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Lunar Magic suggestions and discussion (LM v2.52)

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Originally posted by imamelia
Oh, that makes sense. I'd been using 0x1A00-byte ExAnimation files already, though I don't recall anything using $7EC700-FF. What does SMAS+W use it for?


The main level tilemap. For whatever reason Nintendo moved the 7E/7F:C800-FFFF areas so they start 0x100 bytes earlier in SMAS+W. Maybe they wanted to keep the last 0x100 bytes of RAM for something common between the games? Never did look into it. Actually... *checks SMWC's SMAS RAM map* ...yeah, looks like that's exactly what they were aiming for.
One other addition that can be a great improvement, and it's related to possible GPS/Custom Block development:

Maybe by the next LM, there can be a find a way to split up the "BounceSide" Custom Block code to two instead of one, "BounceSideLeft" and "BounceSideRight"?

"BounceSideRight" can keep the original JMP entry point for Compatibility, while "BounceSideLeft" has to use a new JMP entry

I'm developing a clone of the SMW Side Turn Blocks (aka SMB3 Wood Blocks), There's a glitch concerning the spin attack/cape/going the opposite direction during when a custom block being bumped currently, It ALWAYS goes the opposite direction of mario... which is why I am needing this as a fix!
If that happens, I'd like to request that the same be true for the top corner offset. That got me into trouble with at least one block, where I really needed a way to tell the left corner from the right one to prevent a glitch. And no, $93 didn't help.

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I'm working on a hack! Check it out here.
Yes... What Imamelia said also applies... I just really hope this gets done... some of my blocks will never get released without these.

EDIT: POST #250 YEAAAAAAAAAAAAAAAAAAAAA!!!!
Splitting the offsets would need an update to Blocktool/GPS, to add support for db $69 or something (along with $42 and $37).

Which is a fair bit of effort. I'd rather see that information placed in a RAM address somewhere. $93 looks fitting.
<blm> zsnes users are the flatearthers of emulation
Another thing about moving GFX32 and 33 out of $7E2000 is that it would allow them to use a full ROM bank each.

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I'm working on a hack! Check it out here.
Does Lunar Magic support SMA 2?
Yes, but most people don't hack that, since the other games just take up space.

Unless you want level editors for SMB 1-3. LM doesn't support those.
SMA2 is Super Mario Advance 2, SMW for GBA. Lunar Magic does not support SMA2. FuSoYa has done a bit of work on it, but nothing finished and I doubt we'll ever see it.

You're thinking of SMAS+W, which LM does support.
<blm> zsnes users are the flatearthers of emulation
Ok thanks Alcaro, once the DLC collab was done I considered putting it in the sma2 rom for the outside world, but I see that won't happen.
Smallhacker once made a tool to move levels from SMW to SMA2... but I'm not sure if it's still around. Check his file bin, post history, or google it.
<blm> zsnes users are the flatearthers of emulation
Yeah, I'll look around. Thanks.
Can you allow us to have different custom views for custom sprites B0-BF per level due to a feature in PIXI?
Kinda in hibernation for a while. I hope to be back in full swing soon.
this has been brought up before (in general and regarding PIXI) but Lunar Magic is not really adapting for any special individual patch or tool unless it is a more "general" way that can (and will) be utilized by more tools/patches.
While exceptions exist, it's usually not worth the effort.
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I get the feeling that it would become more of a possibility if/when PIXI becomes the norm, which is not now.
Kinda in hibernation for a while. I hope to be back in full swing soon.
Lunar Magic bug report:
Originally posted by Help File
You can have a max of 0x100 frames.


The ExAnimation Dialogue window will allow you to edit up to FF frames; however, when you go to set the number of frames for your ExAnimation, it will not allow you to bypass more than 0x80.
Originally posted by Skewer
The ExAnimation Dialogue window will allow you to edit up to FF frames; however, when you go to set the number of frames for your ExAnimation, it will not allow you to bypass more than 0x80.


Seems the dialog is basing the max frames value on the slot's type when it's supposed to be based on the trigger. Thanks, it'll be fixed for the next version.
Just throwing it out there because why not:
It would be nice to have a type of levels export for the currently selected level that would export all referenced sub-levels along with it.
As in, export current level to name-<number> scan the level for screen exits, and recursively repeat for found levels.
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Depends, how many people are doing that? Sounds like something for collabs, but unless people are clearing the levels out of base ROMs, I'd think the "export only modified levels" option would do the same thing for individual entries.
Dunno, in my opinion it qualifies for pretty much any case where you want to export individual levels rather than all at once.
Sure, I guess it's mostly collabs or the like. But I honestly doubt it wouldn't be a good thing to have, plus, though I can only assume, I don't think it'd be too difficult to implement, no? Just changing the current export to one that exports plus recursive call over all screen exits. (Granted, you'd have to check for already exported levels but that's about it).
tl;dr Aren't there more points for than against it?
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