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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)
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For now Lunar Magic only allows 12 extensión bytes, but new pixi allows more than 12, is it possible to increase extensión bytes on LM?

Originally posted by hash
Hey FuSoYa, I have two minor requests for Lunar Magic. I just recently ported my hack over to a new rom, and used the overworld transfer trick. One thing I noticed is that a modified title screen (the layer 3 stuff) doesn't properly get transferred over graphics wise. It's easy enough to reopen my original hack, copy and paste into the new one, but it would be nice if this just transferred like everything else.


The title screen and credits are not part of the overworld, so they won't be saved with it. You have to either copy/paste them as you did or do the same type of transfer by loading them first.

Originally posted by hash
Overworld borders transfer fine after all.


Those are saved as ExGFX files, which are also transferred separately.

Originally posted by hash
Also, when in the level editor window of LM, if I have sprites [#lm{sp}] selected, and open the internal emulator my editor mode will swap back over to Layer 1 [or Layer 2 if that was the last 'ground' mode I had selected]. Could this be changed to remain on the sprite mode?


That would just start it paused which would add an extra step for anyone trying to actually play the level, so no.

Originally posted by anonimzwx
For now Lunar Magic only allows 12 extensión bytes, but new pixi allows more than 12, is it possible to increase extensión bytes on LM?


It's possible, but 12 extra bytes is already quite a bit for individual sprite settings. The bigger you make them, the more you're going to bloat up your sprite level data.
Originally posted by FuSoYa

Originally posted by anonimzwx
For now Lunar Magic only allows 12 extensión bytes, but new pixi allows more than 12, is it possible to increase extensión bytes on LM?


It's possible, but 12 extra bytes is already quite a bit for individual sprite settings. The bigger you make them, the more you're going to bloat up your sprite level data.


Some sprites like bosses or sprites with a big number of customizable options requires a good way to edit them on the level editor, could be nice have the option for that, I know that 12 extra bytes is a lot but I was doing some bosses and sometimes I need 15 or 20.

Lunar Magic 3.10 was released.
About of these new additions was included:

Originally posted by Lunar Magic 3.10
-added a new setting for layer 3 that lets you make the tides act as
water, 3 types of lava, solid, or tiles 0x200-0x20A.


About the "tiles 0x200-0x20A", how this works?

Originally posted by Lunar Magic 3.10
-added an extra 0x10 pages for custom sprite Map16 data.


Nice introduction, but what happened with SP5 and SP6 in Super GFX Bypass?
I understand that some games can swap out GFX mid-play, I think that's what happens in Sonic 3 when you finish a level and it moves into the next part without fading out.

Is there any chance LM could support triggers that would cause that? Let's say if it was set that On/Off, P-Switch, walking into a certain screen, or whatever can turn FG3 from 10B to 11E, for example, or mess with the sprite GFX.

It might be good for long cut-scenes, or high graphic levels. Maybe a grassy level with leaves on FG3, but then the level starts to snow at a certain screen and the next FG3 tiles you walk up to are snowy versions.

I think it's possible for the console.
Originally posted by Conal
I understand that some games can swap out GFX mid-play, I think that's what happens in Sonic 3 when you finish a level and it moves into the next part without fading out.
I think it's possible for the console.

It's possible, but may cause load times when the transition occurs. Donkey Kong Country does this on a smaller scale for each sprite, I believe, which allows Trick Track Trek to use almost every enemy in the entire game in a single area (IIRC it uses every non-boss land enemy except Slippa and Rockkroc. Krash doesn't really count, per se)

Also, yes, Sonic 3 does do this on level transitions, if I'm not mistaken. Among other things, that's why the full screen of fire happens in I think the first two levels, it creates a simpler tilemap that allows the palettes and probably graphics to be changed behind the scenes. In fact, this happens whenever the game loads a boss or capsule.

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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 Wiimeiser


Yeah, I was thinking that would be a pretty dank feature to include in LM. Perhaps one of those things with unconceived potential, because of what hackers could do with cut scenes and weather changing in levels, or ghost house style levels with changing portraits on the wall.

Really, what ever technical capabilities you add to LM, there's a clever Dick with some brand new revolutionary and creative idea that can make good use of it.

Like with how LM now supports custom blocks for L3 tides. We could think water, lava, toxic gas that runs down a breathable air hit point meter, but someone could come up with a really special cool idea for it later on that none of us even considered in 2019.

There's a lot of creative talent in the community for making the most of limited resources, just look at VLDC.

Edit: Further to that idea, GFX address swapping mid-level could do things like change the background GFX, so you could go down into a cave which is all foreground at the entrance, and when you're deep enough it switches the background GFX to an underground style, even with a new tile arrangement.

Or back to the snow example, you could go through foreground that obscures the background, and then the background GFX tiles change with the foreground tiles that start to show patches of snow. I think there's plenty of cool things that could come of pretty much any additional features, with all the creativity we have here.
Is there a possibility we could have one setting for scrolling layer 3 that would be faster than Constant (ex: 1.5:1 or 2:1)? Would be useful for layer 3 backgrounds that are supposed to be in front of everything, so they scroll a bit faster than the foreground (like YI or DKC1/2 does).
Layout made by MaxodeX
Has there been any more thought about level modes? Like how modes 03-06 are unused but partly implemented, 12-1D don't even have memory maps, and 0F is the same as 01. If nothing else, maybe we could customize the different level modes through some additional bytes in the ROM, like how $058417-D6 have a bunch of settings that Lunar Magic actually does check. At the very least, I feel like there should be a table for whether or not Layer 2/3 is used as an additional foreground layer. Maybe one for screen mode ($2105.0-2), at least. Possibly the rest of $2105 as well as pseudo-hires ($2133.3), too.
Level mode 0F actually has one difference IIRC: The back sprite layer is behind the background as well, so fire flowers and piranha plants will be invisible if you're using the cave background. One can only imagine what Nintendo was planning there...

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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 Wiimeiser
Level mode 0F actually has one difference IIRC: The back sprite layer is behind the background as well, so fire flowers and piranha plants will be invisible if you're using the cave background. One can only imagine what Nintendo was planning there...

Just because no level with a level number assigned uses does not mean it's unused. Remember: Which level mode is similar to $0F and which level uses it? It's level mode $0E on the Ghost Ship, used to make the fog transparent. And which levels also uses a fog? Ghost Houses, more specifically the entrances. You can check this if you go to "Open Level Address..." and type in 38200.

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Okay, my layout looks ugly.
Originally posted by multiple users
stuff about swapping GFX files out mid-level

I thought the Dynamic Z patch can do that stuff. It can, right?


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Huh, so level modes 0E and 0F are used. TCRF needs to update their info about mode 0F, then. I made a document that describes the different level modes and what settings they all have.
FuSoYa, do you have any plans on adding support for Super Mario Advance 2: Super Mario Worls?

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I've been taking a break.
I don't have Any virus on latest version of Lunar Magic 3.10 so that's great. And also I disabled to avoid virus.


Interesting glitch I caught with the new Layer 3 tide settings: in a tall level, with constant layer 3 vertical scroll, whenever I die, since the camera scrolls with the player in their dying phase, the status bar actually cuts into the layer 3. It's a limitation, I know, but it could be pointed somewhere.

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Signed Major Flare, a.k.a Br OW Hacker.


I don't know if this has been suggested before...

It would be pretty intuitive if, when screen exits are visible, you could double-click a screen number (the areas framed in red below) to modify its exit directly:


This would open the #lm{sex} window, with the corresponding screen number already selected for modification


(why is #lm{sex} called "#lm{sex}")
That'd be pretty cool indeed! (maybe Alt-right click would work better for consistency, but either way.) I was about to say "not sure how much of a hassle it would be to make something clickable that's not a button", but then again, the entire level editor is nothing but that already.

Originally posted by Eminus
(why is #lm{sex} called "#lm{sex}")

Likely because it's short for screen exits, and because that is very much leod's sense of humor. (he made the LM emoticons iirc.)

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Originally posted by Roberto zampari
About the "tiles 0x200-0x20A", how this works?


That's for custom behavior for Map16 tiles. Just create a custom block for one of Map16 tiles 0x200-0x20A and layer 3 can be set to use it.

Originally posted by Roberto zampari
Nice introduction, but what happened with SP5 and SP6 in Super GFX Bypass?


The SNES only supports 0x200 8x8 tiles for sprites at once.

Originally posted by Shiny Ninetales
Is there a possibility we could have one setting for scrolling layer 3 that would be faster than Constant (ex: 1.5:1 or 2:1)? Would be useful for layer 3 backgrounds that are supposed to be in front of everything, so they scroll a bit faster than the foreground (like YI or DKC1/2 does).


Maybe, but a 2:1 rate with a layer 3 image that's only 512 pixels wide means you'd already be wrapping the image just by scrolling more than half a screen horizontally. That's going to look pretty repetitive. It'd probably be fine for something like a cloud layer, but for anything else...

Originally posted by DPBOX
I thought the Dynamic Z patch can do that stuff. It can, right?


Yeah think anonimzwx already has a patch if people want to experiment with something like that.

Originally posted by Major Flare
Interesting glitch I caught with the new Layer 3 tide settings: in a tall level, with constant layer 3 vertical scroll, whenever I die, since the camera scrolls with the player in their dying phase, the status bar actually cuts into the layer 3. It's a limitation, I know, but it could be pointed somewhere.


Easiest way for someone to deal with that (for a lava tide presumably) is to turn off vertical level scrolling on death. Pretty sure someone has already made a patch for that before too, as some find it useful to prevent people from seeing more of the level than they should on death.

And of course, using something like the custom sprite status bar can make it a non-issue even for tall water tides.

Originally posted by WhiteYoshiEgg
That'd be pretty cool indeed! (maybe Alt-right click would work better for consistency, but either way.)


Something similar has already been in LM since 2.53. It's on alt-middle click. You don't even need to have viewing screen exits turned on, you can just click anywhere within the screen that the exit applies to.
Originally posted by FuSoYa
Maybe, but a 2:1 rate with a layer 3 image that's only 512 pixels wide means you'd already be wrapping the image just by scrolling more than half a screen horizontally. That's going to look pretty repetitive. It'd probably be fine for something like a cloud layer, but for anything else...

Yeah, I know, 2:1 would be too much, but isn't possible to do a 1,5:1 or 1,25:1? Actually, the setting used in Yoshi's Island makes layer 3 images to move at a 119,92% speed (basically 1,2:1) which is still better than 1:1 for those kind of layer 3 images. I understand it might sound very specific, considering what smw hacks are and how you can use it, so I understand if you don't want to deal with it anyway (also, I'm pretty sure you can do it with custom asm or something).
Layout made by MaxodeX
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