I tried it a few times, but nothing interesting happened. You may need to post exact steps for how to replicate it using fresh ROMs.
Is there a way to have .mwt and .mw2 files for the original sprites (00-FF x0)? If not, could that be added?
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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Having your own custom list of sprites is what the "Custom Collections of Sprites" section is for.
Oh yeah, I guess you can add vanilla sprites to the Custom Collections list, complete with entries in the supplementary files. I forgot about that.
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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Not sure if this has been reported but I encountered a crash in a hack recently that I traced back to LM: The "Save game after intro message even if map start position changed" option in the Extra Options menu in the Overworld Editor calls the vanilla save routine but doesn't preserve the X register. This can cause invalid sprite slots to execute depending on which save file was selected and potentially crash the game if the intro has sprites other than Display Level Message 1.
The hack used LM 3.33 but it seems the problem still exists in LM 3.51
Nope, that hadn't been reported yet. Thanks, it'll be fixed in the next version.
Not sure what else FuSoYa can do for that, lol. For now, all of what's left for the next BOWSIE update is on my side. I already suggested arbitrarily sized extra bytes for OW sprites and he added support for it.
Should anything else come up OW sprite side which would require a LM change, I or anyone else could bring it up here, and discussed. Only thing I foresee being needed is the custom OW sprite window, and FuSoYa already said he wants to wait to see more adoption of OW sprites for that. so get on it guys :p
Please check out BOWSIE!
baby, would you skip town for me?
I don't know if this is an existing feature, but if not, it would be nice to have an option to export the overworld as images, whether all together or separated by main map / submaps.
If this already exists, omit this post and make fun of me (while you indicate where is that option lol).
That tool seems to already handle those bits fine, so not much need to have it in LM.
Originally posted by Alex
I don't know if this is an existing feature, but if not, it would be nice to have an option to export the overworld as images, whether all together or separated by main map / submaps.
The overworld isn't that big, so just using Alt-Print screen and pasting into paint or some other editing program is usually good enough.
Is it possible to have Mario/Luigi Flags in the exanimation menus. i.e. if player is Mario show 1, or if player is Luigi show 2.
There were already tentative plans to add something to ExAnimation at some point, so I was thinking of perhaps adding a few more ExAnimation triggers at the same time if/when it happens. I'll add that one to the list of possibilities.
But in the meantime, you can always implement what you want using the custom or manual triggers.
I came here because there's a bug in the Lunar Magic: When i use Auto-Scroll Level (sprite F3) and Background Layer 2 Auto-Scroll (Change Layer 1/2 Settings), the Layer 2 Background will act like CONSTANT.
Originally posted by Roberto zampari
I came here because there's a bug in the Lunar Magic: When i use Auto-Scroll Level (sprite F3) and Background Layer 2 Auto-Scroll (Change Layer 1/2 Settings), the Layer 2 Background will act like CONSTANT.
That's likely intentional. All of SMW's scroll sprites manage both Layer 1 and Layer 2 (even when they're not actually doing anything with Layer 2), so Lunar Magic lets the scroll sprite just take priority when it comes to the Layer 2 scroll setting.
You can override that behavior for the autoscroll scroll sprite in particular though with some fairly simple UberASM:
Code
; layer 2 scroll speeds. 0100 = 1px/frame
!xSpeed = $0100
!ySpeed = $0000
main:
STZ $143F|!addr ; disable the scroll sprite for layer 2
REP #$20
LDA #!xSpeed
STA $144A|!addr
LDA #!ySpeed
STA $144C|!addr
SEP #$20
RTL
Alt+Right Click is a common shortcut across Lunar Magic for quickly getting to the properties of objects, sprites, etc. however it doesn't do anything for Direct Map16 objects, perhaps it could quickly open the Remap Direct Map16 dialog.
Originally posted by Thomas
That's likely intentional.
Yup, it is.
Originally posted by AmperSam
Alt+Right Click is a common shortcut across Lunar Magic for quickly getting to the properties of objects, sprites, etc. however it doesn't do anything for Direct Map16 objects, perhaps it could quickly open the Remap Direct Map16 dialog.
It could, but someone might get confused into thinking it's only going to remap the object you've clicked on when it's really for the whole level.
Quote
It could, but someone might get confused into thinking it's only going to remap the object you've clicked on when it's really for the whole level.
I guess so.
Unrelated to that, I observed someone using the overworld editor on a laptop without page up/down keys. They were going into the menu many times to manually increment the event numbers to get all the way to a specific event, which left me wondering if it's possible to have a simple way to allow people to jump to an arbitrary event number, such as a menu action in the editor that is "Go to Event Number" and it opens a little dialog. Would save people using computers without those keys having to click into the menu potentially dozens of times to get to events they want to edit.
It already exists, in "Overworld", "Change Events Passed". Though I was just thinking a few months ago that it may make more sense to move that to the "Edit" menu, as it's really for editing/viewing purposes rather than changing any overworld settings. Plus it may make it easier to find.
I could also potentially add another 5 buttons to the toolbar to control event progression like the menu items, but that'd probably still be a pain to use compared to the keyboard shortcuts. You might want to direct that person to AutoHotkey so they can remap those keys to something else.
You may find this a little too niche, but with the removal of the status bar and full layer 3 backgrounds becoming a trend, it would be nice if the hijack at $00AF71 could be toggled so the entirety of palettes 0 and 1 can be set to fade out on level clear. I had to do that recently and it felt a little wacky to have to patch over a LM patch (although it worked).
A bit niche, yes. Will keep it in mind as a possibility, but probably a low priority one.