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Lunar Magic 3.00 Resource Incompatibility Thread

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Hey everyone! As you may have seen, we were graced with Lunar Magic 3.00 last night. This patch makes great changes to the world of SMW Hacking, and also adds a ton of hijacks in which Lunar Magic uses amongst other changes. Some of these new hijacks, however, cause incompatibilities with various patches and tools we may have across the site. We did not have any time to prepare the site for this new version of Lunar Magic as we were made aware of it the exact same time as you guys were. While the advent of bigger sized levels is exciting, I hope you guys can understand why we are a bit ill-prepared to solve the various issues it's caused across the site with certain resources.

If you guys come across anything that is incompatible with Lunar Magic 3.00, please let us know here in this thread! We'll do our best to ensure that it's compatible with everything we host in due time. Discussion and questions about Lunar Magic 3.00 itself should be kept in its' respective thread. This is just for our personal resource incompatibilities. Thank you for understanding!
Currently the minimalist status bar and smb3 status bar patches are broken in the new LM. They use the same RAMs claimed by it.

All lineguided disassembles and custom sprites don't work in the new level settings (they all implement getmap16 instead of calling pixi's routine or using the in-game code). They work normally in normal level settings.

Sprite 7B has been reserved to LM in pixi, so you can't use any custom sprites in this slot (it just gets by-passed). It won't get fixed, LM claimed these extra bits (this info is in pixi's changelog).

I think if anyone wants to fix anything, the status bar patches would be a good candidate, people like these a lot.
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From what I could find in my own bucket of patches, Horizontal Scroll Fix and Wall Kick both need to be looked into. The former crashes the game on bootup, and the latter breaks as soon as the game has Mario interacting with most tiles.


Other Submissions of mine!
Originally posted by Deeke
From what I could find in my own bucket of patches ... Wall Kick both need to be looked into.

Vitor already updated a fix for that patch, not long after LM was submitted.
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Originally posted by Deeke

I can confirm this, it's the only one of the bunch I'm using in a project which breaks the rom.
Layout made by MaxodeX
Well, I was working on updating my directional quake patch, and LM had to hijack the quake routine code, so gotta adop to that.

Time to load up the hijacks map.

I recommend using bsnes plus here, and breakpoint the modified codes. I’m worried that my older patches are taking a hit.
Give thanks to RPG hacker for working on Asar.


Originally posted by Shiny Ninetales
Originally posted by Deeke

I can confirm this, it's the only one of the bunch I'm using in a project which breaks the rom.

Fusoya and I talked about this and he plans to likely just implement it in a future update to LM. The issue is just that LM hijacks the same spot as it ($009708), so I made a quick update to just move it to a nearby spot in the meantime.

Professional frame-by-frame time wizard. YouTube - Bluesky - SMW Glitch List - SMW Randomizer
I’m certain that my “Level constrain” and “center scroll” patches are broken, the fact they have fixed bottom border positions in horizontal levels and fixed right side border in vertical levels.
Give thanks to RPG hacker for working on Asar.
Just to warn everyone, yes, LM also loads and despawn sprites that are on/off-screen vertically in horizontal levels and on/off-screen horizontally in vertical levels. Vanilla SMW only spawn/despawn laterally off-screen when they fall into a bottomless pit or going too far off the sides in vertical levels. Thus LM actually have spawn/despawn on all sides of the screen instead of just two opposite sides.
Give thanks to RPG hacker for working on Asar.
Originally posted by GreenHammerBro
Just to warn everyone, yes, LM also loads and despawn sprites that are on/off-screen vertically in horizontal levels and on/off-screen horizontally in vertical levels. Vanilla SMW only spawn/despawn laterally off-screen when they fall into a bottomless pit or going too far off the sides in vertical levels. Thus LM actually have spawn/despawn on all sides of the screen instead of just two opposite sides.


They are actually configurable with 4 different flavors of configs. It's in the lakitu box thingie.
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I need the status bar patches fixed at some point, hopefully that happens very soon

✨i'm not joking, astral projection ... i feel connected, i won't stop searching📡
I don't see how the Wall Jump patch would conflict outside of a RAM address conflict (and it conflicts with GHB's Screen Scrolling Pipes for this exact reason, but changing the RAM of one allows them to work quite nicely together), unless remapping level heights does something like how Yoshi's berry detection breaks in vertical levels. On that note, do any of the screen scrolling pipes patches/block packs work with the new LM ASM?
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
It's more of a hijack conflict: Wall jump requires to run its code every frame. The issue here is that it hijacks the quake routine which Lunar Magic also has hijacked for 3.00. The UberASM version hasn't got such an issue because it doesn't hijack anything and therefore can't conflict with Lunar Magic.
And I thought I had to re-injected my custom music so that it was correctly displayed in the music list of LM ...

This layout was designed by... Me lol.



SMWMTL Version 2.28s released on September 26, 2023 !
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The Yoshi fireball block interaction patch isn't working properly with the bigger horizontal levels, it works well on normal horizontal levels but in larger levels the fireballs just don't interact with the blocks at all (but for some reason they will interact on the first screen of the level)


Originally posted by Pink Gold Peach
The Yoshi fireball block interaction patch isn't working properly with the bigger horizontal levels, it works well on normal horizontal levels but in larger levels the fireballs just don't interact with the blocks at all (but for some reason they will interact on the first screen of the level)

Sounds like it's not taking the extra row of blocks on each screen into account. Is it actually misaligned like the berries in vanilla vertical levels, or is it not interacting at all?
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Originally posted by Wiimeiser
Originally posted by Pink Gold Peach
The Yoshi fireball block interaction patch isn't working properly with the bigger horizontal levels, it works well on normal horizontal levels but in larger levels the fireballs just don't interact with the blocks at all (but for some reason they will interact on the first screen of the level)

Sounds like it's not taking the extra row of blocks on each screen into account. Is it actually misaligned like the berries in vanilla vertical levels, or is it not interacting at all?

Vitor already provided a fix for this one. Either Vitor or I, will submit it formally. Basically the layer pointers have to be updated.
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I'll leave this post as a future reminder for myself. Based on what I remember and what Vitor said in #help on Discord, it's likely that the GetMap16 routine in some cluster sprites is broken. I'll verify and correct this myself.
I've been trying to fix ObjecTool to work with Lunar Magic 3.00, and it seems to be easy enough (most of the time has been spent just organizing the template subroutines and updating included information), but I've run into a problem: The item memory routine, from what I've heard, has not been updated to take the new level system into account, at least not if the screens are larger than 2 subscreens each. Is this on the radar to fix soon? Next up after this will be my shared subroutine patch, which will no doubt run into the same problem (among others).

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
It seems that the retry system 2.4 affects the new option of midways at different levels or sub-levels. It sends Mario to the entrance of the original level. I try this the normal way with no patches and the midways work. anyone with a retry system that keeps this new function?
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