Originally posted by Shiny NinetalesWould 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 NinetalesAlso 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 zacmarioI 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 hashA 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 FailSandwichI'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 FailSandwichIf 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 NaroGugulSuggestion: 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 NaroGugulAnother 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 WhiteYoshiEggCould 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).