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Lunar Magic suggestions and discussion (LM v3.51)

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actually easy to reproduce; you dont need to drag in l2 event editor. literally just open ow, switch to l1 event editor, click the down-scroll-arrow once, move mouse up so half of the selector is off the top like in the pic, and click
Originally posted by anonimzwx
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.

And p4plus2's $7E2000 free patch, too.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by Wiimeiser
Found a crash in the Overworld Editor.


Alright thanks, I've fixed it for the next version of LM.

Originally posted by anonimzwx
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.


Patches that play with SRAM and the save/load game code aren't great candidates for inclusion in LM, as there are people that like to customize the code for those themselves.
Would it be feasible to make the F1 hotkey (show ExGFX file numbers) work in the 8x8 editor, not just the 8x8 selector? I find it really useful to see graphics and numbers together at a glance, and the 8x8 selector is one window away and doesn't show sprite tiles.


 
Originally posted by WhiteYoshiEgg
Would it be feasible to make the F1 hotkey (show ExGFX file numbers) work in the 8x8 editor, not just the 8x8 selector?


It could, but it always seems like a bit of a waste spending time updating that editor since it's not really used much...

Originally posted by WhiteYoshiEgg
the 8x8 selector is one window away and doesn't show sprite tiles.


It shows them if you unlock viewing sprite Map16 data in the Map16 editor (Ctrl+Shift+Pg-Down).
Hi FuSoYa, I think you have some interesting mail in your LUNAR PALACE mailbox. Check it out!

just to be sure that you're still regularly checking e-mails like this thread
GitHub - Twitter - YouTube - SnesLab Discord
Background files? Could it be the end of the need of .mwl in graphics submissions?
(It's not that big of a hassle, but I wonder why this hasn't been done before)
Maybe a lazy request, but I do palette animations quite often and always found it tedious to type in the SNES RGB value manually when doing palette animation.
So perhaps a new hotkey (Ctrl+Shift+click or an F key maybe?) while hovering over a palette colour could copy the SNES RGB value to clipboard. Then I can right click > paste in the ExAnimation cell to speed up adding colours to the frame list.

EDIT: Another suggestion, if at all possible, the ability to have non-silent layer 1 events reveal on the overworld without having to refresh the current map.
i have a couple of sugestions.. (im sorry if such functions already exist)

-batch import levels based on the mwl filename. like if the file is named 105.mwl it would import it to level 105, etc..

-being able to copy/paste/replace/delete rows and columns of exAnim stuff.. something similar to excel

-A way to map a selecton of tiles ans assign it to keys.. i dont know exactly how to explain it (english is not my native language).. but 'typing' credits is the most tiresome part of making a hack. so if i could just type it would be so much better.. would be really really nice if it worked to map16 too
So apparently in vertical levels Lunar Magic just moves sprites on the far right of screens 10+ one tile to the left when their extra bit is set to 3

Looking around a bit I found that placing a sprite like that would result in the first byte of the sprite data being 0xFF which would just indicate the end of the list so I guess this isn't really a bug with Lunar Magic

While it's probably possible to fix the original game, with all the spritetools that change the loading routine a Lunar Magic integrated fix might be hard so I'd be fine with it warning the user about sprites being placed like that instead of just moving them. It's not like it's impossible to work around that.

Unless there already is an option to enable warnings for that and I just missed them? Maybe it should be on by default if that's the case.
Huh, no September 24 release this year?
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
i recommend that LM's exanimation system is optative, maybe for normal users is not a very useful feature, but for more advanced users, sometimes is great have 1608 extra freerams, also could be great if you specify what hijack you use for exanimations.

the most of the time when a user try to do something on the NMI, can have incompatibilities with LM, could be very usefull if you release documentation about changes that Lunar magic do on the NMI, then people can do resources that works in NMI easier.

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I've got a minor request for LM. How feasible would it be to add an option that, when toggled, makes Lunar Magic auto generate MWL files whenever a level is saved? In addition to allowing the user to easily keep all their levels backed up as they work on them, it would also be useful for any tools/patches that read data from MWLs. For me, since I compile my hack through source code, I have to manually save my levels as an MWL every time I want a change to be permanent, and you can probably imagine how tedious that is.

If you consider implementing this, then you should have LM generate a folder for the auto generated MWLs so they don't clutter up the user's hacking folder.
My Hacks:
Mario's Strange Quest V1.6
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6
Mario & Yoshi's Strange Quests (2/10/2023 Build)

Other stuff:
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Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.
Originally posted by Koopster
Background files? Could it be the end of the need of .mwl in graphics submissions?


Check the list in the first post in the thread.

Originally posted by hash
Maybe a lazy request, but I do palette animations quite often and always found it tedious to type in the SNES RGB value manually when doing palette animation.
So perhaps a new hotkey (Ctrl+Shift+click or an F key maybe?) while hovering over a palette colour could copy the SNES RGB value to clipboard. Then I can right click > paste in the ExAnimation cell to speed up adding colours to the frame list.


Sounds like it could speed things up a little, will probably add it. Come to think of it, that wouldn't even need a separate shortcut from Ctrl-left click. Windows lets you put data in multiple formats on the clipboard at the same time.

Originally posted by hash
Another suggestion, if at all possible, the ability to have non-silent layer 1 events reveal on the overworld without having to refresh the current map.


While possible, it'd only be useful if you're revealing more than 1 layer 1 tile per event. And you can't use the path fade effect on those, many of the layer 1 tiles use the wrong part of the palette for that. It'd either have to use that reveal sparkle sprite that gets used for revealing levels, or just use no effect at all.

Might be something to look at in the future, but it'd be pretty low priority.

Originally posted by NaroGugul
-batch import levels based on the mwl filename. like if the file is named 105.mwl it would import it to level 105, etc..


Could be useful in some collabs as an option, will add it to the list of potential additions.

Originally posted by NaroGugul
-being able to copy/paste/replace/delete rows and columns of exAnim stuff.. something similar to excel


Don't think that would be used enough.

Originally posted by NaroGugul
-A way to map a selecton of tiles ans assign it to keys.. i dont know exactly how to explain it (english is not my native language).. but 'typing' credits is the most tiresome part of making a hack. so if i could just type it would be so much better.. would be really really nice if it worked to map16 too


Maybe... I'll have to think about that one.

Originally posted by TheBiob
Looking around a bit I found that placing a sprite like that would result in the first byte of the sprite data being 0xFF which would just indicate the end of the list so I guess this isn't really a bug with Lunar Magic

While it's probably possible to fix the original game, with all the spritetools that change the loading routine a Lunar Magic integrated fix might be hard so I'd be fine with it warning the user about sprites being placed like that instead of just moving them. It's not like it's impossible to work around that.


Yes, that's just a limit of the sprite format itself. Not too many people run into it, though LM probably should have an optional warning when some sprites are moved in order to save.

Originally posted by Wiimeiser
Huh, no September 24 release this year?


Not this year I'm afraid. I probably could of done a minor release just to celebrate LM's 18th anniversary, but this last week I was busy anyway so I decided to wait a bit while something is worked on.

18 years... I guess LM is finally an adult.

Originally posted by anonimzwx
i recommend that LM's exanimation system is optative


If you mean optional, it already is. If you never save a level or overworld with an ExAnimated slot or animated flag changed, the ASM won't be installed.

Originally posted by anonimzwx
sometimes is great have 1608 extra freerams


Not sure where you're getting that number from. It'd be more like 0x90.

Originally posted by anonimzwx
the most of the time when a user try to do something on the NMI, can have incompatibilities with LM


You can check the hijack map to avoid code overwrite issues. But NMI incompatibilities are far more likely due to overloading vblank than anything else. You can already choose to reduce or not do any ExAnimation to minimize that. If that doesn't help, they're likely trying to do too much in vblank to begin with.

Originally posted by yoshifanatic
I've got a minor request for LM. How feasible would it be to add an option that, when toggled, makes Lunar Magic auto generate MWL files whenever a level is saved? In addition to allowing the user to easily keep all their levels backed up as they work on them, it would also be useful for any tools/patches that read data from MWLs. For me, since I compile my hack through source code, I have to manually save my levels as an MWL every time I want a change to be permanent, and you can probably imagine how tedious that is.


Backups are already covered by the restore feature, but I'll consider adding it for what you're doing.
Originally posted by "fusoya"
Not sure where you're getting that number from. It'd be more like 0x90.


I get the number from the ram map.



if only use 0x90, then almost all that space on the image is free?

Also i have a question about the "Disable Global Animation", i can use the hijack used for that feature if i dont use that option in any level??

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Quote
if the ExAnimation file is larger than 0x1400 bytes

which isn't common. Stick to smaller files and that one will remain untouched.
<blm> zsnes users are the flatearthers of emulation
Originally posted by anonimzwx
if only use 0x90, then almost all that space on the image is free?


Like Alcaro said, whether that area is used or not depends on the size of the file you put in the AN2 GFX slot (see $7EAD00, which is where that file starts). The ExAnimation code has no control over what you decide to load there.

Check the LM help file on Level ExAnimation and scroll to the bottom for the chart of the RAM it's using (which amounts to about 0x90 bytes in bank 7F).

Originally posted by anonimzwx
Also i have a question about the "Disable Global Animation", i can use the hijack used for that feature if i dont use that option in any level??


No, each option doesn't have its own individual hijack. ExAnimation is all or nothing. Use any of it, and it'll all be installed.
I've got another question about the table of sprite sizes at 0x7750C. Exactly how often is it reloaded and would it be costly to reload it more often? Currently, it appears to be loaded once when the ROM is opened, which causes a discrepancy if a third-party tool modifies it while Lunar Magic is open. Ideally, it'd be nice to reload it when confirming the Add/Modify Sprite Manual dialog (so that a newly inserted sprite can have its extension used immediately) but I can see that causing other problems with the loaded level. If those are concerning, reloading the table when loading a level could possibly work, too.
This is definitely minor, and I may be missing something, but could it be that LM has been displaying the Volcano Lotus incorrectly? Its "mouth" tile is mirrored when it shouldn't be.




 
Originally posted by Telinc1
I've got another question about the table of sprite sizes at 0x7750C. Exactly how often is it reloaded and would it be costly to reload it more often? Currently, it appears to be loaded once when the ROM is opened, which causes a discrepancy if a third-party tool modifies it while Lunar Magic is open. Ideally, it'd be nice to reload it when confirming the Add/Modify Sprite Manual dialog (so that a newly inserted sprite can have its extension used immediately) but I can see that causing other problems with the loaded level. If those are concerning, reloading the table when loading a level could possibly work, too.


It gets reloaded when the ROM is reloaded. It could be reloaded in that dialog, but I'm reluctant to have LM peeking into the ROM file at times when you wouldn't normally expect it to. Reloading on opening a level would probably be more reasonable, if a number of people are getting confused with sprite sizes and how it works currently.

Originally posted by WhiteYoshiEgg
This is definitely minor, and I may be missing something, but could it be that LM has been displaying the Volcano Lotus incorrectly? Its "mouth" tile is mirrored when it shouldn't be.


Looks like you're right. Thanks, it's been updated for the next version.
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