A strange error is occurring to someone from the German board, apparently linked to the recently changed Midway point system.
No, that's not it... you can port to another ROM with an old version of LM and set the main entrance to the same spot and get the same results.
After doing a trace, it looks like this could be a bug in smkdan's VRAM patch. Sprite 49 (pipe end) can cause a write to VRAM during the level fade-in mode (0x13), but the VRAM patch isn't set to catch writes during that. It looks like the fix would be to just turn it on during that mode and the title fade in mode (5), but this is smkdan's patch so I should probably check with him first.
I'm wondering if there's any other situations where the tilemaps may be updated before a fade is finished since they'll have the same issue.
If including the fade-in modes in UploadBufferHack doesn't fix it, I'm happy to look into it but I'd like an up to date .asm of the patch as with the previous fixes. The hack only fixes entries if there's pending data targeting the old L1/L2 tilemap regions so it shouldn't cause any issues as long as the upload buffer is in a consistent state. It'll be a nice quick fix if it works out.
Yeah, looks like that fixes it. They actually set up the transfer before the fade in, but it isn't processed until they turn NMI back on, which happens just after they switch the mode to fade in. I tried checking a few other sprites known to play with the tilemap, but looks like this could be the only one that does it this early. If any other one does try it though, this should catch them as well.
I'll include it in the next release. (Note for anyone using edit1754's ExGFX Revolution patch: that patch will likely need to be updated to be compatible with LM 2.22+ due to this update.)
Okay, I don't know if this is a problem with Lunar Magic or if its me, but ever since I upgraded to 2.21, my hacks OW keeps displaying an error with something about silent event data being corrupted and filtered out or something. Ever since I got that error, when I play a specific level in my hack: The level, is on the MAIN overworld. So I play through it and reach the goal, and when I'm put back into the overworld, I show up in the WORLD 1 SUBMAP (YI), in the bottom right corner, with glitchy events to boot. Same thing happens when I die in that level. I'm getting sick of this happening and I just want it fixed. What could be causing this? Does it have something to with the above mentioned error?
The line must be drawn somewhere.
LM should not include every patch there is - mainly because that would make it a pain for FuSoYa to keep everything up-to-date and mutually compatible, not to mention the burden of reverse-engineering that hackers would have to put up with because LM is closed-source.
Patching isn't that much of a hassle really.
Also, thanks to FuSoYa for releasing 2.22 - nice to know I've been of a bit of help, even though I'd misidentified the bug's cause.
the burden of reverse-engineering that hackers would have to put up with because LM is closed-source.
This is the main reason I want LM to do as little as possible.
My multi-midway point patch breaks occasionally ever since the entrance overhaul thing, and I'm not going to bother to make it conform to LM.
Yeah, right now that's my main gripe too. Personally I consider the ability to have multiple midpoints in a level one of the best things that happened the recent years and it's kind of sad that with the newest ressources this ability is taken away again.
So far I haven't updated to LM 2.21/22 yet although I checked it out for working on my VLDC-level. I think the new features in LM are kind of nice really, but if I had to choose... multiple midpoints win for me.
Compatibility and usage of third party patches remain the responsibility of the patch author and the user choosing to use it. While it's unfortunate if a patch author is no longer maintaining their work, such patches are often still fixable if you're familiar with ASM coding.
If I can point out a glitch (at least in 2.20) in the internal emulator, custom player palettes don't load for some reason. I know it isn't a bug on the game's part, since external emulators don't have this issue. Is a fix for this planned?