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Lunar Magic suggestions and discussion (LM v3.10)
Forum Index - SMW Hacking - Resource & Tool Releases - Lunar Magic suggestions and discussion (LM v3.10)
Pages: « 1 2 3 420 21 »
Welcome to the new Lunar Magic suggestions/discussion thread (for historical reference, you can find the previous thread here). Before posting, make sure to take a quick look over this post and the list of topics/suggestions that have already been discussed. This thread isn't normally used for basic general help... for that, check LM's help file, browse through the many tutorials in the tutorial forum or ask in the general forum.


For bug reports: If you think you've found a problem in LM itself, first make sure you're using the latest version. When possible, describe exactly how to replicate it. If it's a problem with a ROM, try to make sure it isn't being caused by either a RAM or ROM conflict with or between third party patches or utilities (the site's SMW RAM, ROM, and Hijack maps along with the old RAM wiki can aid in resolving these). Sometimes a good way to test for this is to use LM to move the level or overworld to a new ROM that hasn't been modified by any other tool to see if the problem persists.

For suggestions/requests: To save time read over the list below to see if it's already been discussed or rejected before. Keep in mind that since this is a personal hobby project done in my spare time, all suggestions/requests are accepted or rejected at my own discretion. Which means not all suggestions will be implemented, and not all may even be responded to. While I do often take feedback into consideration and even request it at times, it is not always the deciding factor. So don't take it personally if your suggestion isn't accepted, and above all do not make demands, pester, engage in personal attacks, question personal motives, etc.

Rejected for now or just no plans for currently
(some of these might be revisited in the future, but there's usually no reason to bring up again unless there's a change in circumstances)
-Custom objects
-Save overworld, backgrounds, ExAnimations to separate files
-title screen moves recorded into SRAM
-changes to color picker
-alternate color gradients
-BPS patching support
-headerless ROMs
-Translations

Rejected
-General purpose plugins
-Ports to another OS
-LM source code - topic is off limits
When switching to the new version I don't seem able to move from levels that already have initial level flags enabled like "Enable Left" and "Enable Right" anymore.

EDIT: Nevermind, just found out the culprit here is SRAM Plus. I'll see if there can be a workaround for me regarding this.
I know you're not planning on implementing full custom object display right now, but would it be reasonable to at least have them show a number over their tiles so that it's possible to tell different ones apart? Currently, all of extended objects 03-0F look the same, as do extended objects 98-FF and all of the custom normal objects (normally 00-FF, unless the user edits the patch). Perhaps they could display as a filler tile still (though maybe something that doesn't have glitched graphics like they do now), but with a number over each tile, like how sprites have numbers over them when you press 5. Maybe, like, "12 03" for normal object 12 with the extension byte set to 03, or "XN 12", or something, then "XE 98" for extended object 98.
The new version of Lunar Magic have virus.
Which antivirus is telling you that?

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Your layout has been removed.
avast tells me about the virus as well.

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Working on my hack.
Windows Defender is upset about 2.53 as well. Perhaps one of the added features is suspiciously virus-like, or the executable is similar enough to an existing threat by coincidence.

Not an expert on this topic, but would it make sense to publish some kind of hash of the EXE, just to make sure we have the same one FuSoYa uploaded?

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Good now I can finally make that Trojan Man hack.
Lol, don't tell the open source people.
Quote
made it possible to use Ctrl+Alt+Shift+F8 in overworld editor for advanced users to enable editing more levels and events (the game does not currently support this at the moment, so don't enable it unless you're adding your own ASM for it).

so will this work with MarioE's OW Expansion assuming it was finished? (assuming you don't remember,link im not even sure i can share though someone else gave it to me)

e: if I kill lm this way when the help file is opened via Help -> Contents, the process doesn't die.
Windows defender is detecting it as this.

If looked up, it seems to be a common false positive. Just tell windows to shut up about it in the windows defender's settings.
Apparently, avast won't let me access the latest Lunar Magic, as it tells me you don't have permission to access the file.

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Working on my hack.
Report false positives to your virus scanner vendor.

Originally posted by imamelia
I know you're not planning on implementing full custom object display right now, but would it be reasonable to at least have them show a number over their tiles so that it's possible to tell different ones apart? Currently, all of extended objects 03-0F look the same, as do extended objects 98-FF and all of the custom normal objects (normally 00-FF, unless the user edits the patch). Perhaps they could display as a filler tile still (though maybe something that doesn't have glitched graphics like they do now), but with a number over each tile, like how sprites have numbers over them when you press 5. Maybe, like, "12 03" for normal object 12 with the extension byte set to 03, or "XN 12", or something, then "XE 98" for extended object 98.


Whatever filler tile you used would be completely obscured by the numbers. Looking at a wall of numbers isn't much improvement.

Originally posted by Erik
Quote
made it possible to use Ctrl+Alt+Shift+F8 in overworld editor for advanced users to enable editing more levels and events (the game does not currently support this at the moment, so don't enable it unless you're adding your own ASM for it).

so will this work with MarioE's OW Expansion assuming it was finished? (assuming you don't remember,link im not even sure i can share though someone else gave it to me)


Probably not. It's been a while since I looked at that patch, but as I recall it changes a bunch of things. All LM is doing is allowing the full single byte range to be used in specifying event and level numbers (along with the minimum changes required to LM's ASM hacks to at least allow the overworld editor to edit, load, and save the data).

Originally posted by Erik
e: if I kill lm this way when the help file is opened via Help -> Contents, the process doesn't die.


Doesn't seem to do anything interesting here.
Originally posted by FuSoYa
Whatever filler tile you used would be completely obscured by the numbers. Looking at a wall of numbers isn't much improvement.

It would allow you to tell different objects apart, though.
Probably a very minor issue, but when you open a rom in Lunar Magic, you still can do things like move the rom to another folder, delete the rom or rename it, making unable to LM to read the rom again. This isn't strictly a issue, but since several programs don't let you do that with the files it is currently using (it shows a warning like "A program is using this file") it would be good to LM to have this (probably this has been reported time ago, if so then ignore it)

Also, no virus warnings to me (using Windows Defender)
Layout made by MaxodeX
It's done that way on purpose, so other programs can make changes to unrelated data in the ROM while it's "open" in LM. Most of the time the file technically isn't open at all. LM only opens it when it needs to read or write something in it, and only locks the file during write operations.

It's rather useful for making changes in the ROM in a hex editor without having to close LM, for example. Provided your hex editor allows that sort of thing too, and even better if it knows to monitor the file for when other programs have changed it.
I always wondered how LM could stay open and keep up with changes.
the new version of lunar magic has a lot of really helpful additions. 👍

one feature i've really been itching for is the ability to ctrl+click in map16 16x16 / 8x8 to select multiple tiles. it'd be really helpful for selecting a ton of tiles to change their palettes & to remap tiles.
I think the false positive culprit might be this:
Quote
-added the ability to drag and drop a ROM, mwl, map16, or palette file into the main level editor window to open the file.

Could be wrong, though.

I noticed Trend Micro and Windows Defender will block any executable not downloaded from a whitelisted source... Which begs the question of how long it would take for a supercomputer to fix your ransomware-locked computer... My guess is 200 years, personally. No wonder they're not taking any chances with this sort of thing.

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Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Originally posted by idol
one feature i've really been itching for is the ability to ctrl+click in map16 16x16 / 8x8 to select multiple tiles. it'd be really helpful for selecting a ton of tiles to change their palettes & to remap tiles.


You mean multiple area selection? Doing it has crossed my mind a few times before (and I've kept most of the code compatible with potentially having that in the future), but I can't remember anyone bringing it up. I'd guess that means the current setup has been fine for most people. It does keep things a bit simpler anyway.

Originally posted by Wiimeiser
I think the false positive culprit might be this:


Probably not. The same thing happened for the last release. And has happened for a few previous releases with the odd scanner here and there. I wouldn't even bother guessing at what might set any one particular scanner off these days, as they're always changing and very far from perfect. Best to just report the problem to whoever made yours and wait for them to fix/whitelist it (or ignore it, or verify with other scanners if you feel the need to).
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Forum Index - SMW Hacking - Resource & Tool Releases - Lunar Magic suggestions and discussion (LM v3.10)

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