Language…
17 users online: AbeLinkn, Ahrion, Angelito, AyGaAlPa, Beefy Chud, CalHal, DeanKind, drkrdnk, Humpty Dumpty Magazine, KeRRsday, Maw, Medic, MrNapkino, neidoodle, RZRider, Teaser, Ultima - Guests: 106 - Bots: 105
Users: 58,143 (2,438 active)
Latest user: ChuckLz87

Lunar Magic suggestions and discussion (LM v2.52)

Link Thread Closed
  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 86
  • 87
  • 88
  • 89
  • 90
  • 91
  • 92
  • 93
  • 94
  • 95
  • 96
  • 143
  • 144
  • 145

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Quick Question: Is there a way I can paste Layer 1 tiles (paths) onto the submaps? When I try to, it will just force itself onto the main overworld.

I remember there being a glitch where, if two overworld maps have different ExGFX files and the game switches between the submaps in 2-player mode to show a player in a different submap, the GFX files wouldn't update. Has that been fixed?
Kinda in hibernation for a while. I hope to be back in full swing soon.
What happened to the "Copy background image" option?
The power of the switch you have pressed will turn ◻ into ◼. Your progress will also be saved.
It got relocated to the background editor; just press the bright green leaf option while inside it.
Originally posted by Footsteps_of_Coins
Can you possibly implement Kipernal's non-Layer 3 plugins, even if your layer 3 thing was entirely coincidental? (I think at least the extended GFX bypass would be useful.)


There are no plans for it at the moment.

Originally posted by Footsteps_of_Coins
Also, will custom sprite lists and appearances from earlier versions of LM still work?


Yes.

Originally posted by Footsteps_of_Coins
I remember there being a glitch where, if two overworld maps have different ExGFX files and the game switches between the submaps in 2-player mode to show a player in a different submap, the GFX files wouldn't update. Has that been fixed?


As it says in the updates list, this version adds an ASM hack that reloads the overworld (which includes the GFX) when switching between players that aren't on the same submap.

Originally posted by imamelia
A minor thing, but would it be worth extending the sprite tileset filter to the custom collections as well?


It did cross my mind, but some things would have to be adjusted to do it. The question is, are enough people interested in using it?

Originally posted by MrDeePay
Quick Question: Is there a way I can paste Layer 1 tiles (paths) onto the submaps? When I try to, it will just force itself onto the main overworld.


When pasting from the windows clipboard, LM always pastes into the upper left corner of the window. While you could scroll down until the top left corner is within the submaps, it's kind of pointless since you can just drag it down there after pasting anyway.

Note that if it's a large area you're moving, you have to move the mouse down far enough so that the whole area will move into the submaps, as there's a small horizontal strip of 8x8 tiles between the main map and the submaps that gets in the way.
I always wanted a built-in hex editor in Lunar Magic it would be awesome to have that.
Formerly known as nick 139
My YouTube channel
Fanatical like a Demon
Originally posted by nick 139
I always wanted a built-in hex editor in Lunar Magic it would be awesome to have that.

As nice as that would be, it'd be a waste of work and time for FoSoYa considering you can just download HxD and use it. Plus, I don't think enough people would support that sadly.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Minor complaint, but would it be possible to optimize the fill operation by using z-ordering? Right now, if you have, say, a donut-shaped hole to fill, it creates 4 separate tiles to fill it, while it could use a single tile stretched to cover the whole thing, with z-ordering to make it show under everything.

Yeah, very, very minor and pointless, but I really can't use this shortcut if it ends up increasing the levels' insert size.

I love Z-Ordering so much. Glad it was fixed in 2.00 (/me dismisses the fact that he's the one who reported the problem in the first place)
First of all I would like to take the time to thank you fusoya for all of your hard work that you have put into your editor.

and wow, this last LM release is amazing! So many upgrades.

The only thing I could request is that it would be super cool if you could adjust the size of the level in LM in terms of a big square or bigger rectangle shape.

Someone came up with a way of doing this years ago, but it was outside of lunar magic and you had to view it in LM as normal, while only in game play mode could you really see the effects.

So in other words have an adjustable level size that you can configure in LM and isn't just the original standard level sizes from the original. game.
About those new Layer 3 RAM addresses...

- What exactly do $145E/$145F do? The RAM map entry just says "various Layer 3 settings". And what about $1B78 and $1B7A?
- If $1460/$1461 are used for the Y accumulation bits, where are the X ones?
- Does Lunar Magic add any addresses that act like $1462-$1469 for Layer 3? I notice that Layer 3 doesn't have "position on next frame" addresses, and $146A-6D or even $146C-6F would have been a good place to put them (for SMW or LM), but that seems not to be the case.
- Does Lunar Magic have any subroutines for Layer 3 scrolling that I could take advantage of in custom code?

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

I'm working on a hack! Check it out here.
Originally posted by Final Theory
The only thing I could request is that it would be super cool if you could adjust the size of the level in LM in terms of a big square or bigger rectangle shape.

This would probably mean rewriting the game as a whole. That patch you were talking about updated Mario's position in real time to make it look like it was a square level. SMW is incapable of producing said results because the level mode is impossible to my knowledge. Over all, it would be more a problem for Fusoya to code. If he's going to update the editor once more, I suggest he update it for more things that need to be done: like making Mario's palletes editable on a per level basis and selecting different GFX files for the standard GFX32 and GFX33.

I'm not saying that your idea is bad, it's just SMW isn't coded to handle that sort of thing.
Alcaro already coded such a thing like, a year or so ago?
It allows the level to go as far as you want (within a limit I guess) horizontally and vertically, but FuSoYa said he's not going to include compatibility for it in LM, so there's that.
Your layout has been removed.
Originally posted by leod
Alcaro already coded such a thing like, a year or so ago?

Indeed. But it was at least two years ago, not just one.

Quote
within a limit I guess

Of course. Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
You get 56 subscreens, which can be arranged in a rectangle in any way you want. You can even cut them apart and make a 7½x7½ screen level.
Or you can mess with SRAM and get 128 subscreens to do whatever you want with. Or install SA-1 and get 256 subscreens (assuming the SA-1 patch leaves exactly 100% of WRAM unused).
Here's the exact limits.
<blm> zsnes users are the flatearthers of emulation
Originally posted by Alcaro
Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.

Einstein's relatives could sue your ass for not giving proper credits here.
See, that's the kind of shit I learn at college... way to go me.
Anime statistic on MyAnimeList:
400 animes completed ✓
6000 episodes completed ✓
100 Days completed ✓
... what even am I doing with my life?
Originally posted by Sakuya Izayoi
Minor complaint, but would it be possible to optimize the fill operation by using z-ordering? Right now, if you have, say, a donut-shaped hole to fill, it creates 4 separate tiles to fill it, while it could use a single tile stretched to cover the whole thing, with z-ordering to make it show under everything.


Possible yes, but it was skipped for now as it would need to account for objects that can change depending on the tiles underneath them and would probably need to be made optional.

Originally posted by imamelia
- What exactly do $145E/$145F do? The RAM map entry just says "various Layer 3 settings".


It holds the bypass settings you see in LM's layer 3 settings dialog.

Originally posted by imamelia
And what about $1B78 and $1B7A?


They contain the layer 3 positions for the next frame, to correct for the layer 3 status bar scroll sync issue.

Originally posted by imamelia
- If $1460/$1461 are used for the Y accumulation bits, where are the X ones?


$145C

Originally posted by imamelia
- Does Lunar Magic add any addresses that act like $1462-$1469 for Layer 3? I notice that Layer 3 doesn't have "position on next frame" addresses, and $146A-6D or even $146C-6F would have been a good place to put them (for SMW or LM), but that seems not to be the case.


While it's not intentional I suppose $1B78 and $1B7A could technically serve the same purpose when the sync option is on. But keep in mind that it isn't supposed to be turned on if you're using a sprite status bar or the status bar is at the bottom of the screen. Because if it is you'd cause layer 3's scrolling to be a frame behind instead of it solving the original issue of it being a frame ahead. Though it may be hard to spot the effect as long as layer 3 isn't set to constant scroll.

Originally posted by imamelia
- Does Lunar Magic have any subroutines for Layer 3 scrolling that I could take advantage of in custom code?


None come to mind.
Two thoughts regarding layer 2 levels that may or may not be worth looking into:

- Looks like layer 2 isn't taken into account when calculating the number of screens.

- Would it be feasible to have layer 2 tiles with priority enabled appear in front of layer 1 in the editor?


 
I found a bug with loading ExGFX from Map16 tiles: I can remap to SP1/SP2 (300-3FF) and they load just fine in LM, but both LMSW and snes9x say otherwise (I get glitchy tiles instead). However, I can't remap past that (400-4FF throw remap errors).
I really need a layout. :<
Originally posted by WhiteYoshiEgg
- Looks like layer 2 isn't taken into account when calculating the number of screens.


Yes, it only looks at layer 1 as the help file says. I could add layer 2 if needed.

Originally posted by WhiteYoshiEgg
- Would it be feasible to have layer 2 tiles with priority enabled appear in front of layer 1 in the editor?


It's possible, but would slow down drawing somewhat. I made an exception while putting in layer 3 as it's a little more important there, but it doesn't seem to be used much for layer 1/2.

Originally posted by MandL27
I found a bug with loading ExGFX from Map16 tiles: I can remap to SP1/SP2 (300-3FF) and they load just fine in LM, but both LMSW and snes9x say otherwise (I get glitchy tiles instead).


LM only allows it in case you want to play with VRAM rearranging. It's not going to work in game without custom code.

Originally posted by MandL27
However, I can't remap past that (400-4FF throw remap errors).


That's a hardware limit. The SNES tilemap data format only allows up to 3FF.
Hey everyone, could you tell the imcompatible patches with the new version of Lunar Magic?
I know that the Multi Midway Points doesn't work!
In the Map16 editor, pressing delete will delete the tile you have selected. Normally this is fine, but the problem is that it still does this even if you are in one of the textboxes where you enter the tile numbers. I often use both the backspace and delete keys to delete characters before and after my cursor, respectively. Can you please make it so delete behaves properly here and does not delete the tile?
  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 86
  • 87
  • 88
  • 89
  • 90
  • 91
  • 92
  • 93
  • 94
  • 95
  • 96
  • 143
  • 144
  • 145
Link Thread Closed