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Lunar Magic suggestions and discussion (LM v3.31)
Forum Index - SMW Hacking - Resource & Tool Releases - Lunar Magic suggestions and discussion (LM v3.31)
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Apologies if this has been suggested already or is already in LM and I'm just unaware, but would it be possible to be able to select multiple tiles from the 8x8 editor and then paste them right into the 16x16 editor?
I'm pretty sure it's already in there - when you're in 8x8 mode, and using the 8x8 selector (opened from within the Map16 editor), you can make rectangular selections and paste them right into Map16.

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Originally posted by WhiteYoshiEgg
Did LM 3.0 do anything special to the way layer 3 backgrounds or main screen/subscreen settings ($212C/D) are handled?


No, but channel 2 is used for pretty much all DMA in LM ASM hacks, so it may not be a good idea to use that for HDMA.
Originally posted by FuSoYa
No, but channel 2 is used for pretty much all DMA in LM ASM hacks, so it may not be a good idea to use that for HDMA.

I see - switching to another channel (yikes, I only had one to spare) seems to have fixed it, so thanks a lot!

Any obvious explanation why it would have become an issue with a new version, or was it just luck that it's never been an issue until now?

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The VRAM patch was recently changed to use channel 2 for consistency with the rest of LM (a comment in the file said it was already using ch 2 but it was really using ch 1 for some unknown reason).
I recently noticed in the Modify Secondary Entrances dialog there is an option to clear all slots, which is really useful. Would be good to have something like this in another options as well, for example in the Edit Boss Sequence Text, Edit Message Box Text and Edit Level Names dialog, and maybe why not, an option to also clear all Layer 1 and Layer 2 Events in the overworld (would be useful when making overworlds from scratch).
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Now that we're doing more to document Lunar Magic's ASM hacks, perhaps the same should be true for its used RAM addresses? The RAM map still doesn't say whether or not Lunar Magic uses $F0-$FD for anything, what $0695-$06F8 are used for, what $7F8183 is used for (and how big it is exactly), and what all in the $7F9C7B area it uses aand for what. Someone was documenting them a while back, but I guess that never got archived properly?
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I have to say, there's a lot of impressive things that have been done by this amazing tool. While I might not be the most qualified (or active in this section) to comment on the specifics, I have to say that it is quite amazing the work that has been done and is being done.

Thank you to FuSoYa and all the others working along together to make these amazing changes to an editor that lasted probably way longer than many might have given it credit for back in 2000. Thank you for keep on going, FuSoYa. It is really amazing to see the dedication given for all these years.


There's probably some place better to put this, but I never really said it and it needs said (discussion on the tool seems like the best place). I hope to one day finally release something that really takes advantage of all the features, such as the extended level heights. Have yet to figure that out myself.

Anyways, keep awesome!

I'm reposting this from the comments section of the news announcement but the "secret" goal-tape sprite(s) in vertical levels do not work while the "normal" goal-tape sprite does. I'm not sure if this is a bug induced from LM or a limitation/natural-side_effect of it being a vertical level + secret-goal in SMW but it would be nice to have Secret and normal goal-tapes work regardless of it having a vertical or horizontal layout.

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100 posts...and then four years went by.
Originally posted by Shiny Ninetales
I recently noticed in the Modify Secondary Entrances dialog there is an option to clear all slots, which is really useful. Would be good to have something like this in another options as well, for example in the Edit Boss Sequence Text, Edit Message Box Text and Edit Level Names dialog, and maybe why not, an option to also clear all Layer 1 and Layer 2 Events in the overworld (would be useful when making overworlds from scratch).


Perhaps, might be something to think about in the future.

Originally posted by Scrydan
Thank you for keep on going, FuSoYa. It is really amazing to see the dedication given for all these years.


Thanks. #ab{:)}

Originally posted by DaBaDee
I'm reposting this from the comments section of the news announcement but the "secret" goal-tape sprite(s) in vertical levels do not work while the "normal" goal-tape sprite does.


Goal tapes were never meant to be used in vertical levels, which is something I should probably put in its tooltip. The normal one even showing up at all in lower areas is just a recent side effect of LM 3 changes.
How feasible would it be to give the Map16 editor a "view usages of this tile" feature? You'd select a tile, and it'd list all the levels where it's used or let you know if it's unused. Athough you could argue the burden of keeping track is on the user, a feature like that would make Map16 management a lot easier, especially in larger hacks. The "Scan for undefined exits" already exists, and it's an arguably similar function, so it may not be that far-fetched to ask.




So here's something a little farther fetched: could it be that LM adds a routine that resets all sprites but forgets to reset their status, so you end up with a bunch of sprite 00 in position 00,00? I'm not sure if the fault is LM's or that of some other tool, but I noticed that bug as early as 2008 and as late as 2017, and not many other tools and patches have been around for that long.

Here's a little more detail:

Originally posted by WhiteYoshiEgg
Sometimes, when you're in the middle of a level and go back to the very start, there'll be a handful of shellless green Koopas falling from the top left corner. All at once, all in one bunch, and completely out of the blue. I've seen this happen in my own hacks but also in others, including TSRPR. I haven't found a way to reliably get this to happen, except for this one ZMZ savestate (includes .bps). Go right a little, then left again, and it'll be raining Koopas.

It looks like there are as many Koopas spawned as there are sprite slots, and their sprite number is 00. Maybe there's a routine somewhere that loops over all sprite slots to reset sprites, setting all tables to 00 (X position, Y position, sprite number etc.), but accidentally sets the sprite status to non-zero? I used to think it was Sprite Tool that caused it, but that link above is the VLDCX base ROM which I don't think has custom sprites in it, so maybe it's an ancient bug in Lunar Magic after all?


 

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Originally posted by WhiteYoshiEgg

So here's something a little farther fetched: could it be that LM adds a routine that resets all sprites but forgets to reset their status, so you end up with a bunch of sprite 00 in position 00,00? I'm not sure if the fault is LM's or that of some other tool, but I noticed that bug as early as 2008 and as late as 2017, and not many other tools and patches have been around for that long.


Likely not although it is possible; I wrote the below post before I seen this-your current post. (Following both the threads)


From the other thread:

Originally posted by DaBaDee
That's so crazy(!), because it IS so rare that I completely forgot about it. I was watching an Lp'er circa 2010 (that far back) I forgot his name however he had at least 90,000 subscribers and remember; this is 2010. Anyway, he made it halfway through the level then "went back" to the very start of the game to show the detail visually to match what he was talking about. Out of nowhere 5-7 shelless green koopas began raining however he caught the glimpse last minute as he was already sharply turning around when it caught his attention and he (and the audience likely too) was like "what the heck is that?!" When he went back they were no longer raining down and never even likely was even able to touch the ground. Also, it doesn't need to touch Lunar Magic because this was the original SMW ROM unmodified. (Yoshi's Island 2) It wasn't till you brought this up that I remembered this at all because I completely forgot about it.

I don't remember the YTbers name at all because it wasn't like I was subscribed or anything I just "found" the video but I know he had a slight lisp & a somewhat "gay" voice(If you know about "Jasper" from 'Family Guy' type-thing) Also he wasn't an SMW-ROMhack Lp'er he had just been playing the original SMW is all.

I'm going to download that .bps file now; I want to experience it again.

Edit: It is possible that maybe he hadn't downloaded a 100% clean ROM file and it had touched Lunar Magic-- I had just recognized however that he clearly, himself, had never touched Lunar Magic or did any ROMhacking.

Edit 2: Just remembered: Another, possibly revealing detail if you believe you can still find this youtuber is he has(had?) dozens & dozens of videos of himself playing a game called "Picross"(?). It was my first time seeing the game then but wasn't too interested in the game itself just a bit of his dialogue. (Picross was a puzzle game too)


Edit: mirroring edit from other thread:

Originally posted by DaBaDee
Edit 3: I just played the game & seen the koopas, however I remember them falling down a bit differently like somewhat 1-by-1; Fake image:




Edit 2: (Jeez it's gonna be a hassle mirror edits for both thread lol)

I believe I found the YTber...with less subs though: https://www.youtube.com/user/newfiebangaa

While I found the ogSMW playthrough it's not in his Yoshi's Island 2 portion & yet I remember it @Yoshi's Island 2 with the 1-by-1 falling koopas absolutely. May be considering he had returned to the level or something.

Searching for more videos.

Final Edit: Couldn't find it in his videos so I believe it was another LPer that I had watched. The other details are fine.

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100 posts...and then four years went by.
Originally posted by WhiteYoshiEgg
How feasible would it be to give the Map16 editor a "view usages of this tile" feature? You'd select a tile, and it'd list all the levels where it's used or let you know if it's unused. Athough you could argue the burden of keeping track is on the user, a feature like that would make Map16 management a lot easier, especially in larger hacks. The "Scan for undefined exits" already exists, and it's an arguably similar function, so it may not be that far-fetched to ask.


It'd require going through all the levels much like "Export/Import Multiple Levels from File" does. And if it had to do that, it might as well just analyze the usage for all the tiles and dump a report to a text file. But I'd probably just have it check visible tiles. So not ones that are covered, or that have conditions for appearing that haven't been met (like switch palace blocks).

Originally posted by WhiteYoshiEgg
So here's something a little farther fetched: could it be that LM adds a routine that resets all sprites but forgets to reset their status, so you end up with a bunch of sprite 00 in position 00,00? I'm not sure if the fault is LM's or that of some other tool, but I noticed that bug as early as 2008 and as late as 2017, and not many other tools and patches have been around for that long.


No, prior to 3.00 LM did very little involving sprite code. It expanded the sprite level pointers to 24 bit, set up the hooks for custom block/sprite interaction, fixed the moving ledge hole... and that's pretty much all that comes to mind.
Originally posted by FuSoYa
It'd require going through all the levels much like "Export/Import Multiple Levels from File" does. And if it had to do that, it might as well just analyze the usage for all the tiles and dump a report to a text file. But I'd probably just have it check visible tiles. So not ones that are covered, or that have conditions for appearing that haven't been met (like switch palace blocks).

That sounds very reasonable! If that were something you considered adding, I think that'd be great. #tb{:)}

Originally posted by FuSoYa
No, prior to 3.00 LM did very little involving sprite code. It expanded the sprite level pointers to 24 bit, set up the hooks for custom block/sprite interaction, fixed the moving ledge hole... and that's pretty much all that comes to mind.

I see. So perhaps it's an obscure bug in the original game after all... maybe someday I'll investigate and/or ask around further.

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Would it be possible to add some sort of toggle to show pokey as short/tall?

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*YOU WANT IT.
*YOU WANT
[Hyperlink Blocked]
, DON'T YOU.
*WELL HAVE I GOT A DEAL FOR YOU!!
*ALL YOU HAVE TO DO IS SHOW ME.
*YOUR [HeartShapedObject].
Could you add an option to delete just sprites in a level? Since sprite data size can be changed now, over time editing custom sprite lists might cause some data to end up being changed/corrupted so you'll have to delete and replace the sprites for the level.
I have some questions to Fusoya:

1) Any plans to implement the BG4 and BG5?
2) Any plans to edit the ending enemy introduction and THE END (after of Thank You message) ?
3) Any plans to expand the size of OW?


Originally posted by Roberto zampari
I have some questions to Fusoya:

1) Any plans to implement the BG4 and BG5?
2) Any plans to edit the ending enemy introduction and THE END (after of Thank You message) ?
3) Any plans to expand the size of OW?


I doubt 1) would happen; you see, SNES has a somewhat tight VRAM limit, and LM has already reached it since version 1.70. if you want a BG4 and a BG5, you'd have to sacrifice another thing, like the sprite GFX slots.

Regarding 3... since we have the big levels feature and the 'more levels and events'... it would be fair to have. In this point, I'm along you, roberto: it'd be nice to have an OW expansion.

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Dream team (feed them, please):






Originally posted by Major Flare
Originally posted by Roberto zampari
I have some questions to Fusoya:

1) Any plans to implement the BG4 and BG5?
2) Any plans to edit the ending enemy introduction and THE END (after of Thank You message) ?
3) Any plans to expand the size of OW?


I doubt 1) would happen; you see, SNES has a somewhat tight VRAM limit, and LM has already reached it since version 1.70. if you want a BG4 and a BG5, you'd have to sacrifice another thing, like the sprite GFX slots.

Regarding 3... since we have the big levels feature and the 'more levels and events'... it would be fair to have. In this point, I'm along you, roberto: it'd be nice to have an OW expansion.

Renember when SNES games have BG4 and BG5?
Check the Racing Stripe.

What about the (2) issue?
Do you think that Fusoya would implement the OW expansion? Large levels became cool addiction now, but what about the OW?
Originally posted by Roberto zampari
Renember when SNES games have BG4 and BG5?
Check the Racing Stripe.

The SNES's architecture allows each game to allocate its 64 KB of VRAM in ways it sees fit. In Super Mario World's case, there are 6 foreground tilesets of 4 KB each, 4 sprite tilesets of 4 KB each, 4 2BPP tilesets at 2 KB each, 2 tilemaps of 4 KB each for layer 1 and layer 2, and 1 tilemap of 8 KB for layer 3. If you add those up, you get exactly 64 KB, which means that you cannot add more tilesets (BG4 and BG5) unless you sacrifice something.

I don't mean to say that this is impossible - in fact, I'm pretty sure it's been done before by patches like ExGFX Revolution. However, it's up to FuSoYa to decide whether any sacrifice would be practical enough to include in Lunar Magic. Out of everything I listed, layer 3's data is probably the only thing you can get rid of, keeping in mind that you'd risk conflicts with anything which touches it.
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Forum Index - SMW Hacking - Resource & Tool Releases - Lunar Magic suggestions and discussion (LM v3.31)

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