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Lunar Magic issue(?) - Why does this happen?

When Mario completes a level, Lunar Magic seems to do something that causes the game to lag when the screen fades to black and the score is being tallied, throwing the timing of Mario's victory pose off, which doesn't happen in the original game. This happens in any SMW ROM that has been edited by LM, leading me to believe that's what is causing it, but I honestly have no idea.

I made a video here clearly showing this here. I used SNES9X to record the footage, but I also tested it in Higan/BSNES and the same result occurred. Does anyone know why this happens, or if there's a way to fix it? If it's just something that LM causes that's unavoidable, I guess I can deal with it, even if it bothers me a little. It might also be a problem with something on my end, though I'm not sure what that would be.


That's probably going to happen no matter what you do. The level-end fadeout is very poorly optimized, and pretty much every frame of it is already extremely close to lagging. Because LM adds a lot of code to your ROM, it sends a lot more frames across that limit so you end up with more lag. The audio, however, doesn't lag with the game, so you end up with that disconnect.

Unfortunately, there's not really any easy way to fix it; potentially you could take the time to optimize the routines or trim unnecessary code during that fadeout, but it probably wouldn't be very easy (especially if you're not ASM-oriented already). The alternative would be to use AMK and edit the actual music file in order to adjust the timing, although that might be a bit difficult since AMK's music rips are in raw hex data and hence difficult to interpret/edit.

As a personally recommendation though, I'd say just ignore it; it's not a very noticeable issue and most people will be fine with it. Plus, depending on how much you have going on after that goal tape is actually hit, the timing may vary (e.g. having any sprites spawn after hitting it will likely cause even more lag).

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Ah, okay. I figured it had something to do with all of the changes that Lunar Magic makes to the base game. I was more interested in why it happens in the first place, so it's not really that big of a deal, especially since this seems like it would happen with most hacks of the game regardless. Thanks for the info.
It is actually possible to adjust the timing for the pose. Which reminds me, I never did get around to adding the fix for it to LM... #ab{>_>} Should probably do that now.
If anything I'd rather just get the game to run more efficiently like in this patch (even the non SA-1 one). Not sure how he was able to do that since he said he partly used Lunar Magic to make it, yet when I edit the game after applying the patch it becomes just as slow as before. Maybe an older version? I don't really get how it works.

Fixing the timing for the pose is a good enough solution though, especially if it's not possible to optimize the code.