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Lunar Magic suggestions and discussion (LM v2.52)

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Originally posted by Ladies_Man217
If it really bugs some of you THAT much, click the sprite you want to name, set it in coordinates 7,7 on screen 00, press ctrl+shift+f12, give it the hex number and name you want. There, you got the "correct named" sprite on your list Custom Spites, problem solved and FoSoYa doesn't need to change ANYTHING with names.


Wow, I didn't even know that... anyway, it doesn't have to be in coordinates 7,7, or on screen 00.
Fusoya, just answer my questions:

1) Will you make the next version of LunarMagic compatible with all patches?
2) It's possible to add extra slots in OW?
3) Will you add new features in the next version?
4) Will you release the next version of LM this month or tomorrow?
Originally posted by Roberto zampari
Fusoya, just answer my questions:

1) Will you make the next version of LunarMagic compatible with all patches?
2) It's possible to add extra slots in OW?
3) Will you add new features in the next version?
4) Will you release the next version of LM this month or tomorrow?

1) That would be insanely hard for him to do, and if people want those patches can't they just remake them?
2) what
3) obvious
4) When he wants to.
Originally posted by Roberto zampari
Fusoya, just answer my questions:

1) Will you make the next version of LunarMagic compatible with all patches?
2) It's possible to add extra slots in OW?
3) Will you add new features in the next version?
4) Will you release the next version of LM this month or tomorrow?


Am I being mean when I say that I am literally laughing right now?

Fusoya works hard on Lunar Magic, probably not every day, but we know he works when he gets the inspiration. Lunar Magic is mostly released annually.

By more slots in the OW, you're talking about GFX slots, right???

By the way, telling him, aka demanding, to answer your questions is a big sign of disrespect. Understand that without him, this site probably wouldn't exist. Either that, or somebody else would've made Lunar Magic.


Originally posted by Roberto zampari
Fusoya, just answer my questions:

1) Will you make the next version of LunarMagic compatible with all patches?
2) It's possible to add extra slots in OW?
3) Will you add new features in the next version?
4) Will you release the next version of LM this month or tomorrow?


How rude, man.

I think more OW slots mean more spaces for submaps, or am I wrong? I think more space for OW and submaps would be great, and some more space for levels. The thing is, I know that this sort of hack would be extremely difficult, and would consume a lot of ROM space (or SA-1 can handle this, I dunno).

For now, LM 2.20 just look great. Another hack I could suggest is to improve the palette system in OW, so we could use colors 8-F of palettes 0-3. I don't know if this is possible, though; it's just an idea I had.





Dream team (feed them, please):






Originally posted by The Christmas Reaper
By more slots in the OW, you're talking about GFX slots, right???

Originally posted by Holybringer of Light Flares
I think more OW slots mean more spaces for submaps, or am I wrong?


Yes, add extra GFX slots. It's possible?
Fusoya, if you're Reading this. Make it happen.

I got an idea: What think about splitting the Main OW in submaps? You can add an option of which number of submaps do you want (1 to 6). Also, you can add a option of horizontal and vertical submaps.

What think about my idea?
Originally posted by Roberto zampari
I got an idea: What think about splitting the Main OW in submaps? You can add an option of which number of submaps do you want (1 to 6). Also, you can add a option of horizontal and vertical submaps.

What think about my idea?

I can't speak for Fusoya but I'm almost certain this would require recoding how the SMW rom handles the world map.


Originally posted by Roberto zampari
Originally posted by The Christmas Reaper
By more slots in the OW, you're talking about GFX slots, right???

Originally posted by Holybringer of Light Flares
I think more OW slots mean more spaces for submaps, or am I wrong?


Yes, add extra GFX slots. It's possible?
Fusoya, if you're Reading this. Make it happen.

I got an idea: What think about splitting the Main OW in submaps? You can add an option of which number of submaps do you want (1 to 6). Also, you can add a option of horizontal and vertical submaps.

What think about my idea?


How rude, man...

I think Alice3173 is right. Doing this would need some heavy ASM work, and Lunar Magic needs more important improvements than that.

I have a suggestion, though: I think FuSoYa could implement, if it's not already done, a way in Custom Collection of Sprites to draw them based on their X/Y Position. It would be great. And, of course, the Custom Collection of Sprites Window could organize the entries automatically.





Dream team (feed them, please):






Well, I should probably copy the custom sprite collection code from Tessera 2.0 and release a separate tool which draws it...

Oh 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?

Also 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.
GitHub - Twitter - YouTube - SnesLab Discord
I am not sure if it has been stated already (I have searched around for an answer all over the internet but I found nothing) but here is a slight problem I ran into a few months ago:

In 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. I have not seen a feature to delete those event tiles (if there is, please correct me) so my suggestion would be to delete those "Next Event Tiles" for event 77.
Found 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.
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Get the official ASMT resource pack here!

Originally posted by Vitor Vilela
Oh 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 Vilela
Also 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 Everest
In 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 yoshicookiezeus
Found 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.
Two Koopa Kid bugs:

1. When you teleport, the game displays the name of the tile you warped from, not to
]2. If you load a game and stand on a tile with a KK, the game will spawn the KK even though the level is completed unless you enter a level beforehand (Seems to be something that's set when reloading from a level rather than the OW but I'm not too sure)
EDIT: #2 stopped when I was testing something unrelated, so it may be related to loading a preexisting save file like with tile directions and activated events. Can anyone confirm this?
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
I know I can be lazy sometimes, but it would be nice if I would be able to use the mouse wheel to scroll left and right in normal levels. I am used to it so using the bottom scroll bar can be inconvenient at times.
Scrolling would be nice so I support your suggestion. You could also simply drag across the level to scroll which is what I do.
There should be a thing where you can change all of Palette 8 using Custom Colors. I'm tired of using a patch...
Applying the SA-1 patch doesn't seem to suppress the "don't use more than 84 sprites" warning; I think VitorVilela said the new limit is 255 or 256 or something. I tested it with 161 goal tapes, worked fine.

Edit: Some items in the Options menu share hotkeys; there are 3 with an underlined S, and two each for P, M and B.
It's your choice if you're going to care (keyboard shortcuts for so rarely used things aren't really necessary), but it looks a bit weird.

More edit: Using Podoboos without enabling the bouyancy options should probably throw a message box too.
<blm> zsnes users are the flatearthers of emulation

I know I've mentioned this in the past and never really got a response. Maybe I'm just going about this the wrong way.

INTRODUCING! A New feature that will revolutionize make things easier for inserting custom graphics in your hack.
With the current method of inserting graphics, lets say you have a beautiful custom level you made with custom graphics and palettes and whatnot, but you need a background. So you download one from our wonderful ExGFX section and insert the background. But oh no! What's this? The custom palette it comes with would overwrite the hard work you just put in to your level. Yes you could insert it in a separate level then transfer over the palette rows as needed. But wouldn't it be easier if the user that created the graphics could just only extract the palette row(s) that are required for those particular graphics? Something like how the current map16 extraction method is used could surly be more user friendly (imo of course)
Layout by LDA during C3.
The feature above would be really great to have.
Suggestion: Limit the canvas size in the title screen editor to the actual SNES screen size, perhaps? I often have a hard time imagining where the tiles I place will end up.

(or, you know, a togglable SNES-screen overlay like the one F3 now summons in levels.)


 
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