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Lunar Magic suggestions and discussion (LM v2.52)

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or patch something like this:

Code
org $0082A4
autoclean JML l3status
NOP #2

org $008394
autoclean JML l3screen
NOP

freecode
l3status:
LDA $0D9B
BNE +
REP #$20
LDA $0D9D
ORA #$0004
STA $212C
STA $212E
SEP #$20
+
STZ $2111
STZ $2111
JML $0082AA

l3screen:
LDA $0D9B
BNE +
REP #$20
LDA $0D9D
STA $212C
STA $212E
SEP #$20
+
LDA $22
STA $2111
JML $008399


edit: forgot to check if current mode is a level. fixed
edit2: now accounts for window mask on main/sub
When you activate a Switch Palace, part of the overworld animation tiles gets overwritten. I think the cause is because part of the animation tiles uses the same RAM as the flying switch blocks.
Originally posted by Roberto zampari
It seems that the Layer 3 editor was inspired in the add-ons made by kipernal during the C3 2014 summer.


Actually, about 75% of LM's layer 3 work had already been done by the time C3 arrived. Bit unfortunate about the timing perhaps, as it may have saved Kipernal some time if he had known it was already in the works for LM. But neither of us knew what the other was doing, so oh well...

Originally posted by Hinalyte
Is it me or the Layer 3's position doesn't update whenever I set its Initial X/Y Position to some different value?


It's only supposed to show it in the editor for tides, so you can see what the tide level is set to (although I think I also left it enabled for the game's original layer 3 tilemaps until you bypass the advanced settings). The rest of the time it just shows the tilemap from the top, to keep it consistent with how layer 2 is shown in the editor.

The change does show up in game however.

Originally posted by Hinalyte
Edit 2: When you check the second option in the "Advanced bypass settings for Layer 3", then clicked OK and then reopen the dialog, the first setting gets re-enabled (it gets disabled when you check the second option, which is the intended behavior?).


Oops I'll fix that, thanks. It won't hurt anything even if you do turn the first one on though, it's only disabled to let the user know that CGADSUB for layer 3 won't do anything if layer 3 is only on the subscreen.

Originally posted by superbot12
The new version's cool, but my edited ROMs don't work now, they just turn black in zsnes.


You may need to check over the third party patches you've installed. If you've inserted any for custom layer 3 GFX, it may be easier to just port to a different ROM than trying to remove them.

Originally posted by Wiimeiser
Mouse gestures seem to be broken. The object isn't being selected when the dialog is closed.


Erg, looks like it doesn't know that the new object window has been closed for the mouse gesture. Thanks, I'll fix it. In the meantime, you can hold down shift to force the level history mouse gestures to work. Or you can put forward/back buttons on the custom toolbar.

Interesting to know that some people are using mouse gestures though, wasn't sure if they were getting much usage or not.

Originally posted by Ladida
just thought that it'd be nice if, when you do stuff and then undo all the way back, to not have the "save level" icon stay (since you are back to where you started before doing any changes)


Had thought about it, but decided not to for now as it would mean tracking even more things to determine when that's valid to do.

Originally posted by JackTheSpades
I was wondering if it was possible to reduce the "fill" shortcut a little.
Ctrl + Alt + Shift + Right Click seems sorta overkill, no?


You can usually drop the Alt for that one, it's only needed if the Add Objects window is open at the same time while it's displaying the DM16 list. Most of the modifier keys for mouse commands have already been used, so it's getting a bit hard to keep new ones short... you can see for yourself in the help file under the mouse behavior topic.

Originally posted by WhiteYoshiEgg
Thanks for all the work you're doing, FuSoYa! It's incredible what you pulled through over the last... fourteen years.


Thanks. #ab{:)} Hard to belive it's been 14 years...

Originally posted by imamelia
Well, would it be possible to make them display correctly via a plugin? I don't know what all Lunar Magic allows to be changed that way, but...it's something.


Yes it's a potential possibility. I've mentioned it in the past, if you recall.

Originally posted by imamelia
And aren't $06F9-$0700 unused by both SMW and the patch?


I believe it's unused.

Originally posted by imamelia
I also have a question about the Layer 3 settings. What values of $212C, $212D, $2130, and $2131 (mirrors $0D9D, $0D9E, $44, and $40) result from the various flags?


It works pretty much as you'd expect. It reads from the mirrors, only flips the bits it needs to, and stores the new values back to the mirrors and the hardware registers.

Originally posted by imamelia
But if you want a different setting...well, does your Layer 3 initialization code run before or after LevelInitASM? For that matter, does the main code run before or after LevelASM?


I haven't checked, but LM's layer 3 initialization runs at the same place it does in the original game. Same thing for the scrolling code. But regardless of the order, custom modifications done through things like LevelASM shouldn't be affected if you've been careful. And by careful, I mean updating the RAM mirrors in custom code. I've noticed a lot of people just write into the hardware registers directly without bothering to use/update the mirror locations.

Also, you can customize the speed of the layer 3 auto-scrolls to whatever you want during the level. Which reminds me, I should submit the addresses to the RAM map. They're mostly the same as the existing layer 3 ones, but with some changes.

Originally posted by imamelia
Also, FuSoYa, have you ever thought about making another hack? I know Super Demo World was mostly just intended as, well, a demo, but I'd be curious to see what you could come out with now, with all the advancements that have been made since 2003.


Haven't really thought about it much. Creating a good hack takes time, which would take time away from something else. Also had Zero-G doing a lot of the levels when DW:TLC was made, but he's pretty busy with other things these days.

Originally posted by 33953YoShI
When you activate a Switch Palace, part of the overworld animation tiles gets overwritten. I think the cause is because part of the animation tiles uses the same RAM as the flying switch blocks.


Hmm, think you may be right. I'll have to take a closer look at it tonight or tomorrow. Thanks!
I get that the Layer 3 BG must be like the Status Bar GFX format, but how can I change it manually like the Layer2 BG?
I do art commissions cheap! PM here or DM via Discord for more details.

**Layout by Erik557


Just noticed a bug (?) with the new BG editor. If you have the editor open and open any other window in the program the BG editor minimizes. Not sure if that's supposed to happen or not, but I find it rather annoying.
I fixed Kaijyuu's Multiple Midway Points patch 1.4 to work with the newest LM, you can grab it from here. You also must download the original patch from the Patches section to have the readme and the blocks. Also, it now uses Asar.

BUT it has some issues:
- Using uberASM will delete the code, so you must reapply the MMP patch after using uberASM. You won't get glitches or breaks when you use uberASM, only the MMP patch won't do the work.

- Any old patch that have the old levelnum.ips disassembly will erase the patch and its possible to get a broken ROM, reapplying MMP should fix it. (I don't really know anything about this, I erase all levelnum.ips code from patches because uberASM's one is better... I think, so you may or may not get glitches or bizzare bugs).

- It doesn't initialize the freeram, that breaks a ROM with SRAM Plus patched (I'm using it, so I care about that and it seems to break with LM too), to workaround this use SRAM Plus and put this on sram_table.asm:

Code
dl $FreeRAM : dw $0060


Rename FreeRAM with the RAM on !RAM_MIDWAY in the MMP patch, also, you will need a bunch of zeroes on sram_defaults.

Maybe there are some other workarounds of this, maybe uberASM gamemode codes would do the correct work, but I'm lazy to know in which gamemode you should put the code.

Code
	LDA #$00
	LDX #$5F
-	STA !RAM_MIDWAY,x
	DEX 
	BPL -
	RTS 


That's what do you need according to the original patch, if someone says in what gamemode is needed put that code will be appreciated.

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

Maybe there are some other bugs, but it works properly on my ROM, so is probably that I won't fix anything unless it breaks my hack.

Edit:

Yeah, I'm posting this here because some people was asking for this... six months ago (page ~65).
Neat-o. Thanks for fixing it.
I've confirmed the overworld flying switch blocks issue. I've already done up a fix for the next version of LM that will change the RAM Nintendo used for that so it's not in the way of the 4bpp animated tiles anymore.


Originally posted by Ruberjig
I get that the Layer 3 BG must be like the Status Bar GFX format, but how can I change it manually like the Layer2 BG?


I'm not sure what you're asking. If you want to change the tiles, you can upload to VRAM like you would with anything else. But if you're wondering how to get layer 3 to use something other than 2bpp tiles, you can't do that. The SNES only supports 2bpp for layer 3.

Originally posted by Underway
Just noticed a bug (?) with the new BG editor. If you have the editor open and open any other window in the program the BG editor minimizes. Not sure if that's supposed to happen or not, but I find it rather annoying.


It doesn't minimize itself. It is however no longer using a tool window style that stays above the main editor window, which is probably where you're getting confused. The BG editor window is now like the overworld editor window, so that it can be maximized when you're using x2 zoom.
I've had some crashes to happen on my ROM after I first used 2.30. Any entrances that weren't from the overworld would just disable all sprite interaction, and I later found out that piranha plants were crashing the game entirely. I tried reapplying the Piranha Plant Fix patch because it seemed related to the second problem, and it apparently fixed everything. It was previously on $168000 - assuming that area was overwritten by some new feature or something?

My ROM is all fine now, but I just thought I'd log that.
I'm trying to not sound demanding, but with all that layer 3 stuff going on, think you could also add a status bar editor?
Note, that I don't mean fance shit like moving the counters or a level individual status bar like you did with other layer 3 but just a plain display/hex editor for the below values.
(Well, moving the counters is basicly just a simple hex edit too...)

00E81$00:8C818 bytesLayer 3Top line of status bar (4 top tiles of item box.)
00E89$00:8C8956 bytesLayer 3Second line of status bar.
00EC1$00:8CC154 bytesLayer 3Third line of status bar.
00EF7$00:8CF78 bytesLayer 3Bottom line of the status bar (4 bottom tiles of the item box.)

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Originally posted by Koopster
I've had some crashes to happen on my ROM after I first used 2.30. Any entrances that weren't from the overworld would just disable all sprite interaction, and I later found out that piranha plants were crashing the game entirely. I tried reapplying the Piranha Plant Fix patch because it seemed related to the second problem, and it apparently fixed everything. It was previously on $168000 - assuming that area was overwritten by some new feature or something?

My ROM is all fine now, but I just thought I'd log that.

that's weird... piranha plants were crashing my game too, but i thought it was because i used STEAR to remap them...

indeed, the piranha plant fix patch did stop the crashing
You can..



If you have the #lm{hidegfx} pressed, it won't appear, though.

E: This was in response to S.R.H. but he deleted his post.
Most minor inquiry possible:

You used to be able to ever-so-slightly drag objects in the level editor, so that they won't move but still activate the save button. Since recently, however (2.30 I presume?), dragging seems to always move an object now matter how little I move the mouse.
It's a feature I made use of, though I'm not at all complaining it's gone - I'm just curious if that was a conscious choice on your end, or even just a problem on mine.


 
Sorry if this has been asked before, but could you possibly add a fix for the classic pirahna plant in LM? It'd be nice to have the fix built in so you can start using the sprite from the get-go.
If someone has weird problems with midpoint level destinations in the fix of Multi Midway Points 1.4 (MMP1.5), make sure that your FreeRAM is cleared once AND all !RAM_MIDWAY are the same (the one in the patch, in the block(s), in SRAM Plus/whatever thing that you use to clear it and possibly objectool (needed only if you care enough about the reappering midway points)).

An example of this problem: you had set up your level destination for midway point #2 to 25 and you got warped to level 105.

Thanks to MercuryPenny for catching this problem.
Oh hm.

The title screen editor cuts off tiles beyond the visible area, doesn't it? I'm using HDMA on my title screen to make off-screen parts visible, so that's quite a bummer.
I could just manually repoint the title screen image (which is what I've always done before), but I'm wondering if any conflicts will occur considering LM's new layer 3 capabilities.

EDIT: Would it be feasible to make the "Use standard GFX bypass" checkbox affect the new tilemap (LT3) menus as well? It's quickly getting annoying to scroll through dropdowns.


 
Originally posted by WhiteYoshiEgg
EDIT: Would it be feasible to make the "Use standard GFX bypass" checkbox affect the new tilemap (LT3) menus as well? It's quickly getting annoying to scroll through dropdowns.




Works fine for me.
GitHub - Twitter - YouTube - SnesLab Discord
Oh right; but it doesn't in the "Save layer 3 tilemap" window in the overworld editor. Sorry, should have mentioned that.


 
I guess that's intentional to you don't accidentally overwrite an already used ExGFX file.
GitHub - Twitter - YouTube - SnesLab Discord
Originally posted by FuSoYa
It doesn't minimize itself. It is however no longer using a tool window style that stays above the main editor window, which is probably where you're getting confused. The BG editor window is now like the overworld editor window, so that it can be maximized when you're using x2 zoom.


Oh, alright then.

Found something else though. If you have the x2 zoom enabled on the add sprite/add object windows when you start the program, the list on the left is still the size it would be if you didn't have the zoom enabled.

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