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Lunar Magic suggestions and discussion (LM v3.11)
Forum Index - SMW Hacking - Resource & Tool Releases - Lunar Magic suggestions and discussion (LM v3.11)
Pages: « 1 225 26 27 28 29 »
Originally posted by WhiteYoshiEgg
I think YY-CHR, being a general tool, is already doing everything it needs to (aside from the dialog phrasing being unhelpful).


I disagree. If it wants to be a general tool, YY-CHR should really be preserving the file size by default unless someone actually places a tile beyond the end of the existing file. Popping up a dialog to expand every time you save when that hasn't even happened yet doesn't make much sense when you're working with separate resource files instead of ROMs.

Which of course is probably the problem... the program was likely made to assume it's working with ROM files, not smaller resource files.


Originally posted by WhiteYoshiEgg
Isn't it Lunar Magic, as an SMW specific tool, that can make more assumptions about what graphics files look like and thus get away with auto-cutoff?


Thing is, LM can't make assumptions about those files until it's told to load them for a specific purpose. Which means having LM do auto-cutoff isn't much of a solution if it's a reoccurring problem... that's more like throwing a band-aid on it and hoping like hell that the user doesn't end up expanding a file that LM doesn't load at some point as it won't get fixed.


Originally posted by WhiteYoshiEgg
We could do our best to educate new users about clicking "no" in that YY-CHR dialog or changing its default settings, but ultimately, the bottleneck - where all SMW graphics work has to go through, i.e. where such a feature would make the most sense - is Lunar Magic.

Unless I'm misunderstanding something, of course.

In any case, this is probably not worth writing paragraphs over, and if it's something you're not keen on implementing, all we can do is see if maybe a modified warning message is enough after all.


I'll add the fact that it can corrupt RAM to the warning message. If that doesn't get their attention, well... at some point a user has to accept responsibility for their own choices and what they're doing to their files.

Originally posted by Deeke
After helping someone with their overworld, I found one particular source of annoyance. Could there be a way to visually see the link between stars, pipes, and other warp tiles in the overworld editor? Maybe in the vein of level and event numbers being visible next to levels, warps can get their own; a black and white box representing the "tile 1 index" which inverts in color when highlighted. Then any warp(s) linked to it also get color inverted. That's just something I'm tossing out, but anything to see what goes where would be welcome.

Linking two warps is simple and intuitive, but actually seeing which two is equivalent to there being no screen exit toggle in the level editor, and having find [4: Exit to 107] in a dropdown menu.


Erm, check the view menu (or hit F5/F6). Top number is the index of the warp for that tile, bottom number is the index of the warp it's linked to. #ab{;)}
~edit~
Seems I was beat to the answer by the creator himself.

I might not be understanding the request right but can't you already do that by pressing F5 and F6? Like if you select one it doesn't highlight the connected warp but it shows the warp numbers for stars/pipes with F5 and exit tiles with F6.

I should've paid more attention. Thanks to both of you either way.

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

Currently working on Æther: The Infinite Library!

Other Submissions of mine:
SNES Controller Graphics (v2)
I wish there were more overworld submaps.

0=Main map
1~6=submaps
7=Second mainmap
8~D=Custom submaps

However, this request may be unrealistic.
Can the next version have an option to make the main levels 00-5F instead of 00-24 and 0101-013B?
Like this patch.

What about built-in graphics editor
Originally posted by Dominicentek
What about built-in graphics editor

The 8x8 editor already lets you do that. You can click on a tile, draw colors on it on the bottom, right-click on the tile again, press F9 to save, and reinsert them (#lm{reloadgfx}).

It's a little primitive, but it works, and I believe FuSoYa said he doesn't want to keep working on it.

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Originally posted by Hayashi Neru
I wish there were more overworld submaps.

0=Main map
1~6=submaps
7=Second mainmap
8~D=Custom submaps

However, this request may be unrealistic.

That is far beyond the scope of just Lunar Magic, you'd need to overhaul the entire overworld system in SMW to add in both a second main world and 6 more submaps.

Originally posted by StackDino
Can the next version have an option to make the main levels 00-5F instead of 00-24 and 0101-013B?
Like this patch.

Besides just making the levels numerical that patch does what you want, it just repoints the levels. Having levels be 0-24 and 101-13B in Lunar Magic with that patch installed is just cosmetic.

Originally posted by Dominicentek
What about built-in graphics editor

That technically exists it's called the 8x8 editor, you can do simple graphic editing with it and you can even save by pressing F9
I'd like an additional command in the Map16 remap entry that remaps an entire page. I know that you can do that already with "Rxx00-xxFF,Myy00", but it would be handy to have one that's just "Nx,y" (or whatever letter you'd use since P is already taken).
Radical idea, the color picker should only let you pick valid SNES colors. Whenever I'm working on a palette I end up having to inch my way from color to color to find how far I have to go until I jump from one valid SNES color to the next.

I'm aware this is probably some standard color picker dialogue that most likely can't be easily adjusted to let you pick from the SNES color space instead of whatever standard RGB color space it's working with right now, but even completely overhauling the dialogue would be much preferable to just snapping from a PC color to the next best SNES color, that looks nothing like it, if you ask me.
I would have to agree here.
Would definitely be a useful addition, though I have no idea how feasible it is to roll out your own custom color picker.

For the time being, it might be worth knowing that (according to the math) each RGB channel increments in steps of 8.

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I think I mentioned this before, but when there is a custom tooltip overwriting the default one for a vanilla sprite that happens to change its behavior based on its X (or Y) position, the text that mentions the current settings for its position probably shouldn't still be present.
Originally posted by imamelia
I'd like an additional command in the Map16 remap entry that remaps an entire page. I know that you can do that already with "Rxx00-xxFF,Myy00", but it would be handy to have one that's just "Nx,y" (or whatever letter you'd use since P is already taken).


You can drop the "R" when it's for consecutive tiles like that.

Will add it to the list of possibilities, though it's somewhat redundant and sounds like it'd be used more for remapping Direct Map16 objects in levels rather than Map16 data (as the level dialog doesn't have a separate field for just adding/subtracting an offset, which is probably what most people use for that sort of thing in the Map16 editor and BG editor).

Originally posted by underway
Radical idea, the color picker should only let you pick valid SNES colors. Whenever I'm working on a palette I end up having to inch my way from color to color to find how far I have to go until I jump from one valid SNES color to the next.

I'm aware this is probably some standard color picker dialogue that most likely can't be easily adjusted to let you pick from the SNES color space instead of whatever standard RGB color space it's working with right now, but even completely overhauling the dialogue would be much preferable to just snapping from a PC color to the next best SNES color, that looks nothing like it, if you ask me.


Yes, as has been said a few times before, that color picker is built into windows itself. So there's no changing it, only replacing it entirely. Which isn't really worth bothering with IMO, and is why it's in the rejected list in the first post of this thread.

Originally posted by imamelia
I think I mentioned this before, but when there is a custom tooltip overwriting the default one for a vanilla sprite that happens to change its behavior based on its X (or Y) position, the text that mentions the current settings for its position probably shouldn't still be present.


And as I mentioned to you before: If you want to stop that extra sprite text from showing up, there's an undocumented setting to suppress it. For the tool tip, add 1 to the Type value.
Originally posted by FuSoYa
And as I mentioned to you before: If you want to stop that extra sprite text from showing up, there's an undocumented setting to suppress it. For the tool tip, add 1 to the Type value.

Ah, I forgot about that. Unfortunately, it doesn't seem to work.
Seems to be working fine for me.
You're right, I just got my .ssc files mixed up. It's working now.
Something that would be very useful is to allow the user to edit the ASM code that Lunar Magic inserts into the ROM.
I had a problem with the animation in the overworld because I am using the More Overworld Tiles. This patch remaps the address $1F11 to $1FC2 and when Lunar Magic applies the ASM related to custom animations, the address $1F11 appears in the ROM.
I managed to fix this via HxD Editor but it is not very nice.

I think this would be useful.



Originally posted by StackDino
Something that would be very useful is to allow the user to edit the ASM code that Lunar Magic inserts into the ROM.
I had a problem with the animation in the overworld because I am using the More Overworld Tiles. This patch remaps the address $1F11 to $1FC2 and when Lunar Magic applies the ASM related to custom animations, the address $1F11 appears in the ROM.
I managed to fix this via HxD Editor but it is not very nice.

I think this would be useful.

Does it revert that address constantly? Cause if not, the usual way of handling that is to just pre-apply LM's hijack before your patch, and then have your patch just edit LM's hijack with the modified address.

On that note, one feature I would like to request is a dialogue somewhere that lets you manually trigger LM hijack insertions, rather than needing to figure out what feature you need to mess with in order to apply them.

Originally posted by Ninja Boy
Originally posted by Hayashi Neru
I wish there were more overworld submaps.

0=Main map
1~6=submaps
7=Second mainmap
8~D=Custom submaps

However, this request may be unrealistic.

That is far beyond the scope of just Lunar Magic, you'd need to overhaul the entire overworld system in SMW to add in both a second main world and 6 more submaps.

Well, idk if it's actually that beyond the scope. Yoshi Fanatic actually created a patch a while back for inserting multiple overworlds.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Thomas

Well, idk if it's actually that beyond the scope. Yoshi Fanatic actually created a patch a while back for inserting multiple overworlds.


Well having an accessible patch like that does make it a lot easier and puts it in the realm of possibility with that it comes down to if Fusoya wants to support this or not, one would only hope. Maybe add it in as part of the extended level/event thing you know the large OW thing.
Pages: « 1 225 26 27 28 29 »
Forum Index - SMW Hacking - Resource & Tool Releases - Lunar Magic suggestions and discussion (LM v3.11)

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