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Lunar Magic suggestions and discussion (LM v2.52)

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Bug report:


You can access invalid level 200 by making an edit to level thats not 1FF, then pressing "page up" and saving the level as 1FF.

Now if you edit the level 200 and save the rom, rom crashes when it tires to load title-screen.
Seems to happen in the other direction as well... Anyway thanks, it'll be blocked in the next version.
Originally posted by Alcaro
Already exists, it's something like ... hold Alt, push mouse button (forgot if left or right), drag right, release. See Mouse Gestures in the help file.

Oh, I didn't know that worked on screen exits, i thought that only functioned as a sort of back/fowards function for room history.
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The ground-dwelling Monty Mole produces a tile that only looks non-glitchy in the grass tileset. Maybe it could be made to be tileset-specific to the grass tileset?

EDIT: In addition, the growing/shrinking pipe end uses tileset-specific always-green pipe tiles 168 & 169, and the mushroom scale platforms produce the tileset-specific mushroom stem block A2. I don't believe any other sprites affect the foreground layer in a foreground-tileset-specific way.

Monty Mole: [2, 7] (Both are tagged as Normal)
Mushroom Platform: [2, 6, 8] (All are tagged as Rope)
Pipe: [0, 2, 6, 7, 8, C] (All that support the previous two, plus Forest)
Originally posted by Nariofan101
The ground-dwelling Monty Mole produces a tile that only looks non-glitchy in the grass tileset. Maybe it could be made to be tileset-specific to the grass tileset?


It could, but the sprite filter is really only supposed to be looking at the sprite graphics, not the FG/BG graphics... not sure if I want to make an exception for that one.
Sorry if this is the wrong place to post, but how do I make custom button graphics for Lunar Magic? Like the ones in the toolbar.
Working on "A Mario Hack".
Originally posted by Mario Doge
Sorry if this is the wrong place to post, but how do I make custom button graphics for Lunar Magic? Like the ones in the toolbar.

Check LM's help file.
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Hack Thread
Hack Testing Status: Available.
Layout by Koopster.
Thank you but I don't that is what I am looking for, I meant editing the existing button icons.
Working on "A Mario Hack".
Check LM's help file, it has everything you need to know about making custom button graphics. Otherwise, you just need an image editing program, arrange your button graphics in a 16x16 pattern along a 624x16 width-height and save as a .ff4. If that and the help file is still confusing, time to start doing research on how to use said image editing program and how to read canvas size.



As far as a suggestion goes, how about programmable/customizable hot-keys? Quite a good amount of us (I assume) have gaming mouses, and I'd love to be able to use mine to its full extent with Lunar Magic. An example would be being able to set the Save Button to Mouse 5 and Undo to Mouse 4.
Originally posted by Skewer
As far as a suggestion goes, how about programmable/customizable hot-keys? Quite a good amount of us (I assume) have gaming mouses, and I'd love to be able to use mine to its full extent with Lunar Magic. An example would be being able to set the Save Button to Mouse 5 and Undo to Mouse 4.


You can already assign keyboard shortcuts for the main window through the custom user toolbar file. It doesn't currently allow for Mouse buttons 4 or 5, but I could add them if you like.
Thank you, but it ain't working. I'll experiment with it though because I haven't checked the help file yet. I think I might not of made the button graphic big enough.
Working on "A Mario Hack".
Originally posted by Mario Doge
it ain't working. [...] because I haven't checked the help file yet.

Writing readmes and help files is actually a very tedious thing to do for developers, so it comes with a certain sense of frustration when people not just don't use them, but seem to actively avoid them.
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I actually did read it yesterday, but didn't see anything. That was before I first posted.

EDIT: Read it and saw something that might help.
Working on "A Mario Hack".
What does Lunar Magic use $7EC100-C7FF for? The RAM map implies it's ExAnimation, but no form of ExAnimation I know of uses only 0x700 bytes.

Also, I am once again bringing up the idea of officially moving GFX32 and 33 out of $7E2000-ACFF.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by FuSoYa
It doesn't currently allow for Mouse buttons 4 or 5, but I could add them if you like.

Yes sir, I would I and many others who have gaming mouses would heavily enjoy that feature. Thanks!
Originally posted by imamelia
What does Lunar Magic use $7EC100-C7FF for? The RAM map implies it's ExAnimation


Where does it imply that? It just seems to eventually lead you here.
Originally posted by FuSoYa
Originally posted by imamelia
What does Lunar Magic use $7EC100-C7FF for? The RAM map implies it's ExAnimation


Where does it imply that? It just seems to eventually lead you here.

Originally posted by RAM map
$7EC100 1408 bytes Empty Empty, untouched RAM on an unhacked ROM, potentially occupied with extended animated tile graphics in a hacked ROM.
$7EC680 96 bytes Misc. Tilemap of Mode 7 bosses (Ludwig, Roy, Morton and Bowser).
$7EC6E0 288 bytes Empty Empty, untouched RAM on an unhacked ROM, potentially occupied with extended animated tile graphics in a hacked ROM.


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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Maybe it's the Alternate ExGFX (GFX 60-63) storage area?
Oh, bank 7E. Was thinking of 7F for some reason.

Whether or not it's used depends entirely on you. You can extend the ExGFX file you place in the AN2 slot to fill it. The slot starts from 7E:AD00. The help file says the file can be up to 0x1A00 bytes (which would take it up to 7E:C6FF and give you 0xD0 tiles or 13 decimal rows), though unofficially you can add an extra 8 tiles to go right up to 7E:C7FF if you really want. That last bit isn't mentioned in the help file, partly because it isn't usable in SMAS+W but also because a few people were getting into the habit of using that small area for free RAM in patches. Plus 0x1A00 gives you a nice multiple of 0x10 4bpp tiles, which is a bit easier for people to keep track of visually.
Oh, that makes sense. I'd been using 0x1A00-byte ExAnimation files already, though I don't recall anything using $7EC700-FF. What does SMAS+W use it for?

And ExGFX60-63 aren't stored in RAM but rather in ROM uncompressed (which, as I mentioned, ought to be the case for GFX32 and 33 too...).

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