Originally posted by TorchkasCould you implement a way to disable being able to move Mario in sprite mode? When making custom entrances (like multiple midway points) it's very easy to accidentally move Mario which inserts LM's midway point patch. A simple toggle in the options menu would be enough.
If you accidently move a main/midway entrance, you can still go into the main/midway entrance settings to turn it off as long as you do so before saving.
Originally posted by HinalyteSuggestion: Can you add a small feature to disable/move the palette animations on the overworld editor?
That probably won't come until overworld ExAnimations are implemented.
Originally posted by imameliaOkay, this isn't exactly a Lunar Magic question, but...is there any way to find the Map16 tile number a sprite is touching after calling $019138? I tried $1860/$1862 and $185F/$18D7, but those seem to just hold the acts-like setting. Obviously, there's that whole big tile number check routine that was posted elsewhere, but doesn't Lunar Magic's ASM hack for that store the tile number somewhere? Actually, for that matter, I could say the same for every other object contact routine. I could hijack it to store the tile number to free RAM, but I'm not sure what part would be called by all the different routines....
You can try $03 like it says in the help file, provided it hasn't been overwritten yet if you're doing it outside of block code. Though if you've chained your act as settings, that'll only give you the last tile above 1FF in the chain. Beyond that, LM doesn't keep the original tile number.
Originally posted by imameliaAlso, I'm getting an ExAnimation bug that does not seem to be related to my code. I have slots 00, 02, 04, and 06 each set for palette animation on colors F0-FF, each with one frame (so it's actually a 4-frame animation that runs at 30 fps), each using ExGFX60 for source data, and each using the Manual 0 trigger. But for whatever reason, it seems to be acting as if the trigger were not there and running constantly.
Make sure you didn't set the manual trigger to an invalid frame number. Except you can get away with FF as the init if you don't want it to do anything yet when the level starts. And make sure you actually initialized the manual trigger frame (with the trigger init button or your own code).
Originally posted by imameliaAnd another thing...I know you don't want to have full support for custom object display, but I thought of a simple, cheap temporary solution that would at least make it possible to tell one object apart from another: Why not make the tiles display as generic tiles that just show the extension bits? Like, if I place object 2D in the level with extension 0700, it could just show "07 00" on each tile.
Those extension bytes are already in the status bar.