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Lunar Magic suggestions and discussion (LM v3.40)

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I understand why custom tooltips for objects and support for custom objects is a bad idea (it's a BIG undertaking) but would cosmetic tooltips be acceptable? You've already put cosmetic-only stuff in LM so I'm assuming that this wouldn't be a huge break in design philosophy.

I had this idea to remap a ton of currently-useless objects (nets, etc) to be like, say, object 04 (one tile, can extend along x and y axes), and then remapping them to various map16 tiles, so that I could use a ton of custom blocks without eating up a ton of bytes (I'm paranoid about saving space). This would obviously end up looking really stupid in LM without messing around with settings in there.

This doesn't seem like it would be too bad in itself to implement with the s16 architecture already existing). It's probably a bigger deal to implement than I'm thinking it is, though.
No idea if this has been reported before, but 32x16 exanimations seem to be glitched when used in the overworld. The animated chunck switches frams very fast for some reason while the right side uses tiles it's not meant to (I tested the same 32x16 animation on a level and it worked just fine).
Originally posted by Darkbloom
I understand why custom tooltips for objects and support for custom objects is a bad idea (it's a BIG undertaking) but would cosmetic tooltips be acceptable? You've already put cosmetic-only stuff in LM so I'm assuming that this wouldn't be a huge break in design philosophy.

I had this idea to remap a ton of currently-useless objects (nets, etc) to be like, say, object 04 (one tile, can extend along x and y axes), and then remapping them to various map16 tiles, so that I could use a ton of custom blocks without eating up a ton of bytes (I'm paranoid about saving space). This would obviously end up looking really stupid in LM without messing around with settings in there.

This doesn't seem like it would be too bad in itself to implement with the s16 architecture already existing). It's probably a bigger deal to implement than I'm thinking it is, though.


Err... s16? Tiles aren't tooltips. It seems you're describing cosmetic tooltips and cosmetic objects. Which are pretty much just custom tooltips and custom objects by a different name.

Originally posted by Moltz
No idea if this has been reported before, but 32x16 exanimations seem to be glitched when used in the overworld. The animated chunck switches frams very fast for some reason while the right side uses tiles it's not meant to (I tested the same 32x16 animation on a level and it worked just fine).


Seems to be working fine here. Make sure you've inserted the GFX as 4bpp (if you hadn't yet, do so then reload and save the overworld). Otherwise transfer your graphics and the overworld to a fresh ROM that hasn't had any other tools used on it to see if there might be a patch conflict. If it still happens, you may need to create an IPS in LM and send it to me, and I'll take a look at it.
Originally posted by FuSoYa
Originally posted by Darkbloom
I understand why custom tooltips for objects and support for custom objects is a bad idea (it's a BIG undertaking) but would cosmetic tooltips be acceptable? You've already put cosmetic-only stuff in LM so I'm assuming that this wouldn't be a huge break in design philosophy.

I had this idea to remap a ton of currently-useless objects (nets, etc) to be like, say, object 04 (one tile, can extend along x and y axes), and then remapping them to various map16 tiles, so that I could use a ton of custom blocks without eating up a ton of bytes (I'm paranoid about saving space). This would obviously end up looking really stupid in LM without messing around with settings in there.

This doesn't seem like it would be too bad in itself to implement with the s16 architecture already existing). It's probably a bigger deal to implement than I'm thinking it is, though.


Err... s16? Tiles aren't tooltips. It seems you're describing cosmetic tooltips and cosmetic objects. Which are pretty much just custom tooltips and custom objects by a different name.

Originally posted by Moltz
No idea if this has been reported before, but 32x16 exanimations seem to be glitched when used in the overworld. The animated chunck switches frams very fast for some reason while the right side uses tiles it's not meant to (I tested the same 32x16 animation on a level and it worked just fine).


Seems to be working fine here. Make sure you've inserted the GFX as 4bpp (if you hadn't yet, do so then reload and save the overworld). Otherwise transfer your graphics and the overworld to a fresh ROM that hasn't had any other tools used on it to see if there might be a patch conflict. If it still happens, you may need to create an IPS in LM and send it to me, and I'll take a look at it.


Ah, perfect. So you can't divorce "cosmetic" object making from "actual" object making in the same way that tooltips work. Sorry about that.
--

Tangentially, though, would it be possible to edit sprite tooltips in the editor or to see the code for the original tooltips? It's a little difficult remapping stuff like the chained platforms/boo rings/etc in a text only format.
Originally posted by Darkbloom
Tangentially, though, would it be possible to edit sprite tooltips in the editor or to see the code for the original tooltips? It's a little difficult remapping stuff like the chained platforms/boo rings/etc in a text only format.


Tooltips are those text windows that pop up when you hover your mouse pointer over something in a GUI. While LM does let you specify custom sprite tile arrangements in the same file that custom sprite tooltips are defined, that doesn't make them "tooltips". You're going to end up with a lot of confusion and miscommunication issues if you keep calling them that.

But anyway no, LM's implementation of the original sprites is all hardcoded (which means C/C++ source).
Would be nice being able to export the Overworld as a image file, as it can be done with levels. Also would be nice to being able to type the number of the levels themselves in the Modify Level Tile Setting options (as for levels and events, the two first options), but this one is not really a big need.
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I was curious if you plan in the future to Port LM from x86 to the arm processor. I ask because wine has come to Android. Which means LM could be loaded in tablets phones etc. Currently the Android version of wine can not run x86 on arm processor yet.
A suggestion completely inspired by Ramon's thread here would be the ability to modify the castle destruction sequences from within Lunar Magic. This could include extracting/inserting custom ExGFX files, custom mario walk animations, custom tile animations (ExAnimation), choosing music, scene duration, or whatever else might be interesting to players. I found a post with the background tilemap locations here which may be useful.

I'm sure others have suggested this before, but the ability to modify Super Mario Advance 2.
If there isn't a way to insert ExGFX into the title screen (not the level, the title screen) and credits, then that would be good too.
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Suggestion:

A way to see every tile coordinate like in the picture (ive only did a few in photoshop to demonstrate)

I know i can just put the mouse over the tile and read down there.. but would be really nice to be able to see all of it on screen at the same time.. i use this a lot, so i think this would be something really good to have


Another really useful thing to have would be something like the "Sprite data (Hex code)" [5] but for map 16 tiles.. and it assigned some random solid color for each different tile used.
Something like this:

Could it be that multi-monitor setups affect the way tooltips are displayed? When I have the Map16 editor open, but moved to a different screen, tooltips no longer show up when I hover over things in the main window. (When the Map6 editor is closed, or it's open on the same monitor as the main window, they do.)

Not sure how much control you have over that, or if it's at all worth reporting, but there you go.


 
Originally posted by Shiny Ninetales
Would be nice being able to export the Overworld as a image file, as it can be done with levels.


The overworld isn't exactly large compared to levels though. A screenshot or two with Alt-Print Screen is usually good enough for that.

Originally posted by Shiny Ninetales
Also would be nice to being able to type the number of the levels themselves in the Modify Level Tile Setting options (as for levels and events, the two first options), but this one is not really a big need.


Might implement it someday.

Originally posted by zacmario
I was curious if you plan in the future to Port LM from x86 to the arm processor. I ask because wine has come to Android. Which means LM could be loaded in tablets phones etc. Currently the Android version of wine can not run x86 on arm processor yet.


There are no plans for it currently. Mobile devices tend not to be all that great interface wise for this kind of editing, so having LM run on them isn't really much of a priority.

Originally posted by hash
A suggestion completely inspired by Ramon's thread here would be the ability to modify the castle destruction sequences from within Lunar Magic. This could include extracting/inserting custom ExGFX files, custom mario walk animations, custom tile animations (ExAnimation), choosing music, scene duration, or whatever else might be interesting to players. I found a post with the background tilemap locations here which may be useful.


Sounds like a separate tool might be more suitable for that, but will make a note of it as a suggestion for the future just in case.

Originally posted by FailSandwich
I'm sure others have suggested this before, but the ability to modify Super Mario Advance 2.


That would require porting all LM's ASM hacks to a different ROM and chip, which as this point would be a fair amount of work. LM already supports 3 different ROMs, yet the other 2 (SMWj and SMAS+W) are hardly ever used as it is. Which is understandable... I don't think any of the other tools we have support those, and it takes more time and effort to support multiple ROMs. Time and effort that's probably better spent on something like SA-1 support.

Besides which, the smaller screen resolution for SMA2 is somewhat bothersome. Nintendo even had to edit the levels to deal with the fact that you just can't see as much on the screen as you can with the original.

Originally posted by FailSandwich
If there isn't a way to insert ExGFX into the title screen (not the level, the title screen) and credits, then that would be good too.


You can already do that for the title screen, just bypass the layer 3 GFX in the title screen level. You can't do the same with the credits, but might be something to think about adding in the future.

Originally posted by NaroGugul
Suggestion: A way to see every tile coordinate like in the picture. I know i can just put the mouse over the tile and read down there.. but would be really nice to be able to see all of it on screen at the same time.. i use this a lot, so i think this would be something really good to have


I'd imagine reading it from the status bar is good enough for most people. But out of curiosity, what are you up to that requires needing the coordinates so often?

Originally posted by NaroGugul
Another really useful thing to have would be something like the "Sprite data (Hex code)" [5] but for map 16 tiles.. and it assigned some random solid color for each different tile used.


With 0x8000 possible Map16 tiles to choose from, I don't think trying to assign them unique colors would work out too well.

Originally posted by WhiteYoshiEgg
Could it be that multi-monitor setups affect the way tooltips are displayed?


It shouldn't matter at all, and it works perfectly fine here (on Windows 7). If you have software setup for managing windows on multiple monitors, you may want to play with the options in it (many video cards come with their own).
Thanks for the response. I Often forget (or take for granted.)LM literally has hundreds of functions.
Originally posted by FuSoYa

I'd imagine reading it from the status bar is good enough for most people. But out of curiosity, what are you up to that requires needing the coordinates so often?

I use it mostly to spawn stuff using asm.. nothing very exciting


Originally posted by FuSoYa

With 0x8000 possible Map16 tiles to choose from, I don't think trying to assign them unique colors would work out too well.


Not necessarely unique colors for each map16.. maybe a few colors would already help in the vizualisation..

Something similar to what 3ds max do with each new object you insert. (not sure if you are familiar with that software)

Would be very useful to identify wrong map16 act like stuff
In this window under the palette editor, the textboxes only allow me to input 2-digit numbers, when they often contain 3-digit numbers. I can still approximate using the slider, but it's not very accurate nor ideal.
Originally posted by MrMrMANGOMILK
In this window under the palette editor, the textboxes only allow me to input 2-digit numbers, when they often contain 3-digit numbers. I can still approximate using the slider, but it's not very accurate nor ideal.


That's the standard color picker dialog built right into windows itself. I don't have control over the layout in there.

In your screenshot, the extra padding on the left side of the numbers in those edit fields doesn't look normal... the edit control probably thinks there's not enough room to type 3 digits because of it. Unusual font/theme/language settings maybe?
Originally posted by FuSoYa
Originally posted by FailSandwich
I'm sure others have suggested this before, but the ability to modify Super Mario Advance 2.


That would require porting all LM's ASM hacks to a different ROM and chip, which as this point would be a fair amount of work. LM already supports 3 different ROMs, yet the other 2 (SMWj and SMAS+W) are hardly ever used as it is. Which is understandable... I don't think any of the other tools we have support those, and it takes more time and effort to support multiple ROMs. Time and effort that's probably better spent on something like SA-1 support.

Besides which, the smaller screen resolution for SMA2 is somewhat bothersome. Nintendo even had to edit the levels to deal with the fact that you just can't see as much on the screen as you can with the original.

We have a tool to hack SMA2 already. Pretty inconvenient, but not impossible.

Originally posted by FuSoYa
Originally posted by MrMrMANGOMILK
In this window under the palette editor, the textboxes only allow me to input 2-digit numbers, when they often contain 3-digit numbers. I can still approximate using the slider, but it's not very accurate nor ideal.


That's the standard color picker dialog built right into windows itself. I don't have control over the layout in there.

In your screenshot, the extra padding on the left side of the numbers in those edit fields doesn't look normal... the edit control probably thinks there's not enough room to type 3 digits because of it. Unusual font/theme/language settings maybe?

The unusual window border supports this hypothesis. Either Wine or some rare theme.
<blm> zsnes users are the flatearthers of emulation
Guess I need to get off the unsigned themes engine then lol (I'm actually on Windows 7 here and not XP). I'll try that, thanks for clearing it up
I might have a bug report here that I'm asking some other LM users to reproduce.

After moving a secondary entrance in a level then saving the level, the new entrance works as it should. However if you then use the Undo button to move the entrance back to its former position and then save the level, it will still use the new position in the game even though LM displays the old position.
Yep, could reproduce.

Restarting LM will make it display the new position again (consistent with what happens in game). It's as if the undo had never happended and only affected the display until the next restart.


 

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