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[Tool] LM "Addons": Layer 3 Background Editor, Visual Graphics Selector, UberASM Editor
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2014 - [Tool] LM "Addons": Layer 3 Background Editor, Visual Graphics Selector, UberASM Editor
Pages: « 1 2 3 4 5 6 7 » Link
Originally posted by Kipernal
Originally posted by StanTheMackiar
By the way, Another problem, why does the venus and piranha plant hide between the BG and the layer 2, the should normally hide behind the layer 2 and appear above other layers, how do I fix this?


For the same reason that they do if you're using an HDMA gradient. Again it's kinda complicated, involving main screens and subscreens and stuff. This patch may or may not help in that regard.

Isn't it better to modifie some codes and put layer 2 and 3 onto subscreen and anything else onto mainscreen? Just search of the code
Code
	LDA #$13			; \ Don't show layer 3 on the main screen
	STA $212c			; /
	LDA #$04			; \ Instead show on the subscreen.
	STA $212d  			; /

and change it into this code:
Code
	LDA #$11			; \ Don't show layer 2 and 3 on the main screen
	STA $212c			; /
	LDA #$06			; \ Instead show on the subscreen.
	STA $212d  			; /


--------------------
Okay, my layout looks ugly.
Umm nobody paid attention to my 921873129783 edits so I think i'll just post this again.

In this video I tested this tool, but for some reason the sprite status bar is buggy, I don't know what caused that, also at 40s the BG gets fucked up, I think the sprite status bar causes it because I remember the readme talking about some glitches when taking too many coins, the thing is that it doesn't only happens when I take too many coins, it also happens randomly in some parts of the level.
Any way to fix this :|
Maybe you don't have got enough freeram. Open the rom on a debugger and search for enough freeram. By the way, did you inserted the palette which is included with the patch? If not, then try to copy the statusbar colour into palette F like in this picture:


--------------------
Okay, my layout looks ugly.
The Layer 3 Editor looks really convenient to use, as Lunar Magic's other functions, and I'd like to see its being actually included in the next official version of lunar magic. So next time we will probably have some VLDC entries that cleverly place layer 3 tiles (I wonder if it will be allowed in the case).

Anyway awesome job on this!
This doesn't automatically apply the sprite status bar, does it? I saw the option in the GIF but the post really didn't specify.

--------------------
I wonder what a HFD opcode would do in ASM...
No, you have to select the sprite status bar button to get it to show up.
Originally posted by Kipernal
WYE's Sprite Status Bar seems to do something with the IRQ, but it may not be enough.

Either way the important thing is that it's fixable. I'll look into it.

When you get around to fixing it, could you let me know what you did? I'd like to make my status bar do the IRQ stuff right in the next version.

On a general note, thanks again for everything you're doing. This thread alone seems like an overwhelming amount of work, and it's admirable to see you work out not only this but other projects too. Good luck with all of them!

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


 
How do you make the uberASM addon work? When I click it it says "Cannot create process!" then says 3 paths (the last one having a second backslash) and "006". How would I go about fixing this?
Video Link

Made a quick video testing this out, I can't thank you enough!
This is one of the best tools I've ever seen.

--------------------
rest in piece, Tyrone :^(
Originally posted by Magiluigi
Originally posted by HackerOfTheLegend
Change my back area color to the correct color? I already said that I couldn't figure out the correct color. I've tried lots of colors, but none worked.

congrats you just learned a bit of portuguese today


I already tried that color before, and it made the layer 3 look horrible. None of the colors I'm trying seem to work at all...
Originally posted by HackerOfTheLegend
No, you have to select the sprite status bar button to get it to show up.

I guess what I mean is does the add-on insert the sprite status bar patch to your rom, or do I have to insert it myself?

--------------------
I wonder what a HFD opcode would do in ASM...
You have to set the freespace in the patch itself with Slogger. After doing that, select the sprite status bar button in the layer 3 menu, and the patch will automatically get inserted by the layer 3 editor.
Originally posted by MarioFanGamer659
Originally posted by Kipernal
Originally posted by StanTheMackiar
By the way, Another problem, why does the venus and piranha plant hide between the BG and the layer 2, the should normally hide behind the layer 2 and appear above other layers, how do I fix this?


For the same reason that they do if you're using an HDMA gradient. Again it's kinda complicated, involving main screens and subscreens and stuff. This patch may or may not help in that regard.

Isn't it better to modifie some codes and put layer 2 and 3 onto subscreen and anything else onto mainscreen? Just search of the code
Code
	LDA #$13			; \ Don't show layer 3 on the main screen
	STA $212c			; /
	LDA #$04			; \ Instead show on the subscreen.
	STA $212d  			; /

and change it into this code:
Code
	LDA #$11			; \ Don't show layer 2 and 3 on the main screen
	STA $212c			; /
	LDA #$06			; \ Instead show on the subscreen.
	STA $212d  			; /



What do you mean? Where should I replace that

--------------------
Un proyecto en el que estamos trabajando los hackers hispanos, aun quedan lugares!.

Search something for "L3Init08_InitStandardBackground" and then you'll find the code I mentioned.

--------------------
Okay, my layout looks ugly.
Oh, ok, thanks very much

--------------------
Un proyecto en el que estamos trabajando los hackers hispanos, aun quedan lugares!.

It get works on my computer now!

It's really easy to use:D

Thanks!
Hey Kipernal, i have an idea:

Why don't ask to Fusoya to use your add-ons in the next version of lunar magic?
A couple of problems with that:

* LM is written in C++, while Kipernal uses C# and requires the .NET framework. FuSoYa would have to completely rewrite these tools.
* In my opinion, the changes these tools make to the game are too major to be implemented into LM.
* If FuSoYa was in charge of those tools, no one else could see the code, and the community could not make changes to it. If we found bugs in them, we would have to wait for FuSoYa to release a new LM version.

So yeah, not the best idea I'm afraid.

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


 
All three of these tools look pretty useful and convenient, so good job. #smw{:TUP:}

I installed vcredist_x64.exe (since I have a 64-bit OS, although it didn't help [is that because the tools are coded in 32-bit or something?]) and vcredist_x86.exe. What does vcredist_arm.exe do? It gave an error about not being a valid Win32 application, so hopefully that wasn't important. #ab{<_<}

For the uberASM editor to work you have to extract the contents of the zip file, then open the "uberASM" folder and move the contents to the folder the ROM is in. It seems a bit cluttered to me to have everything in the same folder; couldn't you let us keep everything relating to uberASM in it's own folder? Also, I don't know ASM, but I thought I would test it by putting a gradient made with Effect Tool in a level... but the code it gave me was for levelinit... I assume the editor only modifies level_code.asm? It would be more useful if there were tabs at the top to let you switch between the two.

The layer 3 editor keeps trying to make me apply the Sprite Status Bar Patch (it wants me to set the freespace, but I thought you were using Asar?), but what if I don't want to use it? Is it incompatible with the DKC Styled Sprite Status Bar or the Minimalist Status Bars? In Step 5 of the Quick Start Guide it says "Use default SMW files", but the button itself says "Use normal SMW GFX". Also, if I wanted to port to another ROM after using this, is there an easy way to transfer everything over?

I noticed that if I change the graphics loaded in the Super GFX Bypass+ window it will save the new level GFX immediately without saving anything else, or updating Lunar Magic's display... that seems a little weird... you could change the GFX, then save the level and undo your changes... is it supposed to work that way?

Well, that's all my comments, questions, suggestions for now. #ab{:)}

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Originally posted by Epsilon
What does vcredist_arm.exe do?

x86, x64 and ARM are three different processor architectures.
ARM exists only on phones and tablets (and maybe Chrome OS too), and Lunar Magic won't run any of those. That redist can safely be ignored.

--------------------
<blm> zsnes users are the flatearthers of emulation
Pages: « 1 2 3 4 5 6 7 » Link
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2014 - [Tool] LM "Addons": Layer 3 Background Editor, Visual Graphics Selector, UberASM Editor

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