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Lunar Magic suggestions and discussion (LM v3.04)
Forum Index - SMW Hacking - Resource & Tool Releases - Lunar Magic suggestions and discussion (LM v3.04)
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Originally posted by FuSoYa
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?

Quite a bit if you’re using custom overworld graphics.

Could you perhaps compress .lrp files, maybe a little bit?
It doesn't seem like they are, because they get huge really quickly and putting them in a zip file reduces their size a lot.
Have thought about it now and then, but there are cost/benefit tradeoffs for something like that. The main focus for restores was speed and reliability, and adding in compression will slow things down. Probably not a whole lot if it's done for individual restores, but you'd likely permanently lose a fair amount of the compression ratio that you get from just throwing the whole uncompressed file into a zip file (which is what you'd expect to see with solid vrs non-solid compression). Might still add an option for it someday though.
Is there a limit to a sprite's size as defined in the table pointed to by PC address 0x7750C? Based on some testing I've done, the editor completely ignores the high nibble of the size you put there, allowing no more than 12 extra bytes. This doesn't appear to be documented anywhere, so I'm wondering if it's intentional behavior.
Yeah that's intentional, seems I just didn't mention the current limit in the help file.
Hey I just wanted to thank you for adding that drag-and-drop .map16 and .pal+.palmask functionality that I requested, it's come a lot in handy and is very lovely.
So I'm playing the Secret of Mana for the first time recently and I was having a hard time figuring out what all of the items do and so I downloaded the SNES manual for the game.

While reading the manual I found this:



Has anyone ever caught this before? Lunar Magic is literally a spell in the game!
Hello, could the white colors in the palette editor be changed from "hardcoded" to "edit one edit them all" like the berry colors?
I ask because I changed those whites through ASM (to be the same between objects and sprites, and go figure why SMW hasn't done it that way), but since Lunar Magic doesn't support my change, enabling a custom palette forces me to change these colors manually.

They're right here:

Code
CODE_00ABEF:        A9 DD 7F      LDA.W #$7FDD	;0-7

Code
CODE_00ABFA:        A9 FF 7F      LDA.W #$7FFF	;8-F
Originally posted by Koopster
Hey I just wanted to thank you for adding that drag-and-drop .map16 and .pal+.palmask functionality that I requested, it's come a lot in handy and is very lovely.


You're welcome. #ab{:)}

Originally posted by Koopster
Hello, could the white colors in the palette editor be changed from "hardcoded" to "edit one edit them all" like the berry colors?


They're not part of the shared palette table, so not sure I want to group them in with that. I guess there's no harm in at least loading them so your changes show up though.

Originally posted by Final Theory
Has anyone ever caught this before? Lunar Magic is literally a spell in the game!


Yes, it's an interesting coincidence. I suppose it could have been a pretty good name for a Secret of Mana editor too. But if I released one for that game now, I'd just call it Lunar Mana. Except that has the same abbreviation as Lunar Magic, so maybe Lunar Mana Magic?
I think I experienced a rare and strange glitch in LM.

I went to the note block #lm{music} and set the song to 00 so no music would play.

Then I went to #lm{MARIO69} and set time limit to 000. Then all of a sudden the entire playing area of the level turned that gradient red and say something like BOSS BATTLE cannot render.

This all happened on level 01 and on the newest ver of LM. I tried to recreate it but didn't get the same result.
Are you sure you didn't just change the level mode setting by accident? It's in the same dialog after all.

I can't seem to replicate it, in any case. If you do find a way, then let me know.
Hey, maybe you should make it so that, in the "Modify Screen Exits" window, typing in a number greater than 1FF in the "Level Destination or Secondary Exit Number" field would cause the program to automatically make it a secondary exit without requiring the user to check the Secondary Exit box.

Hack was updated!

I need artists! If you're interested in helping me with graphics, PM me.

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The authors of these 2 My Little Pony fan games have removed their games from the Internet. Download them now. Mirror 2. Spread these links!

In this video it appears Pokey spawns before it detects Yoshi. I might need to test if Pokey's spawning detects any Yoshi or if Mario is riding one. There could be a need for a tooltip update here...

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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 DPBOX
Hey, maybe you should make it so that, in the "Modify Screen Exits" window, typing in a number greater than 1FF in the "Level Destination or Secondary Exit Number" field would cause the program to automatically make it a secondary exit without requiring the user to check the Secondary Exit box.


I could, but it might just encourage bad habits for when people need to enter a secondary exit number less than 200 and don't bother to check the box.

I am tempted to move the midway checkbox to the bottom of the list though. People are likely using the secondary exit checkbox way more than that one, which almost makes it feel like it's in the way...

Originally posted by Wiimeiser
In this video it appears Pokey spawns before it detects Yoshi. I might need to test if Pokey's spawning detects any Yoshi or if Mario is riding one. There could be a need for a tooltip update here...


Yeah, seems to be an issue or bug in the original game. On level load the riding Yoshi flag is not set until after the sprite init code has already been called. So if Pokey is within spawn range of Mario entering a level, it can't detect if Mario is riding Yoshi. I should probably mention it in the tooltip.
Can we have an option in the palette editor to do gradients based on HSL instead of RGB? It would probably be more useful than RGB gradients. A way to only allow selection of colors that exist on the SNES would also be good.
Quote

08/07/2018 03:38:09 AM Lunar Magic 2.43 RAT protected data was found within the data to erase. Requested Address: 2AEAA1, Requested Size 001107 Repaired Address: 2AEAA1, Repaired Size 0008E3.
09/04/2018 11:46:25 PM Lunar Magic 2.53 RAT protected data was found within the data to erase. Requested Address: 2AEAA1, Requested Size 000FA3 Repaired Address: 2AEAA1, Repaired Size 00077F.


Apparently RATS.log is not printing addresses properly... 'Requested' and 'Repaired' addresses are the same, I guess they should be different things, yeah? And when I did a investigation to figure out what was (likely) corrupting my ROM, I only found out that 2AEAA1 is one of the GFX files and nothing else useful. Maybe since it has a log file for when Lunar Magic messes with data integrity, maybe it could be more useful if the RAT being deleted is a child or a parent of the nested RAT or maybe which LM restore point is it right now being handled on so it could turn out easier for programmers study it better... I don't know honestly. Kind of sucks to not figure out what happened on this log haha.

Edit: specially considering it's my own hack and I'm kind of extremely careful when handling with external data inserting. I'm pretty sure that nested tag is pretty much from some tool bug or like.

Edit 2: okay, I managed to restore the ROM to the state that generates RATS.log when inserting ExGFX, but still before inserting there's no nested RAT report when pressing CTRL+SHIFT+S, nor unprotected space or anything. What could it be then?



Edit 3: uhh, looks like the GFX file was erased..... The area is entire filled with zeros (2AEAA1). I found out the GFX file was. It reports the GFX file is too large, so I suppose it keeps going LZ2 command 000 until it reaches the next RATS/GFX file and starts reading garble data... Which on the case seems to be the SP3 file itself



SP4: 825 (2AEAA1)
SP3: 826 (2AF38C)

Which probably explains the garbled data. So a tool probably wrongly erased a RAT tag on this case. What a bizarre thing. So the RATS.log should actually notify that the data there was gone instead I guess and/or LM should detect when a certain pointer points to NULL data and abort decompression attempt.

What a bizarre thing.



yeah....
Originally posted by imamelia
Can we have an option in the palette editor to do gradients based on HSL instead of RGB? It would probably be more useful than RGB gradients. A way to only allow selection of colors that exist on the SNES would also be good.


Both of these were in the rejected list in the first post of the thread.

Originally posted by Vitor Vilela
Apparently RATS.log is not printing addresses properly... 'Requested' and 'Repaired' addresses are the same, I guess they should be different things, yeah?


Not always. They can be, but it depends on the scenario. When LM tries to erase data, it checks both forwards and backwards from the requested address for existing RAT protected data. If RAT protected data exists *before* the requested address that overlaps with the data that LM is trying to erase, the addresses will be different. Otherwise they won't be.

Since the addresses are the same but the sizes aren't, it means LM ran into RAT protected data *after* the requested address that overlaps with data LM wanted to erase (which is what the log entry says). You can figure out where it had to stop erasing by adding the repaired size to the repaired address.

Originally posted by Vitor Vilela
maybe which LM restore point is it right now being handled on so it could turn out easier for programmers study it better... I don't know honestly. Kind of sucks to not figure out what happened on this log haha.


Well, you can use the time stamp to match it up with the restore points.

Originally posted by Vitor Vilela
So a tool probably wrongly erased a RAT tag on this case. What a bizarre thing.


Yup, looks like something erased both the RAT and the data it was protecting. This is why as soon as a tool erases data, it's usually best to clear the pointer to that data in the ROM immediately if there's a chance that it might not update the pointer later. Because if you don't and you ended up aborting or something, then later a second tool happens to store data at the exact same address as the old erased data... well, now if the first tool tries to save again, it's going to retry erasing with the old pointer, resulting in it nuking data that belonged to the second tool.

Originally posted by Vitor Vilela
So the RATS.log should actually notify that the data there was gone instead I guess


If the log entry says "Nested RAT!", that means there's a RAT for the data requested to be erased but you have conflicting RATs. If that statement isn't there, it means the RAT is missing and possibly the data as well (I say "possibly" because ancient versions of LM didn't use RATs).

Admittedly it's not very clear for the second case. I think I'll add an extra message to indicate when no RAT is detected at the requested address for those.
Yeah, that makes sense overall. I was just confused since the data was actually erased and I never seen that before... plus possibly RAT "internal errors" aren't documented anywhere so when you see a RATS.log it might be confusing to understand to who don't have much experience with them.

Now if it's just the case of missing tag or nested tag, I guess I won't have much confusion anymore...

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i think this Patch should be insta applied by LM, 141 extra RAM in 7E 0 cost, is very usefull when you do sprites, you can have 11 extra sprite tables with that without using ugly 7F RAM and avoid long addressing.

Found a crash in the Overworld Editor. If you scroll the screen by dragging with the Layer 2 Event Editor you can align the screen in such a way that it's slightly misaligned by scrolling an odd number of tiles, allowing the highlight for the Layer 1 Event Editor to be placed partially off the top of the visible area like so:

Left clicking when the highlight is like this will crash Lunar Magic (and for some strange reason will also lock the cursor to the edit area in the meantime)

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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
Pages: « 1 2 3 4 5 617 18 »
Forum Index - SMW Hacking - Resource & Tool Releases - Lunar Magic suggestions and discussion (LM v3.04)

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