Language…
5 users online: Hammerer, Maw, Rudi_Schrausch,  Tahixham, Torchkas - Guests: 281 - Bots: 308
Users: 64,795 (2,377 active)
Latest user: mathew

Lunar Magic suggestions and discussion (LM v2.52)

Link Thread Closed
  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 87
  • 88
  • 89
  • 90
  • 91
  • 92
  • 93
  • 94
  • 95
  • 96
  • 97
  • 143
  • 144
  • 145
Originally posted by K3fka
Can you please make it so delete behaves properly here and does not delete the tile?


Alright.
Please make it for Mac (OS X) too :))))))
()*()*()
! !
! !
`````
I remember that he somewhere wrote he don't want to make a Mac version of LM but I don't know where.
If you don't start with cross platform compatibility in mind, it's generally near impossible to add it later.
Thanks for the Layer 3 support, great job done there! I just wish I knew why Lunar magic has to re-open itself 10 seconds after I open it on windows 7.

Also, do you think we could get some layer 3 animation support? Nesquik Bunny made this to allow an animated coin in the status bar for the coin counter, maybe it can help with the making of said feature?
I wonder what a HFD opcode would do in ASM...
From Lunar Magic Help:
Quote
The "destination" value is the starting tile number of where to put the animated frames of the tile. Open up the 8x8 tile editor to see where you can put things. Tiles from 0-0x4FF and 0x1B00-0x1CFF are valid destinations. Advanced users can specify direct VRAM offsets instead by putting a '1' and the 4 digit VRAM offset to use.
[...]
For Layer 3 Graphics: The source frame tile numbers will still refer to 4bpp tiles even though layer 3 uses 2bpp tiles. This means that when looking at your 2bpp tiles in a tile editor, you should start your tiles for a particular frame on an even tile number, then divide the tile number by 2 and add it to the starting tile number of the source slot to get the tile number to enter.


Edit: Typo.
yeah, layer 3 animations show up fine (both in-editor and ingame)
Is it actually an option to make the Background Editor not its own window? It's very annoying having to take LM off of fullscreen mode when the BG Editor will get completely covered by LM when I use the Map16 window to place tiles.
Can we get copy/paste options in the ExAnimation window in between "copy/paste one slot" and "copy all slots and paste them to the same slot numbers"? Being able to copy multiple slots and paste them wherever (say, copying slots 04-07 in level 108 to slots 10-13 in level 109) would be useful.

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

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by TLMB
I just wish I knew why Lunar magic has to re-open itself 10 seconds after I open it on windows 7.


That doesn't sound like it has anything to do with LM...

Originally posted by Scorpion
Is it actually an option to make the Background Editor not its own window? It's very annoying having to take LM off of fullscreen mode when the BG Editor will get completely covered by LM when I use the Map16 window to place tiles.


The Map16 window is owned by whichever window opens it. If you're placing tiles into the background window, you can just open the Map16 window from there and you won't have that issue.

Originally posted by imamelia
Can we get copy/paste options in the ExAnimation window in between "copy/paste one slot" and "copy all slots and paste them to the same slot numbers"? Being able to copy multiple slots and paste them wherever (say, copying slots 04-07 in level 108 to slots 10-13 in level 109) would be useful.


That's pretty much what the "Insert all Slots" button is for. In the source level, clear any slots you don't want to copy and hit "Copy all Slots", switch levels without saving, and hit "Insert all slots" in the level you want to copy them to. They'll be copied into free slots.
Originally posted by FuSoYa
That's pretty much what the "Insert all Slots" button is for. In the source level, clear any slots you don't want to copy and hit "Copy all Slots", switch levels without saving, and hit "Insert all slots" in the level you want to copy them to. They'll be copied into free slots.

If the slots already in the level aren't contiguous, though (say, you have animation inserted at 00, 01, 02, and 08), the inserted ones will be desynced.

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

I'm working on a hack! Check it out here. Progress: 64/95 levels.
I found out how to edit the default white of the level palette that is actually split into two:

Code
lorom
header
;background palette
org $00ABF0
dw $7FDD ;should be fixed to $7FFF, Possible typo or oversight on Nintendo's part!
;sprite palette
org $00ABFB
dw $7FFF


LM says the whites that are currently not editable, and appearently they are also found from the Executable somewhere(although I did not hack or find any of it) to emulate for the default SMW palette...

Or for Short: Can you add support for hacking these in LM?
Originally posted by imamelia
If the slots already in the level aren't contiguous, though (say, you have animation inserted at 00, 01, 02, and 08), the inserted ones will be desynced.


Alright, I'll tweak the button so that it looks for free slots starting at the currently selected slot.

Originally posted by Hamtaro126
Or for Short: Can you add support for hacking these in LM?


Not really worth adding, you still have to enable custom palettes to have different colors in each separate palette there anyway.
I always thought the slightly-off-white palette was intentional, not a bug.
It is like that in the clean ROM, so it's quite clearly intentional.

The question is whose intention (okay, it's quite clearly Nintendo, so that's not really a question), and whether we agree with this intention.
<blm> zsnes users are the flatearthers of emulation
was prolly done so that sprites will appear slightly brighter and thus have more focus (since they are active while bgs are static)

still a weird choice
Yes, it might have had to do with CRTs reacting weirdly to pure white.
but snes cant do pure white
That always bothered me too. Maybe a global custom palette? You can enable it in levels (though the original checkbox overrides it), and that changing colors in it affect all other instances.
I actually do use a base custom palette in my hacks. I made up this patch a while back, and it's worked fine for me:

Code
lorom

org $0EF600
	rep 512 : dl $07E565

org $07E565
	incbin base_palette.bin

org $00B2C8
	dw $63DF,$51FF,$0439,$415F,$6F3F,$069F,$07BF,$33FF,$4F5F,$7F0A

org $00B2F0
	dw $63DF,$027F,$0439,$01BF,$033F,$05F9,$069F,$333F,$4F5F,$23E0

base_palette.bin is basically just a renamed .mw3 file, and $00B2C8 and $00B2F0 are for player 1's normal and fire palettes. (Replace them with the color values you're using, and add $00B2DC and $00B304 if the hack has a 2-player mode.) You want to apply this ONLY ONCE, after saving a level with a custom palette in Lunar Magic (and applying the Super Scratch ROM patch, preferably, otherwise levels with data in the $07E565 area will glitch up...or you could just change that address to some other freespace location) but before actually making any levels.

But yeah, I agree; it could be handy to have such a feature built into Lunar Magic. I'd even like to see a palette index kind of thing where you don't need to overwrite the entire base palette but have separate pointers to the palettes for sprites and the three background layers. I'm probably about the only one who keeps my palettes organized enough to benefit from that, though.

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

I'm working on a hack! Check it out here. Progress: 64/95 levels.
  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 87
  • 88
  • 89
  • 90
  • 91
  • 92
  • 93
  • 94
  • 95
  • 96
  • 97
  • 143
  • 144
  • 145
Link Thread Closed