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Lunar Magic suggestions and discussion (LM v3.40)

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Originally posted by FuSoYa
Originally posted by underway
Other questions (may be related to 2.):
A. Is the highest nibble of the SP4 ExGFX entry in the bypass data used for anything? It seems to be FF FF instead of 7F 00 for unaltered levels and it seems like the F from the highest nibble might stay there even if the rest is overwritten by an actual (Ex)GFX entry at some point.


Sort of, but all the high nibbles in that table should be preserved anyway since you never know when a new version of LM could use more of them for settings.

I'm annotating the values, not just preserving them, so if it's not too much trouble I'd like to know what that particular nibble is actually used for, since it's the only one that's not documented anywhere as far as I'm aware.
Oh it's just some minor thing used in LM at the moment, not in the game. It's going to be tweaked again in the next version anyway.
Burning Loaf's tool, Trinkets includes new icons for better clarity for certain functions, particularly graphics extracting, GFX bypass, and exits, among minor icon changes. Are you planning to integrate them into actual LM?
Hmm, think the only ones I'd be tempted by are the 4 entrance/exit ones. I've thought a few times that the overlay on the current icons for those is too indistinct and should really be adjusted. Maybe I'll just ask him if I can borrow his already adjusted ones back. #ab{;)}
One feature that would be nice to have is reordering of overworld events, in case you want to add additional exits to earlier levels and didn't make room.
Originally posted by FuSoYa
Yeah, that could be useful for mixing existing animations. Probably worth thinking about adding.

I'd be grateful if you think about it. Recently I've played a lot with mixing/optimizing stuff for AN2 files, so it'd be very useful to have a way to remap everything at once instead of doing it manually.
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2021 TRENO vibe check thread
(edit: apparently this was user error. I apparently saved a level before enabling the fastrom patch or something of the sort, so all the exlevel hijacks were in slowron)
I've noticed recently that when using Lunar Magic's fastrom patch, there are a surprising number of long jumps/subroutine calls in LM hijacks that are not remapped to the fastrom address space (I think the majority, if not all of them, are related to the new horizontal level sizes code). Would it be possible to get these fixed up for the next release? I can certainly provide specific locations if needed, but I figure you may know about the inner workings of this more than I.
Is there a Extension Byte limit per level?

because doing a level after put a lot of sprites with a lot of extra bytes each, at some point lot of those enemies starts to acts weird like their extra bytes were wrong.

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Small bug report: During some debugging with the VLDC12 compilation, I noticed that when the midway point redirect is enabled on the title screen level, it may randomly (or consistently or not at all, depending on the emulator) load the level it redirects to instead of the title screen level itself. While it doesn't need to be fixed, it still is a bug which warrants a warning message should a level designer accidentally have it enabled.
Tag (em) was not closed.
Tag (em) was not closed.
Originally posted by smwln
One feature that would be nice to have is reordering of overworld events, in case you want to add additional exits to earlier levels and didn't make room.


So effectively event remapping. Maybe at some point.

Originally posted by Ayami
I'd be grateful if you think about it. Recently I've played a lot with mixing/optimizing stuff for AN2 files, so it'd be very useful to have a way to remap everything at once instead of doing it manually.


#ab{;)}

Originally posted by anonimzwx
Is there a Extension Byte limit per level?

because doing a level after put a lot of sprites with a lot of extra bytes each, at some point lot of those enemies starts to acts weird like their extra bytes were wrong.


No LM doesn't have a per level limit for that, other than the general LoROM bank size limit.

Originally posted by MarioFanGamer
Small bug report: During some debugging with the VLDC12 compilation, I noticed that when the midway point redirect is enabled on the title screen level, it may randomly (or consistently or not at all, depending on the emulator) load the level it redirects to instead of the title screen level itself. While it doesn't need to be fixed, it still is a bug which warrants a warning message should a level designer accidentally have it enabled.


You'd have to first demonstrate it on a ROM that only LM has been used on. But you likely won't be able to. For the midway point redirect code to be run, the game has to actually be trying to use the midway point entrance for the title screen level. Which means the midway point flag for the current overworld level number would have to be set. Yet in the original game the overworld level number in $13BF is cleared to 0 for the title screen, as is the overworld flag table at $1EA2. So likely either something has corrupted RAM, and/or you have a third party patch messing around with things.
Originally posted by FuSoYa


Originally posted by anonimzwx
Is there a Extension Byte limit per level?

because doing a level after put a lot of sprites with a lot of extra bytes each, at some point lot of those enemies starts to acts weird like their extra bytes were wrong.


No LM doesn't have a per level limit for that, other than the general LoROM bank size limit.


At the end was a pixi bug, I fixed it doing a small change in pixi code. I reported the bug.

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Originally posted by FuSoYa
So likely either something has corrupted RAM, and/or you have a third party patch messing around with things.

Right, I remember now. Yes, it's caused by a third-party patch (in this case, my implementation for more overworld levels) where the level tables is only initialised at starting from a new file, not at bootup. I'll put that information to the readme of my patch.
I just noticed something: the shortcuts for saving the first 4 pages of the internal Map16 data and the subsequent pages following those four pages are different. Wouldn't it make more sense to have one shortcut for both parts?
My Mode 0 guide.

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For most people that just do custom sprites it wouldn't. The first 4 pages are for the original sprites, the rest are for custom sprites. If both are always saved and a new version of LM ever needs to update the original sprites (which has happened now and then), people will end up using the old Map16 in the external file even in cases where they didn't modify it and had no plans to. Which then leads to people getting confused about why some original sprite is messed up in the new version and having to be told to manually delete the file so LM can rely on its new internal Map16 for the sprites again.

It's why they're in separate files in the first place.
Ahh, that would make sense. I wasn’t necessarily complaining, just asking, that’s all. Thanks for clarifying that.
My Mode 0 guide.

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

The music bypass seems to be bugged. Whether I type in the music number or select it from the list, after I exit the window and return to it, it's suddenly changed to the value that's 1 less (for instance, if I select music track 2A, I'll reopen it to find that the list now shows music track 29). And if I select 00 for no music, it turns off the music bypass flag.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by imamelia
The music bypass seems to be bugged. Whether I type in the music number or select it from the list, after I exit the window and return to it, it's suddenly changed to the value that's 1 less (for instance, if I select music track 2A, I'll reopen it to find that the list now shows music track 29). And if I select 00 for no music, it turns off the music bypass flag.


I was just gonna report this myself until I noticed your post. You're not alone as I noticed the same thing.
My Mode 0 guide.

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

Whoops, looks like a +1 didn't get re-added when the code was swapped out. Thanks, it'll be fixed shortly.
Originally posted by FuSoYa
Whoops, looks like a +1 didn't get re-added when the code was swapped out. Thanks, it'll be fixed shortly.


Nice! While I’m at it, I wanna suggest something related to ExAnimation. You know that new feature where you can directly select tiles from the 8x8 editor for your animation frames and they’ll get added automatically? No doubt it would be cooler if you could do it on palette colors in the palette editor. I remember suggesting this to you two years back, but maybe you didn’t get it that time or I explained it unclearly? Now hopefully I conveyed it right this time and I can wait for that in the meantime. Thanks.
My Mode 0 guide.

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

Ehhh, I don't know. The issue is that someone could trip themselves up by doing things in the palette editor while the ExAnimation dialog is open without thinking about it and accidentally copying over tile frame values. Granted that's why it's a mode that you can turn off in the ExAnimation window as I had the same concern with the 8x8 editor, but I wonder if that's really good enough in this case.

Unless I further restrict that one to only work if the ExAnimation slot type is already set to a palette animation...

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