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Lunar Magic suggestions and discussion (LM v2.52)

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Originally posted by Rykon-V73
Here's something I found in the latest version:
In Modify Main and Midway Entrance(in hex), layer 1,2 FG/BG Initial Positions, there's FG=CF at the first option, instead of FG=C0.


That value is copied from the ROM you currently have open in LM. If it's different, it means you've edited the ROM table for it.
I think you forgot to mention me in the help file for the tooltip thing I suggested.
Kinda in hibernation for a while. I hope to be back in full swing soon.
Minor changes like spelling corrections and tooltip tweaks often aren't mentioned in the update list.
Fusoya, i have a qesution for you:
Are you implementing the BG4/BG5 since that put more space for MAP16 BG and FG for the LunarMagic?

Ladida, Mariofangamer and Alcaro were talking about this:

Originally posted by MarioFanGamer
Originally posted by Roberto zampari
But i wanted to ask to Fusoya if he'll implement the BG4 and BG5 space graphics in the future versions of Lunar Magic.

That will be difficult. For one, he needs to free up 8KiB which is a rather difficult task since 24KB already. The SNES has got 64KiB of VRAM of which 24KiB goes to layer 1 and 2 GFX, 8KiB for layer 1 and 2 tilemap, 8KiB for layer 3 GFX, another 8KiB for layer 3 tilemap, and finally 16KiB for sprite GFX.
There used to be a patch which allows you to insert even four more GFX slots at the expense of layer 3 (two and a bit of its tilemap for two slots and altogether for four slots).
There is no way he can just add two more layer 1 and 2 ExGFX slots without sacrifising layer 3 or other stuff.
I mean, of course, he theoretically can do it but there also is the problem that users won't understand the layer 3 sacrifice which makes it rather unlikely.


Ladida was talking about using SP3/4, but Alcaro...

Originally posted by Alcaro
Originally posted by Ladida
easiest thing would be to use SP3/4 since you dont have to do much vram rearrangement in that case (just repoint the l1 chr)

...and relying on it wrapping?

...that's ... crazy enough to work. but there's a pretty good chance one of the emus don't support that (hopefully zsnes)

Either way, someone would have to increment the TT bits on EVERY SINGLE level tile, including changing blocks, including all custom blocks (luckily, most of them use shared routines for that these days).

And you must either leave the OW tiles and credits alone, or convert them too.

Have fun.

It's a good idea in theory, but I don't think it's realistic. And rewriting all the L1 tiles is probably the same amount of effort as rearranging VRAM, anyways.

But on the other hand, I considered SuperFX unrealistic as well. Feel free to prove me wrong.


imamelia and Ladida, then...

Originally posted by imamelia
Personally, I'd just like to have a setting somewhere for entirely customizable VRAM layouts (probably hidden so it doesn't confuse newbies, but documented). SMW doesn't even have mirrors for most of the VRAM-related addresses.


Originally posted by Ladida
yeah thinking about it itd be much easier to just move the l1/2 maps when you want bg4/5, so bg4/5 just go at $3000 like they would normally and l1/2map go wherever (i would put at sp3/4 but thats because i love layer 3 and hate sprites)


Fusoya, do you think that using SP3/SP4 for BG4/BG5 is a good idea?
I have a suggestion for the palette editor, which involves putting buttons next to each of the RGB color values that would increase that color's value by eight (since each color can only have a value that is a multiple of eight). I feel it would be more convenient than having to manually type in each value when experimenting with palettes.
Does anyone know how to edit the overworld sprites via LM 2.52's overworld editor already? I need more instructions... or at least a "Tutorial" on how to create and edit those sprites!

The thing that I cannot do is the new ".s16ov" format that it requires me to insert/extract or modify certain sprite pages, and that's the problem figuring out.
There's no tool to insert them yet, so you can't. Wait until PIXI adds it in an update (it was added specifically because Jack asked for PIXI).
Your layout has been removed.
Originally posted by Alcaro
Originally posted by Ladida
easiest thing would be to use SP3/4 since you dont have to do much vram rearrangement in that case (just repoint the l1 chr)

...and relying on it wrapping?

...that's ... crazy enough to work. but there's a pretty good chance one of the emus don't support that (hopefully zsnes)

Either way, someone would have to increment the TT bits on EVERY SINGLE level tile, including changing blocks, including all custom blocks (luckily, most of them use shared routines for that these days).


ZSNES does support it. I tested on it and the original hardware when implementing that method as an option for the overworld. If you put FG1 where SP3 is and continue on in order from there, you don't even have to remap the level tiles at all. You do however have to remap animated tile VRAM destinations.

Originally posted by Ladida
yeah thinking about it itd be much easier to just move the l1/2 maps when you want bg4/5, so bg4/5 just go at $3000 like they would normally and l1/2map go wherever (i would put at sp3/4 but thats because i love layer 3 and hate sprites)


Probably a more flexible method for levels. Ideally it'd be nice to provide a choice of whether to throw them into SP3/4 or into part of the layer 3 GFX and/or tilemap, depending on what you want to sacrifice for that particular level.

Originally posted by Roberto zampari
Fusoya, do you think that using SP3/SP4 for BG4/BG5 is a good idea?


Depends if you mind giving up all but basic sprites or not.

I don't know, might look into implementing it one day as an advanced option if I'm bored and have the time.

Originally posted by Kenny
I have a suggestion for the palette editor, which involves putting buttons next to each of the RGB color values that would increase that color's value by eight (since each color can only have a value that is a multiple of eight). I feel it would be more convenient than having to manually type in each value when experimenting with palettes.


That color picker dialog is the one built into windows. You can't make changes to that without either getting rather hacky or replacing it outright with your own. Not worth it for a couple buttons.
I would personally still like to be able to use Mouse4/5 for Undo/Redo buttons. Basically programable hotkeys for mouses with like eight buttons or so. Be able to put whatever Toolbar options you want on any of the mouse buttons so I'd be able to open up this window or that window with a mouse click.
So, do pages 40-7F just not have acts like settings or am I blind and just can't find where they are stored? They don't seem to save either: reloading the ROM reverts them back to 0130

Also, did anything change other than $03 being able to hold values higher than 3FFF now that there are 7F pages? Sometimes it seems like the offsets mentioned in "Map16 Gameplay Programming Information" of the help file don't even run for the new blocks half the times. Maybe I did something wrong though.


edit: Nevermind, the asm just doesn't work unless you actually assign graphics to one block in that range. Changing and saving the acts like setting is apparently not enough of a change.
Originally posted by Skewer
I would personally still like to be able to use Mouse4/5 for Undo/Redo buttons.


The definitions for those buttons were added for the user toolbar in 2.50. Check the updates list.

Originally posted by Skewer
Basically programable hotkeys for mouses with like eight buttons or so.


For mouse buttons beyond 5, you're going to have to check the software that comes with your mouse to assign them keyboard shortcuts (which you could then assign to functions in LM via the custom user toolbar).

Originally posted by TheBiob
edit: Nevermind, the asm just doesn't work unless you actually assign graphics to one block in that range. Changing and saving the acts like setting is apparently not enough of a change.


Yeah, to save space LM doesn't create the second "Act as" table in the ROM until the user actually changes the graphics for a tile on pages 40-7F. Also note that the table is really stored at pointer+0x8000. This effectively means that a pointer of 0xFF8000 is used when the second table doesn't exist yet (or 0xFFFFFF when the ASM isn't there yet).
Yeah, noticed that it read nonsense when I was debugging it. Get's it's act like settings from ram if there are no graphics lol

But yeah, I just assumed it'd be enough to change the acts like, kinda makes sense that it doesn't considering pretty much no one is going to actually use map16 without graphics.
any chance of fixing up the 2bpp viewing mode (ctrl shift f7)? if FG1 contains a 4kb file with 2bpp graphics, then ideally the first 2kb would show up in FG1 and the second would appear where FG2 is (cuz that'll happen ingame). but instead whatever is written into FG2 will overwrite what should go into FG2, which isnt how it'll show up ingame. also, in the level editor (not the map16) the palettes are pulled as if they were still 4bpp
has anyone had the issue where windows 10 wont let you download lunar magic because it is considering it malicious software?

it was working fine until out of no where my laptop deleted lunar magic and wont let me redownload it.
Super Mario World 3: The Koopas Strike Back
Super Mario: Grand Journey
Yeah, apparently Windows Security Essentials thinks Lunar Magic is a trojan now.
So, at the very least you're not alone! I don't know how to fix it though.
Your layout has been removed.
I disabled the automatic check for virusses on Windows Security Essentials and set lunar magic on that list to be ignored in the future.
It seems to work now.


(english sucks and i only got the german gui and blablabla, i hope you get what i mean.)
// Layout by Maxo
Can we have a feature that allows levels to activate a specific event set by the user when the player found a secret exit, instead of automatically activating the event after the normal exit. That way, we won't have to redo every event we made after the secret exit event that you mistakenly forgot to do.

Or, at least, rearrange event orders.
Hacks:
Originally posted by Tob
I disabled the automatic check for virusses on Windows Security Essentials and set lunar magic on that list to be ignored in the future.
It seems to work now.


(english sucks and i only got the german gui and blablabla, i hope you get what i mean.)


I use windows defender, cant seem to find a way to get it to unblock that one program.

Thanks though.
Super Mario World 3: The Koopas Strike Back
Super Mario: Grand Journey
Windows Defender won't stop thinking Lunar Magic is now a Trojan, and it looks like I'm not alone on that. Thankfully I can still use it if I set Windows Defender to just ignore it, but it's still a problem. Hope this gets fixed soon.
Expect little to nothing from me for now.

Player graphics are the only thing I do right, so come tell me to make one you want.

Go to my profile for more trash of mine.
Originally posted by leod
Yeah, apparently Windows Security Essentials thinks Lunar Magic is a trojan now.
So, at the very least you're not alone! I don't know how to fix it though.

Why do you use it in the first place? There are much better options out there(such as windows 7 or literally any other antivirus programs).
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