Originally posted by Rykon-V73I finally tried these addone and, except for the UberASM editor, nothing else seems to work, regardless of the instructions shown in the first post.
I updated the instructions. It seems you may need the x86 version of the runtime regardless of your computer's architecture. Please try downloading that.
Originally posted by Rykon-V73And when I try to save in the UBERASM editor, LM sort of crahses.
Lunar Magic should definitely not be crashing. These addons are absolutely completely separate from it. See what happens after the VS runtime is updated.
Originally posted by Rykon-V73Edit: I decided to try on a clean ROM and it crashes.
Did you remember to save at least one level like it says in the first post?
Originally posted by Rykon-V73Edit:
Maybe.
Originally posted by Rykon-V733rd edit: Would have worked a video tutorial of some sorts.
Did you checkout the demonstration GIF in the first post? I'm not going to pretend like it's a completely comprehensive tutorial, but it should get you through the basics. Failing that, there's a simple instruction list in the Help menu that might be useful.
Originally posted by HackerOfTheLegendOkay, I simply cannot get the layer 3 editor to work correctly for me. Some sort of in-depth tutorial or... something would be nice.
See the previous quote. I'll make a proper tutorial once I get the time, but for the time being I'm kind of hoping that the GIF and explanation in the Help menu will suffice.
Originally posted by Daizo Dee VonI'm on the same train as you are. I sent Kipernal a message, so just waiting for him to come back.
Yes. Please try installing the x86 version of the runtime and see if that helps. It seems to be working for a bunch of people so far.
Originally posted by imameliaHm...okay, now I tried the options menu and that crashed.
Yes, it seems Microsoft did something stupid that basically broke compatibility for extension methods between .NET 4 and .NET 4.5. I don't know how. Either way I'm working on it.
Originally posted by imameliaAlso, is there any way to save the new tilemap files as specific GFX numbers or load the graphics from an existing ExGFX file? And seconding the ability to put the Layer 3 Customizer patch in a subfolder.
In a roundabout way...if you have a GFX slot use the normal SMW GFX and then click on the button to change the GFX (the one that shows the current GFX), you can manually select which graphics to use for that slot. If you didn't import from a ZST you can skip that first step and just click on the GFX button.
Originally posted by StanTheMackiarI think the images speaks for itself, why does it happen?, I use WYE's sprite status bar (the DKC one), is that the problem?, help me! please
That's an IRQ problem.
If you don't know what IRQ is, that's fine. It's basically...uh...
Uh...
Basically the normal Sprite Status Bar has an option to sort of "disable" IRQ, which makes the background not be all funky like that. WYE's Sprite Status Bar seems to do something with the IRQ, but it may not be enough.
Either way the important thing is that it's fixable. I'll look into it.
Originally posted by StanTheMackiarBy the way, Another problem, why does the venus and piranha plant hide between the BG and the layer 2, the should normally hide behind the layer 2 and appear above other layers, how do I fix this?
For the same reason that they do if you're using an HDMA gradient. Again it's kinda complicated, involving main screens and subscreens and stuff.
This patch may or may not help in that regard.
Originally posted by HackerOfTheLegendThat's what I meant, but whatever. Like I said, trying out different colors did not work.
If you change the back area color, can you see a difference in the level? If so you just need to change the back area color to be the correct color for that background.