Update time! You can download the newest version from the normal link in the first post. Biggest changes are:
- Downgrading to .NET 4.0. Should fix some errors people were having and let XP users use the addons. This is the absolute lowest I can go due to Visual Studio's C++ compiler requirements and other stuff, but hopefully that isn't a problem anyway.
- Some minor modifications to the layer 3 patch to get it to work a bit better with stuff.
- Allow you to place the layer 3 patch and uberASM in separate folders from your ROM. You can put them wherever you want, and if the addon can't find it in your ROM's directory on startup, it'll ask you where it is for future reference.
- Other minor stuff (mostly bug fixes)
Originally posted by MarioFanGamer659Isn't it better to modifie some codes and put layer 2 and 3 onto subscreen and anything else onto mainscreen? Just search of the code
Code LDA #$13 ; \ Don't show layer 3 on the main screen
STA $212c ; /
LDA #$04 ; \ Instead show on the subscreen.
STA $212d ; /
and change it into this code:
Code LDA #$11 ; \ Don't show layer 2 and 3 on the main screen
STA $212c ; /
LDA #$06 ; \ Instead show on the subscreen.
STA $212d ; /
Ah, brilliant. I'll update the main code with that--can't believe I didn't do that instead in the first place. Thanks!
Originally posted by TLMBThis doesn't automatically apply the sprite status bar, does it? I saw the option in the GIF but the post really didn't specify.
It automatically applies the patch if you've set its freespace, but it doesn't automatically make the level use it. You'll need to go to Edit → Options and enable it manually whenever you need it.
Originally posted by WhiteYoshiEggOriginally posted by KipernalWYE'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.
When you get around to fixing it, could you let me know what you did? I'd like to make my status bar do the IRQ stuff right in the next version.
It's weird--I can't see anything wrong with the code in the DKC status bar, so I'm having trouble finding the source of the problem...
Originally posted by MercuryPennyHow do you make the uberASM addon work? When I click it it says "Cannot create process!" then says 3 paths (the last one having a second backslash) and "006". How would I go about fixing this?
Uh...that sounds like Lunar Magic saying that it can't find the editor, though I can't be sure. At any rate, I'm almost 100% certain it's not a problem with the uberASM Editor, since it doesn't contain any code that throws errors like that. Is the EXE file in the right place?
Originally posted by HackerOfTheLegendI already tried that color before, and it made the layer 3 look horrible. None of the colors I'm trying seem to work at all...
I can't think of any reason why that wouldn't be working. I'm going to need more information.
Originally posted by Roberto zampariHey Kipernal, i have an idea:
Why don't ask to Fusoya to use your add-ons in the next version of lunar magic?
WhiteYoshiEgg already covered the main reasons, but besides that, they're also kinda outside the scope of what Lunar Magic does in my opinion. Well, maybe not the layer 3 background editor, but the uberASM editor at least, and possibly other addons people come up with.
Originally posted by EpsilonI installed vcredist_x64.exe (since I have a 64-bit OS, although it didn't help [is that because the tools are coded in 32-bit or something?]) and vcredist_x86.exe.
It seems that anyone using these needs the x86 version installed regardless of their OS type. Did installing vcredist_x86 help?
Originally posted by EpsilonFor the uberASM editor to work you have to extract the contents of the zip file, then open the "uberASM" folder and move the contents to the folder the ROM is in. It seems a bit cluttered to me to have everything in the same folder; couldn't you let us keep everything relating to uberASM in it's own folder?
Yep, that's been added in this update.
Originally posted by EpsilonAlso, I don't know ASM, but I thought I would test it by putting a gradient made with Effect Tool in a level... but the code it gave me was for levelinit... I assume the editor only modifies level_code.asm? It would be more useful if there were tabs at the top to let you switch between the two.
That...that's an amazing oversight on my part. Wow.
Unfortunately I didn't have time to include it in this update, but it'll
definitely be in the next one.
I don't know how I never thought of that.
Originally posted by EpsilonThe layer 3 editor keeps trying to make me apply the Sprite Status Bar Patch (it wants me to set the freespace, but I thought you were using Asar?)
It does use Asar as a patcher, but the patch itself doesn't use Asar's freespace-finding features. It's still an Xkas patch.
Originally posted by Epsilon
It should be compatible with any status bar you want to use, though if you're not using "the" Sprite Status Bar there won't be any GUI options for its settings, including the ability to enable/disable your other status bar on a per-level basis. You'll have to do that manually in the patch itself.
Originally posted by EpsilonIn Step 5 of the Quick Start Guide it says "Use default SMW files", but the button itself says "Use normal SMW GFX". Also, if I wanted to port to another ROM after using this, is there an easy way to transfer everything over?
Simple typo, fixed now. Thanks.
Originally posted by EpsilonI noticed that if I change the graphics loaded in the Super GFX Bypass+ window it will save the new level GFX immediately without saving anything else, or updating Lunar Magic's display... that seems a little weird... you could change the GFX, then save the level and undo your changes... is it supposed to work that way?
It's not supposed to be that way, but unfortunately there's nothing I can do. There's no way to notify Lunar Magic as of yet that it should "reload" the level and draw anything. For the time being you kinda just have to quickly tap Page Up then Page Down to emulate it.
Originally posted by LMPunyThe Layer 3 Editor is soo cool, but I have a problem now: All ROM Layer 3 objects are disabled (Ex: the water). How I can fix it?
As it says when you use it for the first time, you have to re-rip the backgrounds in order to use them. Just do it like you would any other background. Then, to get the behavior working (like the tide effect, for example), just set the level's background behavior in Edit → Options to the "tide" setting.
I'll admit it's not the ideal solution, but look on the bright side: with this you can easily have layer 3 tides that look different from the default tides
Originally posted by Storm KyleisBy the way, I can't seem to be able to put back default layer 3 effects like the mist and the water. Do I have to make them from scratch with the new tool?
Yeah, pretty much. You may or may not be able to ease the process if you download the "actual" layer 3 customizer patch from the patches section, copy its ExGFX files somewhere, and then use the Import Manual feature. I haven't tried it, but it's worth a shot.
Originally posted by buggy789Why does my antivirus hate uberASMeditor.exe so much?
Probably because your antivirus isn't very good.
Or it's extremely paranoid, but that also falls into the above category. If you're using Norton, I'd recommend getting a better antivirus ASAP.
Originally posted by PlatoI'm currently using your new Layer 3 Editor... and it's as pain in the ass to operate, not that I've encounter major bugs, but it's difficult to insert a Layer 2 background to use as Layer 3 and savestates are porting it as 8x8 when I want to use it as 16x16. How can I make this possible? Also, is it possible to use animated tiles as Layer 3?
Er...I must be missing something, because you can't put layer 2 backgrounds on layer 3. Too many colors.
As for auto-converting to 8x8 tilemaps, that's only because I didn't think there'd be a huge demand for 16x16 tilemaps (those backgrounds would be a whopping 2,000 pixels on each side, taller than what could fit on most computer monitors, and, even without scrolling, 8(!) times bigger than the SNES's screen output), and because a lot of the program is hardcoded to assume 8x8 tilemaps. I'm not saying that it's not a feature I'm totally adamant against, but I am saying that it'd be kind of a huge pain with what seems like little benefit.