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LM3 Horizontal Level Modes visualizer

ToolSuper Mario World

LM3 Horizontal Level Modes visualizer



This is just a visualization tool for the new Horizontal Level Modes in Lunar Magic 3.00+ to show you it's general shape and where the screen exits are.

Update 2019-01-09:
• Layer 2 support (Basically just halves the width of the levels)
• View Modes! (None, Screen Exits (default), Sub Screens)
• ZOOM!
• Block overlay checkerboard thing
• You can now hover on the view to get X and Y coordinates.
• More visual swag and polish

Link to the visualizer:
https://smww4mp3.github.io/LM3LevelFormats/smw_level_formats.html
Should work on most browsers.
This is definitely quicker and more informative than testing out the settings in LM, and really useful for at least the transition period in which we're all still figuring out how to use the new system.

Nice job!


 
This is a good resource for level making. I haven't looked into Lunar magic 3.0 yet, though it's starting to look like we're hacking Yoshi's Island now rather than Mario World; this amount of complexity normally is found in these games- primarily due to their more advanced coding as late-release games. Though with these new issues come new possibilities, and I'm interested to see how this new version of the editor tool affects SMW hacking.
#w{=)}
Just gonna go ahead and bookmark that right now...#w{=|}
                                                                                                                  
                              
Could be useful sometimes I guess, thanks!
Layout made by MaxodeX
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Oh shoot, this is actually really damned handy!
I plan on making pretty elaborate levels, and this will be useful for map making.


Other Submissions of mine!
This is pretty awesome! I was thinking on making it possible to visualize the levels but I wasn't sure how to do it and FuSoYa had not much idea either. Good job!

Internally level size mode 0x1D, 0x1E and 0x1F have 0x38, 0x3B and 0x40 respectively, but the SMW level layout doesn't support that and it would require more 384 bytes of free RAM, yet you can activate it internally (but it won't work as you expect unless if you expand the level table RAM).

Code
dw $0100 ; #$1D - max 0x38 screens [$380 x $010 = $3800 = optimal] [may glitch]
dw $00F0 ; #$1E - max 0x3B screens [$3B0 x $00F = $3750] [may glitch]
dw $00E0 ; #$1F - max 0x40 screens [$400 x $00E = $3800 = optimal] [max horz] [may glitch]


I'd like also to suggest you adding support for displaying subscreens (key F2), since they make it better to view the horizontal/vertical "screen" count. Also making it zoom as well since 1 pixel per block can be small on some monitors...

Plus use a select list instead of straight up/down counters, they're way faster to pick other modes (e.g. select tag with size=32).

Also maybe Layer 2 support? Probably I'm asking too much at this rate hahahah

Other than that, it's an excellent job from your part! :D
GitHub - Twitter - YouTube - SnesLab Discord
That's a cool overview, only slightly faster than original Lunar Magic.

Unfortunatly you can't make bigger levels, because you are limited to both different vertical and horizontal sizes.
Yeah, bigger levels can't be made unfortunately. That would require expanding the $7E:C800-$7E:FFFF and $7F:C800-$7F:FFFF table which would cause a lot of incompatibilities, either for remapping or RAM conflicting reasons. Basically the formula is x * y = $3800. You pick how many tiles you will have horizontally and then you know how many tiles you can have vertically.

But I believe the current setup allows for creating big enough levels for a good enough experience. Who knows also we can make the "in-game level changing" working with bigger levels so we can have completely irregular and custom shaped levels on the future? That is certainly doable with SA-1 without any lag effect during internal level transitions.
GitHub - Twitter - YouTube - SnesLab Discord
Thanks everyone for your feedback, didn't think this got more than one or two replies.

@Vitor Vilela:
Didn't even think about the Subscreen thing, I rarely used that view in LM. Will make a thing where you can select between "nothing", "screen exit" and "subscreen".

The Level mode number input thing supports the mouse wheel (almost) like a selectbox in LM, it's a secret feature I didn't advertise ;)

Layer 2 support is coming, gonna make that a option, doesn't seem that hard.

Bonus thoughts:
- background mode to show the blocks with a checkerboard pattern
- maybe an auto zoom mode to automagically fit the level on screen
- show where the block you're currently hover on is (Bonus: in RAM)
- nobody complained about the font not being legible on bright backgrounds
Works perfectly fine if you're planning to make complex levels!
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I have no idea how the coding behind this works and why exactly LM is quite limited regarding this, but this tool is a pretty good method to circumvent this inconvenience.
Thank you for creating this. #tb{:]}








I just updated it, same link as in first post.

Changes:
• Layer 2 support (Basically just halves the width of the levels)
• View Modes! (None, Screen Exits (default), Sub Screens)
• ZOOM!
• Block overlay checkerboard thing
• You can now hover on the view to get X and Y coordinates.
• More visual swag and polish

Also updated the screenshot in the first post to reflect the new things.

ToolSuper Mario World