Language…
18 users online: 1UPdudes, Anas, buggy789, Buzbee, DimeR, eltiolavara9,  Fernap, GabrielM, GamesInTweed, Green, Ice Man, JaizePLS, JustMadeNinjas, LlesS, monkey03297, Ragey, signature_steve, Soul Storm - Guests: 82 - Bots: 175
Users: 62,803 (2,615 active)
Latest user: LlesS

Lunar Magic suggestions and discussion (LM v2.52)

Link Thread Closed
  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 46
  • 47
  • 48
  • 49
  • 50
  • 51
  • 52
  • 53
  • 54
  • 55
  • 56
  • 143
  • 144
  • 145
ITSSSSSSSSSSSSSSSSS OVER ONE THOUSANNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN- *shot*.

Anyway, I can't wait for the next update, as it sounds pretty rad, if it is indeed adding game changing features.

- BlackMageMario
(An LMSW bug rather than an LM bug, but I'll just report it here anyway)

After using AddmusicK, I get this weird graphical glitch in the middle of the screen when I use LMSW (which doesn't seem to occur in any other emulator). It doesn't make sense for it to be an AddmusicK bug, since it doesn't affect anything graphical.

It doesn't seem to break the game, however.
GradientToolLevelMusic UtilitySM64 Clean ROM verifierHQX VirtualDub FilterImoSPC2 (Alpha)Music Section SPC PlayerEmbeddable SPC Player for SMWCYouTube EmbedderJSRomcleanJS Address ConverterLazyHDMA
LMSW doesn't edit the OAM either, so yeah, this does indeed not make sense.

Give me an IPS that reproduces the bug and I'll see if I can dig out anything. Debugging LMSW is a pain, but someone has to do it.
<blm> zsnes users are the flatearthers of emulation
Super Mario Brothers - Metal Version? Yes, that's a nice song.

Also conflict confirmed. LMSW assumes $00813E is F0 (which is a rather dangerous assumption with music insertion tools running around), and this tool violates that assumption.

Here's a fixed version. Changelog:
• Repaired incompatibility with tools editing $00813E. It now demands $03A218 to be F0 instead.
• Blocked a bunch of possible crashes if LMSW throws up a message box and the user interacts with the LM window instead of dismissing the box.

Still, a note in the middle of the screen is rather fitting, don't you agree?
<blm> zsnes users are the flatearthers of emulation
Just out of curiosity, what is $00813E for? Some sort of patch?
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
It's the DMA source for nulling out the OAM. Compressing that unrolled loop to a DMA makes it smaller and faster, so I can stick my own evil codes (calling the sprite loading routine) in there without conflicting with anything else (except stuff that frees $7F8000 entirely). (I can't modify the ROM after loading it without a bunch of ugly tricks.)
<blm> zsnes users are the flatearthers of emulation
Would it be worth adding an option to have a description file for objects (not Map16 tiles) like the one that exists for sprites? And would it be worth reserving object 2C for custom extended objects (and showing it as just one 16x16 tile)?

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

I'm working on a hack! Check it out here. Progress: 63/95 levels.
Originally posted by imamelia
Would it be worth adding an option to have a description file for objects (not Map16 tiles) like the one that exists for sprites? And would it be worth reserving object 2C for custom extended objects (and showing it as just one 16x16 tile)?

Definitely worth both cases. This should be implemented, it'd give much greater control over custom objects.
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Alcaro: This happens when I try to activate LMSW on an unmodified level 24 when the overworld option to let level 24 redirect screen exits is enabled. When I saved the level and tried again, I got an error:

Quote
The ROM crashed.
Technical information: 586

Of course, if I modify one of the sub-levels the ROM crashes anyway, so maybe it doesn't matter that much. #ab{>_>}

Ayosuf: Sometimes custom block tooltips will have an extra blank line at the bottom... it doesn't matter that much, but it's pretty annoying.

Also, I've noticed that sometimes just clicking an object will activate the save button, but other times you have to actually move it. I'm not sure why that happens, but it seems kind of weird being inconsistent like that... although it doesn't matter—wait... does anyone else have déjà vu?

<form action=http://google.com/search method=get> </form>

Unexpected end tag (</form>) at 1426, expected </div>
Bug confirmed; looks like level 024's fancy teleportation triggered again. I've added a code to patch it out in future LMSWs; for now, disable it through the OW editor. LMSW can't understand going outside the standard level table anyways.

Just clicking shouldn't trigger the save button, but moving the mouse within the 16x16 tile does. I often use that on the Yoshi coin in 105 when I want LM's ASM hacks installed.
<blm> zsnes users are the flatearthers of emulation
Another "would it be worth..." question: Would it be worth adding an option to split up ExGFX files smaller? They could be 2 or 1 KB rather than 4...or maybe just have an option to use any size but have enough slots for each one to be 1 KB. For instance, you could put a single 6 or 8 KB file in one of the background slots if you knew that those graphics would always have to be used together. This would make it easier to mix graphics from different tilesets and save space in such situations at the same time. I'm already planning to do that for my hack (I'll probably keep 4 KB files for the background but use 2 KB files for the foreground and 1 KB files for sprite GFX), but most people probably wouldn't want to go into the code deep enough to do such a thing even if it was beneficial.

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

I'm working on a hack! Check it out here. Progress: 63/95 levels.
And the level was unedited? Did the duplicate work?
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
I must admit I laughed.

Fixed. Looks like I removed half of the sprite reloading code for some invalid reason.
<blm> zsnes users are the flatearthers of emulation
Feature request:

When LM is told to create an IPS patch, automatically fix the checksum even if the checksum fixing is disabled in the menu. This may get rid of a couple of submitted hacks with bad checksums, without wasting any CPU on needlessly fixing it during development.
<blm> zsnes users are the flatearthers of emulation
Implement Lua scripting. Move much of the program logic to Lua scripts.

Object decoding is one example that comes to mind. All the objects have their own routines for writing to map16, that LM needs to emulate... then you have things like ObjecTool. If the object decoding were done in a Lua script, anyone who wanted to hack SMW's objects could easily edit the script to reflect their changes. Custom objects could come with a script that decodes them for LM.

Bundle one of the UI toolkits and give the ability to add menu items and hotkeys, and suddenly all those sprite/music/graphic inserters and editors can be integrated into LM's UI.

Move level decoding and rendering into Lua, and now patches that change how levels work can remain compatible with LM. Have it look for the scripts first in a folder with the same name as the ROM before its own, and the patch can just include a script that you drop in to change LM's behaviour for that ROM only without having to modify LM at all.

Embrace the power that is open-source interpreted code.
Renamon is best pony.
Originally posted by Rena Kunisaki
Implement Lua scripting. Move much of the program logic to Lua scripts.

Object decoding is one example that comes to mind. All the objects have their own routines for writing to map16, that LM needs to emulate... then you have things like ObjecTool. If the object decoding were done in a Lua script, anyone who wanted to hack SMW's objects could easily edit the script to reflect their changes. Custom objects could come with a script that decodes them for LM.

Bundle one of the UI toolkits and give the ability to add menu items and hotkeys, and suddenly all those sprite/music/graphic inserters and editors can be integrated into LM's UI.

Move level decoding and rendering into Lua, and now patches that change how levels work can remain compatible with LM. Have it look for the scripts first in a folder with the same name as the ROM before its own, and the patch can just include a script that you drop in to change LM's behaviour for that ROM only without having to modify LM at all.

Embrace the power that is open-source interpreted code.


Now I'm probably being an idiot here, but wouldn't we have to be able to compile Lua script into 65c186 Assembly? If that is the case, wouldn't that be more trouble than it's worth?

Even if I am an idiot, I think that most people here are content with using ASM, seeing that most of the games functions are preformed by RAM addresses written for Assembly. I'm not sure how many people know Lua.
Originally posted by Egadd

Now I'm probably being an idiot here, but wouldn't we have to be able to compile Lua script into 65c186 Assembly? If that is the case, wouldn't that be more trouble than it's worth?

Even if I am an idiot, I think that most people here are content with using ASM, seeing that most of the games functions are preformed by RAM addresses written for Assembly. I'm not sure how many people know Lua.

You are certainly right. LUA is a lot easier(I mean a LOT easier) to learn and use than ASM; in fact, it's one of the most pick-up-and-play programming languages I've ever used, next to Python.

That being said, it's not worth implementing, as cool as it'd be.
I think you're misunderstanding what he's saying. He isn't saying to compile Lua into 65c186, but for LM to run Lua scripts.

Also, for some reason the Overworld Music dialog isn't loading the .msc file. This is a pain in the ass when you try to fix the OW music after using AddmusicM.
GradientToolLevelMusic UtilitySM64 Clean ROM verifierHQX VirtualDub FilterImoSPC2 (Alpha)Music Section SPC PlayerEmbeddable SPC Player for SMWCYouTube EmbedderJSRomcleanJS Address ConverterLazyHDMA
  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 46
  • 47
  • 48
  • 49
  • 50
  • 51
  • 52
  • 53
  • 54
  • 55
  • 56
  • 143
  • 144
  • 145
Link Thread Closed