Originally posted by KoopsterBackground 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 hashMaybe 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 hashAnother 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 TheBiobLooking 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 WiimeiserHuh, 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 anonimzwxi 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 anonimzwxsometimes is great have 1608 extra freerams
Not sure where you're getting that number from. It'd be more like 0x90.
Originally posted by anonimzwxthe 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 yoshifanaticI'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.