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Lunar Magic suggestions and discussion (LM v3.31)
Forum Index - SMW Hacking - Resource & Tool Releases - Lunar Magic suggestions and discussion (LM v3.31)
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A new feature would be checking which ASM is embedded into the ROM and rendering HDMAs in real-time.
Hangin' out in my non-school time
Originally posted by Raymondsze
A new feature would be checking which ASM is embedded into the ROM and rendering HDMAs in real-time.

It's not that simple. There are several ways to write HDMA code, so what it looks like in-game is not something you can figure out without literally emulating the game and checking if any BG color HDMA is running or checking the BG color in every scanline (and this doesn't even get into the scope of scrollable backgrounds).
One more feasible alternative is maybe some sort of new extension that imports manually-made gradients over the background color of specified levels. (I don't care much for this personally, I'm just theorizing.)

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Avatar by Magi!
It would be nice if Lunar Magic added the ability to put the layer 2 background in the RAW format of 16×16 tiles (like Super Mario World 2: Yoshi's Island) instead of in Map 16 format. The reason is that Luna Magic currently supports high levels, so you need to draw a 1024×512 background.

Originally posted by Anas
As can be seen, I have some fairly long restore point names generated from a tool called 'PatchManager' by TheBiob. They get cut off and I cannot resize the window to read the names further. Would be nice if you could address this.

On a similar note, the ability to search up a restore point by name or number would be nicer.


Maybe someday, did already have something in mind to deal with longer descriptions.

Originally posted by Rykon-V73
A nice option would be to post OW main map and submap images via editor.


While it could be somewhat convenient, an Alt+PrintScreen or two is usually good enough for that.

Originally posted by BlueToad
While installing the 4bpp hack, on the overworld colour 8 of every palette gets remapped to 0. Would it be possible to make colour 9 of every palette remap to 1?


It's more like color 0 just doesn't get remapped to color 8 in the first place, but anyway... if you want to remap the colors most tile editors can do that for you. You may want to take a closer look at the star road and special world palettes before doing what you're suggesting though.

Originally posted by Hayashi Neru
It would be nice if Lunar Magic added the ability to put the layer 2 background in the RAW format of 16×16 tiles (like Super Mario World 2: Yoshi's Island) instead of in Map 16 format. The reason is that Luna Magic currently supports high levels, so you need to draw a 1024×512 background.


Just changing the background from Map16 to a raw tilemap would take 4x as much RAM to hold (0x2000 bytes). That would likely mean making some other changes to the game to free RAM space up for levels (probably either the overworld map or overworld event area), plus storing the background in LZ2/3 format, and making the needed ASM and editor changes.

Not impossible (and not the first time I've considered it), but it's a fair amount of work just to not use Map16. Probably not something I'd do unless I was feeling fairly ambitious and had the free time for it.

One could also still double the background dimensions with Map16 that uses native 16x16 tiles, though in that case it'd be more like Map32...
Speaking of backgrounds as tilemaps, would it be doable to make Layer 2 and 3 backgrounds (and possibly even parts of Layer 1/2/3 foregrounds) possible to export as tilemap files? It could be useful for things like credits sequences and level previews.
Layer 3 is already saved as a tilemap to an ExGFX file. As for layer 2, you can select all the tiles in the background editor and copy it to the clipboard, then paste it into the overworld editor in layer 3 editing mode and LM will perform the necessary conversion to turn it into a regular tilemap. You can also do the same thing with tiles copied from the Map16 editor.
Yeah, I guess I didn't need to bring up Layer 3 since that already is saved as a tilemap rather than Map16. I didn't know about copy-pasting background tiles or Map16 tiles into the Layer 3 editor, though. Interesting.
Originally posted by imamelia
Yeah, I guess I didn't need to bring up Layer 3 since that already is saved as a tilemap rather than Map16. I didn't know about copy-pasting background tiles or Map16 tiles into the Layer 3 editor, though. Interesting.


I just found this out now... really cool! Will be definitely helpful for me as well! Anyways, how come ExGFX files 34-7E are invalid? Was just curious, is all.

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My Mode 0 guide.

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

This is probably a tall thing to ask for considering how (I assume) LM is set up but: would it be possible to add support for the Legacy Custom OW Sprite System (ie inserting a custom sprite through the default OW Sprite editing system, which limits you to 13 of the original sprite slots) into the new Custom OW Sprite System introduced a few years ago? For example, having a way to utilize Legacy Custom Sprite 0B and higher within the new system. This would allow people who are still using the old system (tools such as Pixi don't support it yet, and the VLDC9 system is decrypted) to use more than the 13 original sprite slots for Legacy Custom Sprites (which are still currently the only ones with vague support). The limit of 13 is really getting in the way of my own hack personally, but I imagine that it's also a problem for other users using Legacy Custom Sprites as well. Thank you!
Originally posted by Anas
Anyways, how come ExGFX files 34-7E are invalid? Was just curious, is all.


They're invalid because they don't have pointers. Except for 60-63, which I set aside for uncompressed GFX to use with ExAnimation.

In the early days of SMW hacking it seemed like a good idea to leave some numbers available in case any more original GFX showed up that I wasn't aware of yet. GFX files 32 and 33 for example don't have official numbers in the original game, as their pointers aren't in the main GFX pointer table.

Originally posted by Heraga
This is probably a tall thing to ask for considering how (I assume) LM is set up but: would it be possible to add support for the Legacy Custom OW Sprite System (ie inserting a custom sprite through the default OW Sprite editing system, which limits you to 13 of the original sprite slots) into the new Custom OW Sprite System introduced a few years ago? For example, having a way to utilize Legacy Custom Sprite 0B and higher within the new system. This would allow people who are still using the old system (tools such as Pixi don't support it yet, and the VLDC9 system is decrypted) to use more than the 13 original sprite slots for Legacy Custom Sprites (which are still currently the only ones with vague support). The limit of 13 is really getting in the way of my own hack personally, but I imagine that it's also a problem for other users using Legacy Custom Sprites as well. Thank you!


The two systems are separate, and LM doesn't implement any ASM for custom overworld sprites at all. That's been left up to sprite tool type programs to handle however they want. Which means you could reimplement the original sprites as custom sprites if you want, but that'd be for you or someone else to do.
Forgive me if this has been previously suggested FuSoYa, but have you thought about implementing a way to view/edit multiple levels simultaneously within the same ROM? I think this would be helpful for working on multiple levels at the same time, transferring things between them, etc. in an efficient way since it would put navigating between levels right in the toolbar. I've created a little mockup here to illustrate what I have in mind:


- levels would be displayed in a "tabbed" row
- level(s) with unsaved changes have the title italicized to indicate so
- an x icon allows one to close out levels

Given my ignorance on Lunar Magic development, if this is out of the scope of the project or technically infeasible (since I imagine doing something like this would be more resource-heavy than having one level open at a time) all good. I thought I'd throw out the idea anyway since it came to me. Thanks for all your work #smrpg{y}
It would be nice if Lunar Magic had Vram address remapping.

Default:
Layer 1 Graphic = $0000
Layer 2 Graphic = $0000
Layer 3 Graphic = $8000
Sprites Graphic = $C000
Layer 1 Tilemap = $6000
Layer 2 Tilemap = $7000
Layer 3 Tilemap = $A000
Layer 3 Tiles = 64×64

Example 1:
Layer 1 Graphic = $0000
Layer 2 Graphic = $0000
Layer 3 Graphic = $A000
Sprites Graphic = $C000
Layer 1 Tilemap = $8000
Layer 2 Tilemap = $9000
Layer 3 Tilemap = $B800
Layer 3 Tiles = 32×32 Here, if set the tile size of layer 3 to 16x16, it can create a 512x512 background (the status bar is not affected)
(More layer 1/2 graphics, sacrificed layer 3)

Example 2:
Layer 1 Graphic = $E000
Layer 2 Graphic = $E000
Layer 3 Graphic = $8000
Sprites Graphic = $C000
Layer 1 Tilemap = $6000
Layer 2 Tilemap = $7000
Layer 3 Tilemap = $A000
Layer 3 Tiles = 64×64
(Share layer 1/2 tiles with sprite tiles)
There appears to be a bug in the SubOffScreen hijack for LM3.

When vertically offscreening sprites the hijack first checks the new level size which is still fine but then it checks the spawn regions (which apparently act like despawn regions at the same time?) without checking the "Process While Offscreen" flag which causes persistent sprites to always be able to despawn vertically, this can also happen in horizontal levels when throwing sprites above the level now.

You can set the vertical spawn range to "Infinite" which makes horizontal levels act like you'd expect from vanilla (though it's not the default settings for standard horizontal levels) but that's not ideal for levels that actually use the new sizes.
Originally posted by AmperSam
Forgive me if this has been previously suggested FuSoYa, but have you thought about implementing a way to view/edit multiple levels simultaneously within the same ROM?


It's not really built with that in mind, and changing it would likely be more work than it's worth.

Originally posted by TheBiob
There appears to be a bug in the SubOffScreen hijack for LM3.

When vertically offscreening sprites the hijack first checks the new level size which is still fine but then it checks the spawn regions (which apparently act like despawn regions at the same time?) without checking the "Process While Offscreen" flag which causes persistent sprites to always be able to despawn vertically, this can also happen in horizontal levels when throwing sprites above the level now.

You can set the vertical spawn range to "Infinite" which makes horizontal levels act like you'd expect from vanilla (though it's not the default settings for standard horizontal levels) but that's not ideal for levels that actually use the new sizes.


Yeah I think it should probably be changed to honor the flag there... I'll run the fix by Vitor first though just in case, since that's his code.
Apologies if this has been asked before, as I only realized this during the Overworld Design Contest. There are slots for FG7 and FG8 in the overworld’s 8x8 tile selector window, though assigning tiles there (via ExAnimation for example) cause glitches.

Are they in the plans for the future, or was it a test? Getting a FG5 and FG6 in the Overworld Editor was a godsend already, so getting two more beyond that would be insane.
Originally known as A Yoshi (2006-2009), Aquifer (2010-2011), and Azurik (2012-2014).
Originally posted by Devazure
Apologies if this has been asked before, as I only realized this during the Overworld Design Contest. There are slots for FG7 and FG8 in the overworld’s 8x8 tile selector window, though assigning tiles there (via ExAnimation for example) cause glitches.

Are they in the plans for the future, or was it a test? Getting a FG5 and FG6 in the Overworld Editor was a godsend already, so getting two more beyond that would be insane.


I think those are for the 2bpp (mode 0) viewing mode, which can be enabled by pressing Ctrl+F7 in the overworld editor. If you're curious, you can see this tutorial I made about M0 here. However, none of the codes apparently work on the OW from my testing...

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My Mode 0 guide.

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

Yes it's currently just usable for 2bpp mode 0.

However it is possible to create an overworld VRAM patch similar to the level one, which would give you an extra +2 GFX files. So if it's ever needed in the future, LM already has support for FG7 and FG8 in the overworld editor that can be turned on.
Would it be possible to have pseudo-objects or something similar that don't actually have any associated code or level data and are only used for display/note purposes in the editor? I'm thinking about situations like marking a pipe as enterable, the boundaries of a Layer 2 or 3 scroll, or the path that a snake block takes.
Originally posted by imamelia
Would it be possible to have pseudo-objects or something similar that don't actually have any associated code or level data and are only used for display/note purposes in the editor? I'm thinking about situations like marking a pipe as enterable, the boundaries of a Layer 2 or 3 scroll, or the path that a snake block takes.
I second this
Filler
I just remembered a bug mentioned by LX5 where in ROMs using the latest ver. of SA-1 Pack, the 'Fix Layer 3 scroll sync' option doesn't work. What do you propose to do about this?

--------------------
My Mode 0 guide.

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

Pages: « 1 240 41 42 43 44 » Link
Forum Index - SMW Hacking - Resource & Tool Releases - Lunar Magic suggestions and discussion (LM v3.31)

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