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Lunar Magic suggestions and discussion (LM v3.30)
Forum Index - SMW Hacking - Resource & Tool Releases - Lunar Magic suggestions and discussion (LM v3.30)
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Originally posted by WhiteYoshiEgg
Tying this back to LM, how feasible would it be to have layers 1 and 2 be different dimensions? I've been in a few situations where I'd like layer 2 to have quite a bit of scroll freedom but only need 1 vertical screen's worth of layer 1. (assuming that that helps increase the maximum level width.)


While possible, a number of things would have to be adjusted, both in the editor and in the game. Even the screen exits... in LM 3+ the area they cover isn't static, they're being calculated in the game based on the height of the level.

Originally posted by WhiteYoshiEgg
Different dimensions for layers aside, what about the option to make levels only one screen tall but really wide? I would have sworn that was an option since LM3 but apparently it's not.


That would currently break a number of things like entrances, exits, and the sprite level data format.

Originally posted by BlueToad
I also have a suggestion of my own: In the "Insert sprite manual" dialog, would it be possible to split the Extra Bits text box into two checkmarks labelled "Custom sprite" and "Extra bit set". This would help newbies a lot.


Not sure about that. It'd be a bit misleading given how those 2 bits get used are defined by other tools, not LM.

Originally posted by Koopster
I'm not sure if I've ever suggested this (maybe I just thought about it), but it would be cool to have a F3 equivalent in the [main] map in the overworld editor, so we can have an idea of what'll be seen in the map depending on Mario's position.


Might add sometime, though it's probably not the sort of thing that people think of as much compared to levels.
Can you make it so that you only have to select tiles on the tilemap editor to remap them if you're on the overworld editor (where there are valid reasons to prevent remapping the whole overworld) but not on the layer 3 editors? It's just some QoL but one really got confused by it, not to mention you don't have to do the same with the layer 2 background editor (I know, different editors but still).

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Okay, my layout looks ugly.
I suppose I can. While I kind of don't like the inconsistent behavior depending on mode, there's far fewer times where you'd want to remap only a selected area of tiles in the layer 3 editing modes (which is why the BG editor does it that way too).
I have two suggestions, both relating to level tiles that I think would help make editing much smoother.

1) A way to replace a level tile on the overworld without resetting it to Level0 & Event 0. This could just work by placing the tile directly above the one you want to replace, since I know sliding a different level where the old one used to be is still useful in some cases.

2) Instead of a drop-down menu for levels and events, could I just type it down? I get using a drop-down for stuff like directions, but having to scroll down all the way to the a specific spot just to select a specific level feels a little outdated by now imo (especially for setting up fishmarkets for collabs or even just personal projects). If not replacing it, at least adding a key combination like how unlocking the alternate ExGFX menu works would be nice.

Thanks!

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Originally posted by Daizo Dee Von
I have two suggestions, both relating to level tiles that I think would help make editing much smoother.

1) A way to replace a level tile on the overworld without resetting it to Level0 & Event 0. This could just work by placing the tile directly above the one you want to replace, since I know sliding a different level where the old one used to be is still useful in some cases.


There's already a way to do it. In the options menu there's a "Allow move/copy/paste/delete on Layer 1 Tile Settings" option that's on by default. If you turn it off, you can manipulate just the physical tiles on layer 1 without moving or affecting any of the level tile settings. Useful now and then for replacing a level tile while keeping the settings.

Originally posted by Daizo Dee Von
2) Instead of a drop-down menu for levels and events, could I just type it down? I get using a drop-down for stuff like directions, but having to scroll down all the way to the a specific spot just to select a specific level feels a little outdated by now imo (especially for setting up fishmarkets for collabs or even just personal projects). If not replacing it, at least adding a key combination like how unlocking the alternate ExGFX menu works would be nice.


I guess I should get around to replacing them with the same type of drop down list box from the graphics dialogs that you can type into. I've been meaning to replace the reveal event list with a comma separated list anyway, since currently it can be too easy to miss noticing when a level tile is set to be revealed on more than one event.
For the bitmap pasting feature, since you mentioned once that you weren't entirely happy with the color reduction, have you heard of or looked into the Octree algorithm?

I can't tell for sure if it's just a more effective way to do Median Cut or another algorithm entirely, but the paint.net changelog I linked to says it gives better results than Median Cut (and having given it a try it really does).

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The behavior of setting horizontal level mode 1C in level modes 1 and 2 (with layer 2) is really weird and got me confused for a bit - I thought the program was glitching out. The level area just disappears entirely, which is even worse than what happens with the ones marked as "Do Not Use". A warning or just not allowing it to be selected in that circumstance would be nice, I think.
I have some things to report:
  • The Big Boo boss (Sprite C5) uses Palette F in the original game, but in Lunar Magic, it uses Palette E.
  • The Translucent Text and Outlines feature makes entrance labels, screen boundaries and the Game View Screen translucent, but not for tile surface outlines.
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Originally posted by WhiteYoshiEgg
For the bitmap pasting feature, since you mentioned once that you weren't entirely happy with the color reduction, have you heard of or looked into the Octree algorithm?

I can't tell for sure if it's just a more effective way to do Median Cut or another algorithm entirely, but the paint.net changelog I linked to says it gives better results than Median Cut (and having given it a try it really does).


I haven't gotten around to looking into other algorithms for that. It's been rather low priority, since you can currently just use any other image editing program of choice to reduce the number of colors if you want before pasting it into LM for the rest of the conversion.

Originally posted by Koopster
The behavior of setting horizontal level mode 1C in level modes 1 and 2 (with layer 2) is really weird and got me confused for a bit - I thought the program was glitching out. The level area just disappears entirely, which is even worse than what happens with the ones marked as "Do Not Use". A warning or just not allowing it to be selected in that circumstance would be nice, I think.


It already does show 0 for "Max Screens" in those cases, but maybe I'll throw in a warning for it to avoid confusion.

Originally posted by Klug
The Big Boo boss (Sprite C5) uses Palette F in the original game, but in Lunar Magic, it uses Palette E.


Oh, it looks like it uses the same sort of palette overwrite thing that Magikoopa does. Thanks, I'll update the tooltip with a warning about it.

Originally posted by Klug
The Translucent Text and Outlines feature makes entrance labels, screen boundaries and the Game View Screen translucent, but not for tile surface outlines.


This one is deliberate. I initially had it follow the translucent setting, but once I saw how it looked I took it back out. It turned out making those outlines less noticeable visually by making them translucent wasn't really helpful for that particular feature, as you typically do want to be able to notice those ones easily.
Originally posted by FuSoYa
I haven't gotten around to looking into other algorithms for that. It's been rather low priority, since you can currently just use any other image editing program of choice to reduce the number of colors if you want before pasting it into LM for the rest of the conversion.

Oh yeah I was already doing that to an extent. I asked because my understanding was that a better color reduction algorithm was all that was keeping you from making the feature public.

Not that you should be in a hurry to do that though; I don't mind being the only one taking advantage of it. #ab{^^;;;}

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Very nice update, thanks! It wasn't hard to setup either.
I can't overstate how much of an improvement the Edit button in the Super GFX Bypass dialog is. It makes so much of a difference in convenience it's ridiculous. Thanks for adding that one in!

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Hey, there isn't a file size limit on .ssc files, is there? Just wondering in case it comes up.
I've yet to actually try it out, but thanks for putting in the fix for sprite EF in tall horiz. levels!

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My Discord server. It has a lot of archived ASM stuff, so check that out!

The 'Edit' feature in the Super GFX Bypass is nice to have. Also, the option to specify GFX option for any custom sprite via extension is nice.
Thank you so much for this update fusoya.

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FuSoYa, thank you so much for the next Lunar Magic update. It is always exciting to see a new version be released. Personally, it rejuvenates that excitement of ROM hacking. So again, thank you.

I have tried out Lunar Magic 3.30 and have found it to work well. But I have discovered that pressing shift+ctrl+page down no longer shows the hidden sprite mapping on the overworld editor. It works like normal when pressed on the level editor, but not the overworld editor. Just wanted to know if this is a potential bug or if the configuration was changed.

Thank you.

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mariofreak4500
Originally posted by lx5
Very nice update, thanks! It wasn't hard to setup either.


You're welcome. #ab{:)}

Originally posted by WhiteYoshiEgg
I can't overstate how much of an improvement the Edit button in the Super GFX Bypass dialog is. It makes so much of a difference in convenience it's ridiculous. Thanks for adding that one in!


Yeah should make things more convenient than opening the file manually or even registering the file type. Especially with the palette option, which should work with both the original YY-CHR and the .NET version.

Originally posted by imamelia
Hey, there isn't a file size limit on .ssc files, is there? Just wondering in case it comes up.


Should be 2 GB for that file, so basically no limit worth thinking about.

Originally posted by mariofreak4500
I have tried out Lunar Magic 3.30 and have found it to work well. But I have discovered that pressing shift+ctrl+page down no longer shows the hidden sprite mapping on the overworld editor. It works like normal when pressed on the level editor, but not the overworld editor. Just wanted to know if this is a potential bug or if the configuration was changed.


It's a small bug, seems the new message for the keystroke is just getting sent to the wrong place. It'll be fixed for the next version. In the meantime, you can still enable it by using that new option in the level editor under "Option", "General Options", "Show Other Tiles in 8x8/16x16 Editors".
By the way, for the next version, can pressing the save button in the Map16 editor also save the sprite Map16 tiles?

Also, is it just me, or does the option to show the additional 8x8/16x16 tiles not actually stay checked once you check it (and close Lunar Magic)?
Originally posted by imamelia
By the way, for the next version, can pressing the save button in the Map16 editor also save the sprite Map16 tiles?


That button is meant for saving Map16 data to the ROM. Not sure I want it saving other files too.

Besides which, it'd be a pretty bad idea to have it just blindly save the sprite data every time. Saving the sprite Map16 data when it hasn't been changed would needlessly bloat up the restore file. And saving the internal non-custom sprite Map16 data when it hasn't been changed would cause no end of problems for regular users whenever a new version of LM is released with updated sprite Map16. Monitoring the sprite Map16 for changes and only saving when they've been changed is possible, but it'd be more work to implement and make it somewhat more ambiguous as to what the save button would actually do.

Originally posted by imamelia
Also, is it just me, or does the option to show the additional 8x8/16x16 tiles not actually stay checked once you check it (and close Lunar Magic)?


Seems to be working fine for me.
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Forum Index - SMW Hacking - Resource & Tool Releases - Lunar Magic suggestions and discussion (LM v3.30)

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