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Lunar Magic suggestions and discussion (LM v2.52)

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Originally posted by imamelia
I see. How many different routines are there? I know $06F700 is one...


Around 4 I think.

Originally posted by imamelia
Could I perhaps use 4 manual frame counters, set the one corresponding to which frame is supposed to be active to 00, and set the other 3 to FF?


If you set a manual trigger to FF and the slot was already displaying another frame, it'll try to display frame FF.

You're on the right track though. You can use 4 manual frame triggers, but set the *actual* frame counter for the slot you want to fire ($7FC080 array for level slots) to FF or any value other than the frame you want, and set the manual trigger used by that slot ($7FC070 array) to the frame you want. Because that's how the code determines an update is required with a manual trigger... when the actual frame counter is not the same as the manual trigger frame value.

If the order of the frames is important you could also set it up so that the animation starts within a frame or 2 instead of having to wait up to 8 frames to start in the right order. For that, use 4 manual triggers but give each slot a copy of all 4 frames of your animation. When you need to start your animation, load $14 (and add 1 if your code runs after LM's animation code for this frame). If the low bit is 1, add another 1 so you're on the next even slot number. AND #$07, use it as the slot offset for the $7FC080 array to set that to FF, and look up which manual trigger corresponds to this slot so you can set it to frame 0 (7FC070 array). Add 2 to the offset, AND #$07, use it as the slot offset for the $7FC080 array to set that to FF, and look up which manual trigger corresponds to this slot so you can set it to frame 1 (7FC070 array). Do the same thing 2 more times for setting frames 2 and 3, and there you go. All 4 slots will fire once in order, with the first one firing on either the next vblank or the one after that.

Originally posted by imamelia
I wonder if I could do it with a one-shot animation instead...


You could, but again you'd have to use 4 different one shot triggers. And if the frame order is important, you'd have to wait up to 8 frames for the right time to start them. Manual would be a little more flexible for getting around that delay.
*looks up an old boss he made*

Ha. I used 8 slots for each manual trigger.

Efficiency be damned, maybe there should be a mode that updates each slot every frame.
Originally posted by FuSoYa
Originally posted by imamelia
I see. How many different routines are there? I know $06F700 is one...


Around 4 I think.

Do you know what the others are?

Originally posted by FuSoYa
Originally posted by imamelia
Could I perhaps use 4 manual frame counters, set the one corresponding to which frame is supposed to be active to 00, and set the other 3 to FF?


If you set a manual trigger to FF and the slot was already displaying another frame, it'll try to display frame FF.

You're on the right track though. You can use 4 manual frame triggers, but set the *actual* frame counter for the slot you want to fire ($7FC080 array for level slots) to FF or any value other than the frame you want, and set the manual trigger used by that slot ($7FC070 array) to the frame you want. Because that's how the code determines an update is required with a manual trigger... when the actual frame counter is not the same as the manual trigger frame value.

If the order of the frames is important you could also set it up so that the animation starts within a frame or 2 instead of having to wait up to 8 frames to start in the right order. For that, use 4 manual triggers but give each slot a copy of all 4 frames of your animation. When you need to start your animation, load $14 (and add 1 if your code runs after LM's animation code for this frame). If the low bit is 1, add another 1 so you're on the next even slot number. AND #$07, use it as the slot offset for the $7FC080 array to set that to FF, and look up which manual trigger corresponds to this slot so you can set it to frame 0 (7FC070 array). Add 2 to the offset, AND #$07, use it as the slot offset for the $7FC080 array to set that to FF, and look up which manual trigger corresponds to this slot so you can set it to frame 1 (7FC070 array). Do the same thing 2 more times for setting frames 2 and 3, and there you go. All 4 slots will fire once in order, with the first one firing on either the next vblank or the one after that.

Originally posted by imamelia
I wonder if I could do it with a one-shot animation instead...


You could, but again you'd have to use 4 different one shot triggers. And if the frame order is important, you'd have to wait up to 8 frames for the right time to start them. Manual would be a little more flexible for getting around that delay.

Yes, the order is important, since the animation should always end on the default frame. That all sounds more complicated than necessary, though...maybe I'll just upload data to CGRAM myself.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by Kaijyuu
*looks up an old boss he made*

Ha. I used 8 slots for each manual trigger.

Efficiency be damned, maybe there should be a mode that updates each slot every frame.


And divides the number of slots available by 8? Because there isn't much chance you're getting the poor SNES to run all 0x40 slots in the same frame without exceeding vblank...

Originally posted by imamelia
Do you know what the others are?


Not offhand, but if you look in the 0x37800 (PC) area in the ROM each of the 4 routines it jumps to starts with a JSR $F6xx command. Convert the 4 locations those JSRs are at to a 24 bit SNES address and use a hex editor to do a search on the bytes and they should come up.
Originally posted by FuSoYa
And divides the number of slots available by 8? Because there isn't much chance you're getting the poor SNES to run all 0x40 slots in the same frame without exceeding vblank...

Yeah, pretty much. The times I want frame perfect animation precision aren't the same times I want tons of animations.
Guys, I've been thinking. We need a palette grid. I should be able to bring up gridlines that will separate the colors so they're easier to look at, and also be able to show the 2bpp (layer 3) palettes.
I don't think that's necessary. Seeing as the bottom of the palette editor tells you which row and column the cursor is in anyway.
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This not will be a great suggestion.
When i started using lunar magic i always wanted change the graphics(for some reason) but i have need see a tutorial just to know that in lunar magic i need press F9 to save *,*.
I never have known why you don't put a SAVE buttom :/
EDIT: also and about a extract this GFX buttom?
Like :i have redrawn a few tiles, but now i wan't the old tiles back. But i will lose all i made. So i will extract this GFX and put in on my ExGFX folder :D
EDIT2:Level up !
#unbanMB980
Is there any chance of including an option to disable insertion and decompression of GFX32 and 33 in order to free up the RAM where they get decompressed? (Obviously, the graphics would instead be inserted uncompressed into the ROM.) Another RAM-freeing hack that could be supported (but not added) is this patch.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.

I've run in to a weird issue in the newest LM. When saving my rom it comes up with an error that the .lrp file is corrupted. Even completely deleting it, and having LM create a new one causes this issue to pop up. I have the restore points turn off for now to bypass the problem, but any reason this would have popped up in the first place?
Layout by LDA during C3.
Originally posted by AnOtakuGamer
This not will be a great suggestion.
When i started using lunar magic i always wanted change the graphics(for some reason) but i have need see a tutorial just to know that in lunar magic i need press F9 to save *,*.
I never have known why you don't put a SAVE buttom :/
EDIT: also and about a extract this GFX buttom?
Like :i have redrawn a few tiles, but now i wan't the old tiles back. But i will lose all i made. So i will extract this GFX and put in on my ExGFX folder :D
EDIT2:Level up !

Wait, what version of LM are you using?
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 AnOtakuGamer
When i started using lunar magic i always wanted change the graphics(for some reason) but i have need see a tutorial just to know that in lunar magic i need press F9 to save *,*.
I never have known why you don't put a SAVE buttom :/
EDIT: also and about a extract this GFX buttom?
Like :i have redrawn a few tiles, but now i wan't the old tiles back. But i will lose all i made. So i will extract this GFX and put in on my ExGFX folder :D


LM's 8x8 tile editor has always been pretty basic. There are a lot of other tile editors out there you can use, so improving the one in LM has been pretty low priority.

Originally posted by imamelia
Is there any chance of including an option to disable insertion and decompression of GFX32 and 33 in order to free up the RAM where they get decompressed? (Obviously, the graphics would instead be inserted uncompressed into the ROM.)


I suppose there's a chance in the sense that I haven't ruled it out. Free up ~25% of the SNES WRAM and I'm sure someone will find a use for it. I just don't have any current plans about it.

Originally posted by Lightvayne
I've run in to a weird issue in the newest LM. When saving my rom it comes up with an error that the .lrp file is corrupted. Even completely deleting it, and having LM create a new one causes this issue to pop up. I have the restore points turn off for now to bypass the problem, but any reason this would have popped up in the first place?


Did it really say it's corrupt, or that it just couldn't write to it? If it's the former, I'd need the exact text of the message. If it's the latter, check that your drive isn't full.
Originally posted by FuSoYa
Originally posted by imamelia
Is there any chance of including an option to disable insertion and decompression of GFX32 and 33 in order to free up the RAM where they get decompressed? (Obviously, the graphics would instead be inserted uncompressed into the ROM.)


I suppose there's a chance in the sense that I haven't ruled it out. Free up ~25% of the SNES WRAM and I'm sure someone will find a use for it. I just don't have any current plans about it.

p4plus2 already has a patch for most of it. It just doesn't work properly with ExAnimation.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.



This is the error message I get.
I did do a bit of testing on it last night when i had a bit more time. Current I save most of my stuff on an SD card for easy portability. I tried moving the rom, LM and the backup folder (without the lrp) to the desktop and everything seems to save fine without the error. When I try to move the lrp back to the SD card though, I get the corrupted file message again.
While I am now about 80% sure something may be just being stupid with the SD card, I'm still confused why the lrp file is the only thing its having an issue with, everything else saves to it fine and it used to save to it fine previously also.
Layout by LDA during C3.
Yeah, that popup on your taskbar is from windows itself telling you that your SD card is messed up. In "My Computer", right click on the drive, hit "Properties", "Tools", and in "Error Checking" hit the "Check Now" button. If you're fortunate, it's just an error in the file system or in a few blocks. If you're unfortunate, the card is unreliable/dying.

Misc ExGFX files
(for example, you extract the ExGFX files, and it comes with some ExGFX files. (like the piranha plant Graphics, death swooper, ETC.) )

The same person? Oh nevermind.

... you'll have to elaborate on that before anyone can make out what you're trying to say.
Your layout has been removed.
Originally posted by imamelia
Originally posted by FuSoYa
Originally posted by imamelia
Is there any chance of including an option to disable insertion and decompression of GFX32 and 33 in order to free up the RAM where they get decompressed? (Obviously, the graphics would instead be inserted uncompressed into the ROM.)


I suppose there's a chance in the sense that I haven't ruled it out. Free up ~25% of the SNES WRAM and I'm sure someone will find a use for it. I just don't have any current plans about it.

p4plus2 already has a patch for most of it. It just doesn't work properly with ExAnimation.


http://pastie.org/9516489 This works in vanilla SMW and even with LM. However if you install ExAnimations as imamelia stated the result is unhappy.
Originally posted by leod
... you'll have to elaborate on that before anyone can make out what you're trying to say.

I believe Crash may be asking for something like, Lunar Magic shipping with ExGFX files that fix the broken graphics of some of the unused sprites in the original ROM, such as the classic fish-stemmed Pirhanna Plant, or the Ceiling Swooper Generator.
Originally posted by p4plus2
http://pastie.org/9516489 This works in vanilla SMW and even with LM. However if you install ExAnimations as imamelia stated the result is unhappy.


Probably just from LM replacing the DMA routine for the regular animated tiles. Change the source bank byte in LM's ASM and insert a jump for the berry fix code and it'd likely work as before.
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