Originally posted by NGB*reads changing the levels dimensions*
OMG!!!!! Nice integration, thank you very much, this is sooo helpful for me!
Can't wait to get to my laptop to try it out!
Great job!
EDIT: NICE!!
Also really nice additions like the surface view, great update
Thanks! :) Yeah I figured the surface view could help for people dealing with custom slopes. It's the same approach used with paths in the overworld editor.
Originally posted by RamonAlso another question: LM now displays normal "Do Nothing" entrances as Mario riding on Yoshi (or what's supposed to be Yoshi, it's using empty sprite map16 slots), is there a way to change that somewhere?
That means you've overridden LM's data for vanilla sprites. You can rename the ROMFileName.m16 file to get rid of your override (or manually update your file by copying the Yoshi sprites into it at the right position).
Or just wait for the 26th...
Originally posted by LucasRCDSuggestion: An option that's similar to Ctrl + Del (removes everything inside of a level), but it affects all levels in one go. I don't know if this has been suggested in the past, but I feel like this would be at the very least convenient for people who want to start a new hack with all levels being "clean".
Pretty sure someone already made a patch for that a long time ago. It'd just involve resetting level pointers to the "test" levels.
Originally posted by DeekeHorizontal Scroll Fix all seem to fail spectacularly now, so word of warning to the reckless.
There's an updated patch for that.
Originally posted by DeekeLastly, I feel a bit selfish asking for new features right after the boatload of new features we just got, but could there be (or is there already) something to make transferring everything from one rom to another a bit easier? Saving every level individually to a file and then reloading them on another rom takes a while, especially since secondary exits often don't get loaded in on the first pass.
Already exists. See the "Import Multiple levels to/from Files" menu commands (under "File", "Levels").
Originally posted by Luigi-SanOoh, being able to have more than one secret exit in a level is pretty sweet. I noticed that while extra goal tape sprites were added in to accommodate this, the same wasn't done for keyholes. Any reason as to why? Just seems weird to have one but not the other.
I didn't exactly add those secret exit goal tape sprites. They're possible to place even in a vanilla game. Except in the original game secret exit 2 was coded to set the submap to Yoshi's Island for some reason, so I had to disable that. And I had to add code to the overworld so they'd trigger the right events. Yet the table responsible for shifting the bits to get the directions to enable was already set up, and the bits to store those direction settings were already free...
I imagine someone will make custom key/keyhole sprites for secret exit 2/3.
Originally posted by NoivernI was tinkering with level 105 for an unrelated reason, and it seems like Lunar Magic isn't properly deleting objects that spawn tiles outside the new level boundaries when you change the size of a level. Attempting to save 105 after I changed only the level size and nothing else gives me an error that says "There is at least 1 object that is placing tiles beyond the bottom or right side of the last screen in the level."
It's not supposed to. Even for switching to tide or layer 2 levels, LM would only ever delete objects and sprites with an origin point beyond the max level boundaries (basically ones that you would have trouble fixing yourself cause you can't get at them). Objects that are only bleeding off past the level edge you can still resize yourself to fix. That way you don't potentially end up with the ground for your entire level getting deleted, as that object can stretch pretty far.
Originally posted by WhiteYoshiEggThe reason I found those is a bug I'd like to report: when the main LM window is maximized, the right edge of the inner window is visible (instead of a scrollbar, or the lack of one.)
Can't replicate. Are you running LM with something non-standard (unofficial themes/WindowBlinds/Wine/etc)?
Originally posted by WhiteYoshiEggWith a level layout like that in the screenshot (brown blocks on layer 2, everything else on layer 1), part of the foreground scrolls along with layer 2. When I move the sprite down one tile (i.e. range 05), layer 2 scrolls down considerably once before locking into the expected up-down pattern.
As the sprite tooltip says, for Y=0 (scroll range 12) you're supposed to set the BG init position to 0 (Absolute 0 in the new system... note that isn't the same thing as the BG= +00 setting). And yes, that means you'll only see the top screen or so of layer 2 visible at any time... that's what the sprite was made for.
The range 5 one you might have to start Mario near the top of the level to use. And again, you'll only see the top screen or so of layer 2.
Remember that just like with the tides, you're not meant to be able to scroll vertically with those. Not even in the original horizontal levels. Going by your screenshot, you might need to code a custom sprite for the effect you're really looking for, or modify the original sprite to support vertical scroll.
Originally posted by WiimeiserAlso, probably more a bug in LMSW, but moving tiles within the internal emulator screen doesn't graphically update the game screen like it did in previous versions.
Yes, that'd be in the DLL. It probably needs to be updated by someone.