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Lunar Magic suggestions and discussion (LM v2.52)

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I believe I already answered that. Reread the bit about it not being supported and things breaking.

Nothing prevents you from still doing it if you want, you just have to expend a little more effort at doing so.

As for a log, recheck my suggestion of having a list for tool hijacks here at SMWC.
Originally posted by FuSoYa
Nothing prevents you from still doing it if you want, you just have to expend a little more effort at doing so.

I'm sorry if this comes off as insulting, but purposefully making it more difficult for people to modify LM's ASM hacks just because you think they could break when LM updates seems really patronizing. Why not just provide people with the information and let them worry about using it responsibly? I honestly don't understand.

Also, regarding WYE's earlier comment- why exactly are you so absolutely against releasing LM's source code? I know this is an old argument, but I've heard a lot of legitimate reasons why releasing it would make SMW hacking better and not too many legitimate reasons for not doing so.
Open source LM.

Edit:

I have heard in the past something about bad forks of the software propagating from a source code release, it would be nice to hear more in-depth about that. Or just clarify if I'm wrong entirely on that one.

While it's up to you if you decide to keep LM closed, since it's yours, at this point it is becoming more and more of a disservice to the SMW hacking community by not opening it. Is there a good reason why the Lunar Magic source code is not available, since commercial and security reasons are not involved? At the very least, the assembly code applied by LM should be released so it can be studied. Personally, I'd love to see a Github repo of the entirety of LM so the editor can be improved and used as an educational resource for other programmers. It would also extend its update longevity even further.

I should point out, there are many open source editors and tools out there that are doing fine. Level editors for Kirby's Adventure and Super Mario Kart, for example.
FuSoYa confirmed for enforcing Lunar Magic monopoly.

#OpenSourceLM let Alcaro add his massive level expander
lol dont post this kind of comments, we are on a community and nobody pays something to fusoya for the lunar magic, maybe open source lunar magic is a good idea or have a system to add plugins to lunar magic is a good idea but don't force to fusoya, he only is helping to the hackers.

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Originally posted by anonimzwx
we are on a community and nobody pays something to fusoya for the lunar magic, ... he only is helping to the hackers.


True, open sourcing Lunar Magic is up to him and he isn't paid for his work. However, a way to help the hackers (as you put it) more, would be to release the code so others can have the freedom to improve and contribute to Lunar Magic.

Listen, I've stated this before. Drop the Open Source crap. He doesn't want to hand it out, end of discussion. Consider this a warning.
Layout by LDA during C3.
This discussion isn't even about Open Source. It's about something that I and others would imagine is not hard to implement.
Originally posted by FuSoYa
As for a log, recheck my suggestion of having a list for tool hijacks here at SMWC.

If that was a thing, would you contribute to it?
Originally posted by eXcavator
I'm sorry if this comes off as insulting, but purposefully making it more difficult for people to modify LM's ASM hacks just because you think they could break when LM updates seems really patronizing.


Meh, you're imagining malicious intent where there is none. #ab{:P} "Purposefully" would imply that I've gone out of my way just to make it difficult, which isn't the case. I just haven't gone out of my way to make it easier either.

Originally posted by Torchkas
Originally posted by FuSoYa
As for a log, recheck my suggestion of having a list for tool hijacks here at SMWC.

If that was a thing, would you contribute to it?


Well, it'd be a little silly if I suggested it and didn't.
I really think a list of hijacks are a great idea, and I suggested that animations needed to be edited by the user in a new version of LM before...

I also had one idea I posted to allow the user make more map space and expand on that, an example for a demo map planned was to re-create SMB3's maps based on that expansion for my upcoming hack, and then let the users use that map and let them study it for basing it off thier hacks.

One last idea: I would like an option to actually use any half-ExGFX file for any sprite, I planned to release a hack in the future that uses half-ExGFX files (800 bytes instead of 1000 bytes) for Regular Sprites and SpriteTool Sprites, the original sprite GFX will be unused and reserved for expansion, possibly for more layered graphics
Originally posted by Hamtaro126
One last idea: I would like an option to actually use any half-ExGFX file for any sprite, I planned to release a hack in the future that uses half-ExGFX files (800 bytes instead of 1000 bytes) for Regular Sprites and SpriteTool Sprites, the original sprite GFX will be unused and reserved for expansion, possibly for more layered graphics

I had actually thought of doing something like this as well for my hack (not the Peach one, the one I should have started back in 2009), though I was using quarter ExGFX files. (Hey, YI's sprite GFX files were only 1 KB....) It would make it a lot easier to mix different sprite sets. Though I figured that it would be the kind of thing that would never be implemented in Lunar Magic, since FuSoYa would probably find it too much trouble for something that not enough people would use, so I had planned on just uploading the GFX myself, at the expense of sprites not displaying correctly in Lunar Magic most of the time. I also wanted to split the two foreground GFX files in half, again to make tilesets easier to mix, though that might make levels look too glitchy (unless I used custom objects, in which case they'd look glitchy already).

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Oh, and the idea of that graphical expansion hack came to me from SMB3 for SNES and NES, of which those banks are the same size $800 bytes when uploaded (except for animations, menu and player in the SNES version, those are variable sized)
If we have a list of tool hijacks, I still suggest it be a document in the documents section rather than a "map." In ideal circumstances a map might be better due to visibility/ease of editing, but in realistic circumstances it'd be problematic: it'd take time to code for the site and it wouldn't be updated often enough to really warrant an easy interface to edit.
Originally posted by imamelia
Though I figured that it would be the kind of thing that would never be implemented in Lunar Magic, since FuSoYa would probably find it too much trouble for something that not enough people would use


Yup, too many modifications for something that too few people would get much use out of. There'd also be a slightly negative impact on compression ratios when you split things up further like that, though how much depends on the data and format.

Originally posted by anonimzwx
i suggest that lunar magic shows you the FreeSpace that it use when you insert graphics


It already does, it's in the status bar.

Originally posted by anonimzwx
and allows to the user select where will be the graphics :).


It does that too, you just have to go through the file menu to set it (I don't advise doing it for regular GFX though, just ExGFX... the GFX one is set to use up the space within the original ROM first so you don't really want to miss out on that extra space).

Originally posted by Kaijyuu
If we have a list of tool hijacks, I still suggest it be a document in the documents section rather than a "map." In ideal circumstances a map might be better due to visibility/ease of editing, but in realistic circumstances it'd be problematic: it'd take time to code for the site and it wouldn't be updated often enough to really warrant an easy interface to edit.


The problem there is that the lack of visibility and ease of editing may cause it to languish or get mostly ignored...
We really should be able to customize the appearance of objects.
Using them is very beneficial in terms of space, and right now they're really not usable at all because they'll most likely look like total garbage in the editor.
Yeah, I've been saying that for a while. I've been using custom objects anyway despite the garbage that shows up in the editor, but it would be nice for them to display at least close to what they look like in the game. Even if we couldn't allow for every possible object that someone could code, I would think that there could at least be some templates. Some of these, for instance, might be "stretchable square object" (like the castle blocks), "horizontally-stretchable object with height bits used for object type" (like the pipes), "extended object with a given specified array of tiles, with any FFFFs assumed to be unused tiles" (like the big bushes).

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Custom appearences for both sprites and objects in LM seems to still be a great idea,

We actually will see if FuSoYa presents an Yes/No answer for this though, Fingers Crossed!!! #tb{;)}
You already can customize how custom sprites show up, even have them display in the sprite window.
Your layout has been removed.
Originally posted by leod
You already can customize how custom sprites show up, even have them display in the sprite window.


I forgot to mention about how certain sprites that are dynamic or using other means of uploading (Ex)GFX does not show correctly,

The game editor could have an option for using up to $800-bytes per ExGFX (uncompressed) and let the GFX maker have creative freedom
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