Originally posted by Vitor VilelaOh also, another suggestion (or more like a question): $0FFFEB defines what type of compression the ROM is using (0 = original code, 1 = LZ2 optimized and 2 = LZ3). But what compression methods LM will use with 3-FF? I tried and LM just shown garbage, so I assume it can be other types of compression that LM can use?
They're currently undefined, but were set aside in case other compression types were needed in the future (such as with the SDD-1).
Originally posted by Vitor VilelaAlso I'm wondering if it's possible to make LM support custom compression types, which LM would always load from (Ex)Graphics folder or use a external program to compress/decompress the file. I was planning some time ago a LZ2 or LZ3 version which decompresses instead raw GFX file, without any interleaving and then a code would convert back to SNES 2/3/4/8 BPP. From my tests, the GFX file size dropped by half, but since it was a while ago, I don't remember well.
While doable, I'd like to see the actual numbers of a comparison against normal LZ3 to make sure there's enough benefit to it.
Originally posted by EverestIn an old hack I was making, I happened to use event 77 for an event but for whatever reason, it seems impossible to delete the "Next Event Tiles" once I navigate away from the event.
You can use the Home/End keys to go through the individual steps of event 0x77. Though I suppose it wouldn't hurt to have LM display the event as passed if you try to go past that last event with Page Up.
Originally posted by yoshicookiezeusFound a minor text error: the tooltip for the grid button in the overworld 8x8 tile selector window says that it toggles a 16x16 grid rather than 8x8.
Alright fixed, thanks.