Originally posted by Roberto zampariIt 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 HinalyteIs 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 HinalyteEdit 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 superbot12The 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 WiimeiserMouse 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 Ladidajust 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 JackTheSpadesI 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 WhiteYoshiEggThanks for all the work you're doing, FuSoYa! It's incredible what you pulled through over the last... fourteen years.
Thanks.

Hard to belive it's been 14 years...
Originally posted by imameliaWell, 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 imameliaAnd aren't $06F9-$0700 unused by both SMW and the patch?
I believe it's unused.
Originally posted by imameliaI 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 imameliaBut 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 imameliaAlso, 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 33953YoShIWhen 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!