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Lunar Magic suggestions and discussion (LM v2.52)

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There seems to be a Collision glitch in-between the Mushrooms (and possibly Invincibility Stars) and most Ground Tiles that does not happen in the original SMW rom, but when expanded using 2.31**, The Collision is corrupt from the sides!

**or was it using a patch I applied to try to fix the mushrooms to not flip per direction?
Originally posted by JackTheSpades
Dunno how others think about this but wouldn't an option to set the tileset with the Super GFX bypass be neat? #lm{sgfxby}


Having the same setting in 2 places seems a little redundant (and potentially confusing). Unless you mean that T value instead of the GFX index, in which case I should probably mention that's not a real setting...

Originally posted by imamelia
Also, does SMW ever actually use the rest of the Layer 3 tilemap on the overworld for anything?


I don't think so, but I haven't really checked on it.

Originally posted by imamelia
And is there any chance of adding a few commonly-used subroutines (such as GetDrawInfo and SubOffscreen, and a few others) to the ROM automatically?


That's probably best kept in a separate patch.

Originally posted by imamelia
Also, what exactly are $145E and $145F used for? Which bits do what?


145E - 5 bits y offset, 1 bit not used, 1 bit scroll sync, 1 bit enable adv bypass L3 settings
145F - y,x scroll setting, 4 bits each

Hopefully that's correct, I changed those several times during design and testing.

Other settings read during initialization tend to get changed into something else (for example the x offset gets its own 2 bytes, check the RAM map).

Originally posted by Hamtaro126
There seems to be a Collision glitch in-between the Mushrooms (and possibly Invincibility Stars) and most Ground Tiles that does not happen in the original SMW rom, but when expanded using 2.31**, The Collision is corrupt from the sides!

**or was it using a patch I applied to try to fix the mushrooms to not flip per direction?


Best check your patches to make sure they aren't using areas they shouldn't. LM 2.30+ expanded its GFX ASM code to take up most of the rest of the space near the end of the original ROM, and I know some older patches try to sneak in past the end of LM's old ASM in that area to avoid having to look for free space.
Originally posted by FuSoYa
Originally posted by imamelia
Also, what exactly are $145E and $145F used for? Which bits do what?


145E - 5 bits y offset, 1 bit not used, 1 bit scroll sync, 1 bit enable adv bypass L3 settings
145F - y,x scroll setting, 4 bits each

Hopefully that's correct, I changed those several times during design and testing.

Yeah, looks like $145E is yyyyy-se, where yyyyy is the Y offset (divided by 2), - is the unused bit, s is the scroll sync option, and e is for enabling the bypass settings. $145F is just yyyyxxxx.

Originally posted by FuSoYa
Other settings read during initialization tend to get changed into something else (for example the x offset gets its own 2 bytes, check the RAM map).

$146A for the X offset, I assume. It seems odd to use two whole bytes for that when there are only 4 settings, though...I suppose the CGADSUB and subscreen bits, as well as all the tilemap bypass stuff, have their own addresses elsewhere?

On that note, I rather wish Lunar Magic could display tilemaps with 16x16 tiles correctly. It's not a huge deal, since I can still use 16x16 tiles with LevelInitASM even if they don't show up properly in the editor (and probably not too many people use such a thing...though it certainly comes in handy when ripping stuff from Yoshi's Island), but still...

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

I'm working on a hack! Check it out here.
Originally posted by imamelia
$146A for the X offset, I assume. It seems odd to use two whole bytes for that when there are only 4 settings, though...


It started out as part of $145E/F with the same bits as y, but its bits were slowly pilfered for other things until even the bits it was left with had to be moved out of there entirely. After that it was just easier to translate the setting into the actual value to be used and stick it in its own RAM address that could be used directly.

Originally posted by imamelia
I suppose the CGADSUB and subscreen bits, as well as all the tilemap bypass stuff, have their own addresses elsewhere?


The CGADSUB and subscreen settings are only used to update the original game's mirrors for the hardware registers. Don't believe there's anything else.

Originally posted by imamelia
On that note, I rather wish Lunar Magic could display tilemaps with 16x16 tiles correctly. It's not a huge deal, since I can still use 16x16 tiles with LevelInitASM even if they don't show up properly in the editor (and probably not too many people use such a thing...though it certainly comes in handy when ripping stuff from Yoshi's Island), but still...


I suspect it wouldn't get enough use to justify implementing it.
Originally posted by FuSoYa
Having the same setting in 2 places seems a little redundant (and potentially confusing). Unless you mean that T value instead of the GFX index, in which case I should probably mention that's not a real setting...

Yes, just that... I thought the T stands for tileset?
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It does... but more specifically it stands for tileset specific objects. Like the help file says, the value indicates if you'll still have the same group of objects available from one GFX index setting to the next (the game itself doesn't assign the groups values like that though, it just relies on the GFX index).
is it possible to make ExAnimations on the Overworld?
Current game playing: FarCry 6 (PS5)
Last game completed: Life is Strange: True Colors (PS5)

Work in progress:
Super Mario 16: Subcon Crisis
https://www.smwcentral.net/?p=viewthread&t=122231&page=1&pid=1608414#p1608414

Newest Release:
Super Mario World Master Quest Reborn
Super Mario Bros 2: Mega Mario X



Download Super Mario World Master Quest Reborn here
https://www.smwcentral.net/?p=viewthread&t=105940

Alex No's Hack Collection
https://www.smwcentral.net/?p=viewthread&t=94705

Game Trailer
https://www.youtube.com/watch?v=_fPdeCep5DM&lc=z23udtjo0vadvfdulacdp433vduwlk5ygsmwjbdh1plw03c010c
With some patches, yes. Not in Lunar Magic though as far as I know.
You could also just edit GFX00 :P
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Have you considered adding a feature that allows you to copy an object by holding ctrl and dragging? Would be useful, though that may not be the same for anyone that isn't me.
For some reason, when you lock an hack, everything will get #REKT, and you will not be able to play it. For instance, graphics get glitchy, and the game randomly seems to crash. Some of the sprite interactions seem messed up too.
Originally posted by S.R.H.
For some reason, when you lock an hack, everything will get #REKT, and you will not be able to play it. For instance, graphics get glitchy, and the game randomly seems to crash. Some of the sprite interactions seem messed up too.


I can confirm this. I took a clean ROM, saved a level and the overworld, then locked it. It looks like this:

Originally posted by TRS
Originally posted by S.R.H.
For some reason, when you lock an hack, everything will get #REKT, and you will not be able to play it. For instance, graphics get glitchy, and the game randomly seems to crash. Some of the sprite interactions seem messed up too.


I can confirm this. I took a clean ROM, saved a level and the overworld, then locked it. It looks like this:




if you use lunar magic restore function. You can go back to fix this
Current game playing: FarCry 6 (PS5)
Last game completed: Life is Strange: True Colors (PS5)

Work in progress:
Super Mario 16: Subcon Crisis
https://www.smwcentral.net/?p=viewthread&t=122231&page=1&pid=1608414#p1608414

Newest Release:
Super Mario World Master Quest Reborn
Super Mario Bros 2: Mega Mario X



Download Super Mario World Master Quest Reborn here
https://www.smwcentral.net/?p=viewthread&t=105940

Alex No's Hack Collection
https://www.smwcentral.net/?p=viewthread&t=94705

Game Trailer
https://www.youtube.com/watch?v=_fPdeCep5DM&lc=z23udtjo0vadvfdulacdp433vduwlk5ygsmwjbdh1plw03c010c
He can't actually, since he locked it. If you don't understand, that means Lunar Magic will throw him an "access denied" message if he tries to open the ROM.

Regardless of that, the issue is with LM corrupting the ROM when locking, not S.R.H corrupting the ROM himself using other tools.
Originally posted by allowiscous
Have you considered adding a feature that allows you to copy an object by holding ctrl and dragging?


No there's already 2 ways to copy objects, don't really see much point in having a 3rd.

Originally posted by S.R.H.
For some reason, when you lock an hack, everything will get #REKT, and you will not be able to play it. For instance, graphics get glitchy, and the game randomly seems to crash. Some of the sprite interactions seem messed up too.


Seems to have been a compiler issue... anyway thanks, you can get 2.32 from my site.
3 suggestions I have:
-Can you add a feature that when you make a tilemap data for layer 3 be in a separate folder rather than in the "ExGraphics" folder, Its gets confusing on what gfx files are layer 3 tilemaps, and what are layer 3 exgfx. I kept corrupting on accident when finding the file I need for my layer 3 background level.

^Also halt/warn the user if the two files (tilemap data and gfx) uses the same slot (so if graphic is ExGFX81 and the tilemap data is 81, then halt), otherwise its possible to overwrite the tile and lose the data.

-Have a (optional) feature that when you save and exit the program, upon reloading, loads the level you last save (and moves the scroll-bar position also to last save), rather than always level 105 (yoshi island 1), similar to the option in google crome in settings -> On Startup and "Continue where I left off". Its also based on the mouse gestures remembering your last save (when not selecting anything (layers or sprites)).

-when having an internal emulator inside LM, If you trigger something that examination uses (on/off, p-switch and silver, yoshi coins, manuel and custom triggers, etc) also have change the LM viewing on that trigger also so the game and LM viewing exanimation are in sync (for example, If you trigger the on/off switch, LM viewing also switch the on/off viewing). Although this can be an option also.
Give thanks to RPG hacker for working on Asar.
Originally posted by GreenHammerBro
3 suggestions I have:
-Can you add a feature that when you make a tilemap data for layer 3 be in a separate folder rather than in the "ExGraphics" folder, Its gets confusing on what gfx files are layer 3 tilemaps, and what are layer 3 exgfx. I kept corrupting on accident when finding the file I need for my layer 3 background level.

^Also halt/warn the user if the two files (tilemap data and gfx) uses the same slot (so if graphic is ExGFX81 and the tilemap data is 81, then halt), otherwise its possible to overwrite the tile and lose the data.


If you're planning to add such feature, then please instead, make LM search for ExGFX including sub-folders, it'd be very useful since it would let people to organize graphics by whatever they want, for example organizing by level name/number or (for me) organize by GFX type, since I use ExGFX to store other stuff than tilemap and graphics.
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Originally posted by GreenHammerBro
3 suggestions I have:
-Can you add a feature that when you make a tilemap data for layer 3 be in a separate folder rather than in the "ExGraphics" folder, Its gets confusing on what gfx files are layer 3 tilemaps, and what are layer 3 exgfx. I kept corrupting on accident when finding the file I need for my layer 3 background level.

^Also halt/warn the user if the two files (tilemap data and gfx) uses the same slot (so if graphic is ExGFX81 and the tilemap data is 81, then halt), otherwise its possible to overwrite the tile and lose the data.

I for one organize stuff by putting it in different hundrets...
Like, you can put layer 3 data from ExGFXE00.bin to ExGFXFFF.bin
Lyer 3 ExGFX from ExGFX100.bin to ExGFX300.bin or whatever. There really is more than enough space.
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Yep, I do the same thing. Any ExGFX tilemap will be F00++

Anyway, Lunar Magic is toggled to hide sprites, the banner for level entrances do not disappear as well as their sprite counterparts. I understand why this happens, but I think it will be a convenient fix to hide said banner as well.
Is it possible to make Layer 3 scroll half as fast as Layer 2 with just the settings in Lunar Magic? It's easy enough with LevelASM (REP #$20 : LDA $1E : LSR : STA $22 : SEP #$20), but...I notice that the "Variable 2" settings are based on being 1/4 as fast as Layer 1, not 1/2 as fast as Layer 2. I know those are normally one and the same, but there are cases where the distinction is important, such as when using the fast BG scroll sprite.

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

I'm working on a hack! Check it out here.
If you can do it with ASM or pre-existing patches, why does it need to be in LM?
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