Patch?" needs to be updated to explain BPS patches.

It would also help a lot if you updated LM to create and apply BPS patches instead of IPS patches. 👌
Originally posted by ThePat545
It would also help a lot if you updated LM to create and apply BPS patches instead of IPS patches. 👌

FuSoYa wrote that this isn't the point of Lunar Magic. Which itself is stupid anyway because come on, why does Lunar Magic feature the IPS patcher in the first place? For back ups, yes, but IIRC the majority of the people (including me) used the built-in IPS patcher as a patcher and not for back ups.
I guess it can't be helped if he decides not to add it, but it should still be noted in the help document to avoid confusion and possibly hacks that get rejected when it could have been avoided.
Originally posted by MarioFanGamer
Originally posted by ThePat545
It would also help a lot if you updated LM to create and apply BPS patches instead of IPS patches. 👌

FuSoYa wrote that this isn't the point of Lunar Magic.

He also wrote that this is the point of Lunar Magic.
Originally posted by 2.43 manual
File Menu : Create IPS File for this ROM

This allows you to create an IPS patch for your ROM, which you can use to distribute your changes to the game. Lunar Magic uses the restore system's copy of the original unmodified ROM to compare against to create the patch.

For another person to use your patch, they can apply it to a copy of the original unmodified ROM using either Lunar Magic's "Apply IPS" menu (which will check if the ROM has been modified or not), or download a separate IPS patching program like Lunar IPS (which you can obtain from the author's site).


File Menu : Apply IPS File to this ROM

You can use this to apply an IPS patch to your ROM. Note that if the patch to be applied is intended to be a full game hack, it must be used on an unmodified copy of the original ROM.

<blm> zsnes users are the flatearthers of emulation
He's the type who demands others to conform to his standards or hit the highway, but doesn't conform to anyone else's unless it suits him. :P
Originally posted by imamelia
Are there any plans for letting the Layer 3 editor support 16x16 tiles, at least for display purposes? (As in the upper 4 bits of $2105, not a Map16 system.)


No, although I could add an unofficial mode for the main editor to display it properly with the level (maybe with Shift+F7).

Originally posted by JackTheSpades
Any chance that Lunar Magic's OW sprite mode could get overhauled to possibly implement a table similar to Lui's system. Like, by switching into sprite mode and using the insert key to open a dialog just like you'd add custom sprites in levels (minus custom collection).

That is to say, just have Lunar Magic provide the table with format like below and just put sprite_data on a static address. I can have the sprite tool take care of the rest.


Sounds interesting. I remember partially updating LM's overworld sprite code a few years back in case something like this eventually came up. In theory it shouldn't take much to add support for the table you're describing. I'll have to take a closer look at it next month (or maybe sooner, was kind of planning to play the third Trails in the Sky game next month when it comes out, among doing some other things).

Originally posted by JackTheSpades
(While I'm at it, might as well ask for custom appearance like in levels too?)


Perhaps, though I'd probably do a somewhat stripped down version of what levels do (no need for x/y based appearances for example).

Originally posted by MarioFanGamer
why does Lunar Magic feature the IPS patcher in the first place?


It hitched a ride as part of the Restore Point code, which was borrowed from another editor I've worked on.

Originally posted by Alcaro
He also wrote that this is the point of Lunar Magic.
Originally posted by 2.43 manual
File Menu : Create IPS File for this ROM

This allows you to create an IPS patch for your ROM, which you can use to distribute your changes to the game.


It says it can be used to do that, yes. It does not say that's the all-encompassing point of Lunar Magic. I don't see how anyone could believe it was, considering it took 10 years before that IPS function was added... as you know very well, Alcaro. Good try though.

Originally posted by Kaijyuu
He's the type who demands others to conform to his standards or hit the highway, but doesn't conform to anyone else's unless it suits him. :P


You're perfectly free to distribute your work in whatever patch format you wish. Just as I'm free to do with my own time and programs as I wish.

While I am open to suggestions/requests, just remember that's all they really are. This is a hobby for me and I'm under no obligation to fulfill those, so I'll take them or leave them at my own discretion.
Originally posted by FuSoYa
No, although I could add an unofficial mode for the main editor to display it properly with the level (maybe with Shift+F7).

That would be appreciated. I'm thinking of doing that for at least one hack to free up more graphics space (mainly for animated tiles).

Originally posted by FuSoYa
(or maybe sooner, was kind of planning to play the third Trails in the Sky game next month when it comes out, among doing some other things).

Hey, another Trails fan. I plan to play it as soon as I finish the second Trails of Cold Steel game, which I keep putting off.

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

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by imamelia
That would be appreciated. I'm thinking of doing that for at least one hack to free up more graphics space (mainly for animated tiles).


Free up graphics space... so you're not aiming for a 1024x1024 layer 3?

Originally posted by imamelia
Hey, another Trails fan. I plan to play it as soon as I finish the second Trails of Cold Steel game, which I keep putting off.


Cool. I had meant to finally start playing the first Cold Steel game this month. But the announcement of the third Sky one made me decide to hold off on Cold Steel since I only recently played through the first 2 Sky ones and it's better to continue the same series while it's still fresh in my mind.
Originally posted by FuSoYa
Free up graphics space... so you're not aiming for a 1024x1024 layer 3?

No, though that would also be a possibility (albeit one that would only really be useful in vertical levels). My plan was to rearrange VRAM a bit (not the Layer 1 and 2 tilemaps, though, since those would require more messing with smkdan's patch internally than I want to deal with) and allow the Layer 1 and 2 graphics space to go up to 0x3C0 tiles rather than 0x300 but use the extra space for animated tiles since it wouldn't show up correctly in Lunar Magic anyway (which would also allow the entire first graphics page to be used for global graphics rather than having some of it taken up by animated tiles). I might also implement my own animation system, or I could just use the ones Lunar Magic has.

Originally posted by FuSoYa
Cool. I had meant to finally start playing the first Cold Steel game this month. But the announcement of the third Sky one made me decide to hold off on Cold Steel since I only recently played through the first 2 Sky ones and it's better to continue the same series while it's still fresh in my mind.

I played the first Trails in the Sky from the beginning of 2015 to the middle of July, then the second in November and December, then the first Trails of Cold Steel from the beginning of 2016 to early November, so I guess I got started earlier. I kind of want to do a Let's Play of at least some of the series, but I doubt I'd do that before finishing all the games currently released on my own time.

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

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Are there any plans to include an HDMA gradient creation tool in Lunar Magic? I would assume not, but it could be useful.

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

I'm working on a hack! Check it out here. Progress: 64/95 levels.
I noticed in the help file, on the ExAnimation page, tiles 0x40, 0x48 and 0x4C are marked as ? in the list:

Originally posted by Help file
Slots 0,8,10,18 can do animation for tile 0x60 - question block, 0x64 - music block, tile 0x68 - turn block. Slots 1,9,11,19 can do tile 0x74 - midway tiles, tile 0xEA - always turning turn block, tile 0x80 - berry. Slots 2,A,12,1A can do tile 0x50 - POW door, tile 0x54 - POW coin, tile 0x58 - brown block. Slots 3,B,13,1B can do tile 0x5C - black piranha plant, tile 0x78 - POW question block, tile 0x7C - line guide. Slots 4,C,14,1C can do tile 0xDA - ON/OFF block, tile 0x6C - coin, tile 0x70 - animated water. Slots 5,D,15,1D can do tile 0x4C - ?, tile 0x44 - weed, tile 0x48 - ?. Slots 6,E,16,1E can do tile 0x40 - ?.


In the Castle tileset, 0x40-0x43 are the candle background, 0x48-0x4B are the downward-moving conveyor slope, and tiles 0x4C-0x4F are the non-underground lava surface. 0x4C is part of the line guide end in Rope 1 and 3 and 0x48 is also a downward conveyor slope, but 0x40 is unused. 0x4C is the default lava in tilesets that have it, the lower half of the upward-moving normal sloped lava in the Underground tilesets, the lantern and twinkle in the Ghost House and Switch Palace tilesets (and Normal 2 and Underground 2, strangely enough), and background stars in Rope 2. 0x48 is also lava in Underground 1. 0x40 also occurs in Castle 2 (which is unused IIRC) and is the downward version of 0x4C in Underground 1, but is unused in all other tilesets.
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Originally posted by imamelia
Originally posted by FuSoYa
Free up graphics space... so you're not aiming for a 1024x1024 layer 3?

No, though that would also be a possibility (albeit one that would only really be useful in vertical levels).


Alright, good to know (otherwise I would of put it in as just 1024x1024).

Originally posted by imamelia
Are there any plans to include an HDMA gradient creation tool in Lunar Magic? I would assume not, but it could be useful.


No, pretty sure there's been a tool or 3 released for that sort of thing already.

Originally posted by Wiimeiser
I noticed in the help file, on the ExAnimation page, tiles 0x40, 0x48 and 0x4C are marked as ? in the list:


Yeah, looks like I never bothered doing descriptions for those. Might as well fill them in. Thanks.
Is it possible to make Wendy and Reznor movable? Also wouldn't it be better to change the palette of a huge amount of L3 tiles when selected?

And I noticed that some sprite and object names are wrong. Did you do this on purpose?
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

Originally posted by FuSoYa
No, pretty sure there's been a tool or 3 released for that sort of thing already.

All right. I've been using GradientTool to get the data for color gradients, and everything else I pretty much do manually anyway.

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

I'm working on a hack! Check it out here. Progress: 64/95 levels.
I had a quick interesting idea for a qol thing; I'm wondering if it would be possible to add some kind of quick shortcut that lets you do something like, double click on a screen exit and you go to said screen exit. Really small suggestion but I think it would be nice, though if any of you have comments on it (or maybe if this was a thing already suggested) you can add onto this.
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Already exists, it's something like ... hold Alt, push mouse button (forgot if left or right), drag right, release. See Mouse Gestures in the help file.
<blm> zsnes users are the flatearthers of emulation
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