Banner
Views: 790,678,341
Time:
5 users online:  Lazy, MajoraJuno, S3TH0s, Teows, TheBiob - Guests: 17 - Bots: 288 Users: 41,280 (1,494 active)
Latest: andreas
Tip: Don't use savestates when testing your own levels.Not logged in.
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 »
It'd be kind of neat if you could pick what level the ROM opens up to. Having it at 105 makes sense for people who are just starting out, but it'd make things slightly more convenient if you could set it up to open to the last level you were working on, or something like that.
How would you feel about finishing the "give me presents!" option?

It's much more convenient. It makes Bg and Fg importing a breeze.
What antivirus is necessary to avoid messages caused by the new version of the Lunar Magic?
Common Sense 2018
Either this is broken beyond any scope of usability, or LM can't read the new level index format for the level expansion. It's more likely the patch, though it might be worth checking if something's off...

--------------------
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Are there any plans to look into getting level modes 03-06 working and/or using 12-1D for new custom ones? Possible uses of them could include different dimensions via NGHE and other background modes (such as 0, 2, and 3).
Originally posted by Darkbloom
It'd be kind of neat if you could pick what level the ROM opens up to. Having it at 105 makes sense for people who are just starting out, but it'd make things slightly more convenient if you could set it up to open to the last level you were working on, or something like that.


Probably wouldn't make all that much difference.

Originally posted by zacmario
How would you feel about finishing the "give me presents!" option?

It's much more convenient. It makes Bg and Fg importing a breeze.


While it's already usable as-is, I've just never gotten around to looking into better algorithms for palette based color reduction to really finish it off to my own satisfaction. Should maybe do that one day, though it's not a high priority.

Originally posted by Wiimeiser
Either this is broken beyond any scope of usability, or LM can't read the new level index format for the level expansion. It's more likely the patch, though it might be worth checking if something's off...


Doesn't look like it'd be an LM issue.

Originally posted by imamelia
Are there any plans to look into getting level modes 03-06 working and/or using 12-1D for new custom ones? Possible uses of them could include different dimensions via NGHE and other background modes (such as 0, 2, and 3).


No plans at the moment anyway.
Sorry if this is dumb, but here it goes:
Is any way to have a remap option on layer 3 tilemap editor?

plz pm me ideas to put here cause i dont have ideas

Could we have notes on all the default offset values for sprite display for reference when making .ssc files? Most of them are simple enough, but there are a few (such as the gray platforms) that are hard to get right.
Originally posted by Kiatus
Sorry if this is dumb, but here it goes:
Is any way to have a remap option on layer 3 tilemap editor?


It's already there. Select the tiles you want to apply it to, and hit the remap button in the 8x8 overworld tile selector window.

Originally posted by imamelia
Could we have notes on all the default offset values for sprite display for reference when making .ssc files? Most of them are simple enough, but there are a few (such as the gray platforms) that are hard to get right.


I'm not typing all that out. If you need one just paste a screenshot into paint and measure the pixels. It's what I did.
Originally posted by FuSoYa
I'm not typing all that out. If you need one just paste a screenshot into paint and measure the pixels. It's what I did.

I guess I thought the data would have already existed somewhere.
Could we have a toggle that highlights/hides tiles depending on if they have priority enabled or not?
It's not really much trouble with vanilla World, but trying to find rogue tiles that look similar but have different priority with custom graphics can be a headache.

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

Currently working on Æther: The Infinite Library!

Other Submissions of mine:
SNES Controller Graphics
Windows Defender (and other Microsoft related anti-malware products i.e. Microsoft Security Essentials) shouldn't detect Lunar Magic 2.53 as malware anymore. Update your anti-malware definitions just in case.

--------------------
GitHub - Twitter - YouTube - Blog - SnesLab Discord
Can the dropdown boxes in the level tile settings menu on the overworld be replaced with text fields? It's annoying to have to scroll through the list every time.

Also, it would be nice if the initial Layer 3 position setting affected its display in the editor so that we could see exactly where it would end up before playing the level.
LM may have this already, I can't remember.
With smb ultility there is an emulator built in, I know Lm has this. I'ts extra options I'm unsure of.
You can
1. start from title screen.
2. start from beginning of a level.
3. start from midway.
4. start from a current page.
5. right click and start from that excat point.

Also you can choose which state mario is in, and give him invisibility(not star power).
If Lm doesn't have this already, it can dramatically help with beta testing, especially as you go.
Originally posted by Deeke
Could we have a toggle that highlights/hides tiles depending on if they have priority enabled or not?
It's not really much trouble with vanilla World, but trying to find rogue tiles that look similar but have different priority with custom graphics can be a headache.


How often does that come up though?

Originally posted by imamelia
Can the dropdown boxes in the level tile settings menu on the overworld be replaced with text fields? It's annoying to have to scroll through the list every time.


I might replace them with auto-complete versions much like the ExGFX dialog at some point.

Originally posted by zacmario
LM may have this already, I can't remember.
With smb ultility there is an emulator built in, I know Lm has this. I'ts extra options I'm unsure of.
You can
1. start from title screen.
2. start from beginning of a level.
3. start from midway.
4. start from a current page.
5. right click and start from that excat point.

Also you can choose which state mario is in, and give him invisibility(not star power).
If Lm doesn't have this already, it can dramatically help with beta testing, especially as you go.


You can already drag the entrance to start Mario anywhere you want. On the fly power-ups might be useful, but it'd require modifying the DLL.
Fanatical like a Demon
Never thought about making a request/suggestion up until years so here goes.

Would it be okay if you could add some option to reset the level back into its unmodified original state that way it won't export as a file when I export all levels as files? Example, originally level 0FD was edited to be harder but after a few years decided to keep it as the original bc bonus games are suppose to be fun so I reverted it back to normal but now always exports and takes up space. While one isn't a problem, there's many bonus levels that have had similar stories throughout the rom.

Next thing, maybe something like this has been asked but I'd be cool if every time you opened Lunar Magic it could open on the last level you were modifying or had open. It'd improve workflow in case you accidentally exited or needed a break and later came back to it.
Major thanks to Suika Ibuki for layout!
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 97%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Originally posted by LadiesMan217
Would it be okay if you could add some option to reset the level back into its unmodified original state that way it won't export as a file when I export all levels as files? Example, originally level 0FD was edited to be harder but after a few years decided to keep it as the original bc bonus games are suppose to be fun so I reverted it back to normal but now always exports and takes up space. While one isn't a problem, there's many bonus levels that have had similar stories throughout the rom.


Doing something for that has occurred to me before, but I decided it just wouldn't be used enough to justify putting it in. I think most people use the export to directory feature for porting to a fresh ROM, which means they can just delete those level files before reimporting so they won't get included in future exports anyway.

Originally posted by LadiesMan217
Next thing, maybe something like this has been asked but I'd be cool if every time you opened Lunar Magic it could open on the last level you were modifying or had open. It'd improve workflow in case you accidentally exited or needed a break and later came back to it.


https://smwc.me/1465483, though I might end up putting it in someday.
I've got a small bug to report. When exporting the shared palettes, Lunar Magic exports all but the last two bytes of SMW's palette table. This means that color 77 of the Special World's "special world passed" palette isn't exported.

And speaking of the shared palettes, perhaps you could add a way to edit more of the shared palettes, assuming that's not already possible?

--------------------
My Hacks:
Mario's Strange Quest V1.6
Yoshi's Inside Story (on hold)
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6 / Latest Test Build (Mario & Yoshi's Strange Quests)

Other stuff:
My WIP SMW/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.
Originally posted by yoshifanatic
I've got a small bug to report. When exporting the shared palettes, Lunar Magic exports all but the last two bytes of SMW's palette table. This means that color 77 of the Special World's "special world passed" palette isn't exported.


Edit: I see it now. Thanks, it'll be fixed for the next version.

Originally posted by yoshifanatic
And speaking of the shared palettes, perhaps you could add a way to edit more of the shared palettes, assuming that's not already possible?


A separate palette editor for all the shared colors? There wouldn't be any context for what you're editing though.

You could possibly just load the shared palette file in a generic SNES palette editor, assuming one will let you load that many colors at once.
Pages: « 1 2 3 420 21 »
Forum Index - SMW Hacking - Resource & Tool Releases - Lunar Magic suggestions and discussion (LM v3.10)

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2019 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 7

Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • SMBX Community
  • ROMhacking.net
  • MFGG