Originally posted by simon.caio
I don't know if this is just me, but I needed several times to change the same color in every level I already edited, sorta global color change...but didn't know how to change it other than manually and that is very tedious. Isn't there another way of doing that and if not, would it be an idea to add that possibility?
There isn't. Thing is, I don't think that would come up very often...
Originally posted by simon.caio
Another thing if I may ask: Probably somebody already brought this up, otherwise it would be strange if not - but, from what I know there are some windows in Lunar Magic which, when opened, you can't do anything else in Lunar Magic, other than change things in that active window, for example the "Super GFX Baypass Dialog" or the Edit Animation Window...more often than not, it feels not right and more steps/work to do than necessary - closing the window to open another one, to open again the animation dialog for example or close the super gfx bypass to check the exgfx numbers to close it, to open it again in another level...Is there a reason why this made in this way? Would it be an idea to let the window be active/open and be able to shuffle through level and/or do other things meanwhile?
It isn't brought up because it's considered perfectly normal behavior for many programs. Making all 100 or so of LM's windows able to remain open and updated at all times means added complexity and development time. For the majority of them, there's little reason to bother with it.
Originally posted by Anas
I noticed that for some reason, if you're in 2bpp mode and are ExAnimating a bunch of 2bpp stuff, you have to divide your actual tile destination by 2 in hex. Issue is, what if you need to put something in tile 0x165 instead of 0x164? This is where a semi-major problem will arise. Since 0x165 & 0x164 both divide the same, you can't put your stuff in 0x165... I might be able to work around this scenario, but this can't always be done. Are you going to fix this odd limitation? I just noticed as I was preparing some 2bpp animations for a mode 0 FG.
You can specify a direct VRAM offset to get around that. For example, tile 0x165 in 2bpp mode would be 10B28 (0x165*8+10000).
Originally posted by Runic_Rain
You are amazing. This is exactly the functionality I needed. Lack of save and everything. So good. Thank you!
You're welcome.