Originally posted by imameliaIs the only reason sprite numbers with a low byte of F6 or greater can't be inserted by Lunar Magic because it detects them as errors if "Correct Fatal Errors" is on?
Yes, that's right.
Sprite insertion is possible, but it can't be placed.
Generation from a shooter etc. is possible.
Originally posted by imameliaAnd does the tool automatically change the data bank when calling sprite code (as Daiyousei does), or must that be done manually (as in Romi's Sprite Tool)?
Bank switching is performed automatically only in PIXI compatible mode.
If you don't specify PIXI compatibility mode, it is the same as Romi's sprite tool.
When PIXI compatibility mode is enabled, there are the following additional operations.
- Change DB register to code's bank automatically
- Copy sprite's index(X) to Y register
- Save and restore P register, DB register and X register
- Calling a library using the same specification as PIXI( "%FileName()" call )
Normally these functions are disabled. (Portability of sprites to other tools)
Originally posted by Mariofan64Is this 100% backwards compatible with pixi?
I think it's about 80%.
- Custom sprites that generate custom sprites don't work because of their slightly different specifications.
- I haven't implement some features of the custom tooltip because I haven't feel it needed.
Originally posted by CalHalWhat is the acronym for GIEPY? Whats it stand for?
As cat is "cat", GIEPY is "GIEPY".
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