Originally posted by Vitor Vilela
I have been thinking on doing my own ExAnimation tool not just for LM animations but also for the SA-1 Pack v1.30 ExAnimation system that allows for gigantic animations. Might go and make a tool that does both in one try.
Tool name: Animator
Tool name: Animator
Actually, that's not a bad idea. In particular, multi-color palette animation and Layer 3 animation can be kind of a pain with the existing system.
Originally posted by Vitor Vilela
Ah, the old BG ripper. What features you think it's still need to be added? It's pretty complete for me.
Originally posted by imamelia
We could use a better graphics ripper (for game tilemaps; I know SNESGFX already does spritesheets), since edit1754 never finished his.
Ah, the old BG ripper. What features you think it's still need to be added? It's pretty complete for me.
Well, it is entirely dependent on Racing Stripe and .zst-format savestates, and it only does 4bpp graphics. Being an online tool can also be a problem. I guess it's been a while since I've used it, though, so I don't know if I had any other issues with it.
Originally posted by Vitor Vilela
I tried looking for it but I couldn't find. Could you link me to it?
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Having an editor for that SMB1 level intro patch I made would be nice, though that's probably too specific to be worth the trouble.
I tried looking for it but I couldn't find. Could you link me to it?
Here. Actually, the reason I never officially released it is because it's so tedious to set up.
Originally posted by Vitor Vilela
That's true... Though the version I have here does have selecting multiple tiles at once (I have version 1.31)
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Actually, a better generalized tilemap editor would be good; Racing Stripe is honestly pretty lacking (no ability to even select multiple tiles at once? come on...).
That's true... Though the version I have here does have selecting multiple tiles at once (I have version 1.31)
You can't select multiple tiles in the 8x8 graphics window, though.
Originally posted by Vitor Vilela
anonimzwx got plans for doing a HDMA tool on his SNES office project... You could eventually talk with him on the dedicated VileLAB channels for the project. We will see what the project can come into.
I have thought of doing HDMA RemiXer on the past that pretty much inserts a bsnes dll and allows you doing any kind of PPU HDMA simulation, similar to how Mode 7 projection works. Might suggest that to him as well.
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There aren't any HDMA editors that let you see the effect in-game, either, are there?
anonimzwx got plans for doing a HDMA tool on his SNES office project... You could eventually talk with him on the dedicated VileLAB channels for the project. We will see what the project can come into.
I have thought of doing HDMA RemiXer on the past that pretty much inserts a bsnes dll and allows you doing any kind of PPU HDMA simulation, similar to how Mode 7 projection works. Might suggest that to him as well.
Huh. I may have to look into it. I'd also like to update my scrollable gradient code to use indirect HDMA rather than direct, and it probably needs some modification to work properly with Lunar Magic 3.00's level system, too.
Originally posted by Vitor Vilela
But probably worth it. SPC Studio is the idea. See Yuzu's post comment.
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Having an actual music editor, like FamiTracker or something, would be useful as well, but that would probably take too much work.
But probably worth it. SPC Studio is the idea. See Yuzu's post comment.
I see. Well, hopefully I and others can provide suggestions and feedback while it's in progress.
Originally posted by Vitor Vilela
Are these the ones that has vertical layer 1 and horizontal layer 2 or vice-versa? Probably it involves at least tweaking smkdan's patch for offering support with them. Probably my ExLevel patch makes it easier to offer actual support. Might be fun for allowing two layers with custom level sizes....
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And level modes 03-06 should be fixed to work properly.
Are these the ones that has vertical layer 1 and horizontal layer 2 or vice-versa? Probably it involves at least tweaking smkdan's patch for offering support with them. Probably my ExLevel patch makes it easier to offer actual support. Might be fun for allowing two layers with custom level sizes....
Yeah, those. There are even scroll sprites made specifically for them.
Originally posted by Vitor Vilela
Hm?? Custom sprite system?
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I aslso wish that my spriteset system could get Lunar Magic support, at least for display purposes, but I doubt that would happen.
Hm?? Custom sprite system?
Just loading sprite graphics. In SMW, sprite GFX files are 4 KiB, or 0x80 tiles each, and sprites always have their tilemaps in the same place. But when hacking Yoshi's Island, I found out that it uses 1 KiB files instead, and—with rare exceptions—sprites check which graphics files are loaded to determine where their tilemap starts. If a sprite uses GFX file 2A, for instance, it doesn't matter which of the 6 slots file 2A is loaded in (it's 6 rather than 8 because the last 0x40 tiles are reserved for SuperFX sprites, but my system does use 8); it will simply set the tilemap accordingly. For instance, if the relevant GFX file is in the second slot, the sprite's tilemap will be within tiles 20-3F, while if it's in the fifth slot, it will use tiles 80-9F. I implemented a similar system in SMW, which makes it much easier to avoid sprite tilemap conflicts. I didn't add the dynamic tilemap setting for the vanilla sprites, so they still can't be used at the same time as other vanilla sprites that use the same GFX slot, but they can be used with any other vanilla sprites that don't use the same slot and with any custom sprites, provided that the custom sprites have the slot-checking/tilemap-setting routine.
Originally posted by Vitor Vilela
Item memory works fine in LM 3.00. The only thing is they same the same region for even/odd subscreens. I plan to eventually make every subscreen have its own bit region, though.
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And, you know, isn't item memory still semi-broken in Lunar Magic 3.00? That should get fixed.
Item memory works fine in LM 3.00. The only thing is they same the same region for even/odd subscreens. I plan to eventually make every subscreen have its own bit region, though.
Oh, it does? I thought that it made all blocks in a column use the same bit, even for screens taller than 32 blocks or levels taller than 1 screen. If that's not true, then that changes things.
Originally posted by Vitor Vilela
How is my Mode 7 tilemap editor? I could make a general purpose editor based out of it with not much work.
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So...if I'm making one request, I'd have to go with the tilemap editor, honestly. It seems like the most widely applicable tool or feature of any of them (especially since it could be used even outside of SMW).
How is my Mode 7 tilemap editor? I could make a general purpose editor based out of it with not much work.
I haven't tried it yet; I don't really have anything with which to test it.
Originally posted by Vitor Vilela
If we come with a solution on how to deal with Map16 editor, definitely can see it coming eventually.
Originally posted by imamelia
Oh, another Lunar Magic feature that would be useful, especially for v3.00 and beyond, is being able to set a level as using 16x16 tiles rather than 8x8 for its background...
If we come with a solution on how to deal with Map16 editor, definitely can see it coming eventually.
Perhaps the Map16 processing could be bypassed entirely for backgrounds that use 16x16 tiles?
Originally posted by Vitor Vilela
Possible. And yeah the music delay change from the Bowser fight is pretty annoying :/
Originally posted by Wind Fish
Would it be possible to make a version of AddMusicK were there isn't a slight pause from loading a new song in the same level? I know the old AddMusics did this with their inaccuraties and even vanilla SMW does it with the final boss. It would be neat to have, especially now that we have to the ability to make large exploration areas within a single level.
Possible. And yeah the music delay change from the Bowser fight is pretty annoying :/
Actually, on this subject, perhaps we could have an option to make certain groups of tracks always load together? It could come in handy if, for instance, you wanted to have unique miscellaneous music for each level track (as with DKC2 and 3's death theme and DKC3's goal theme), or you knew that you'd be using multiple tracks under some circumstances (such as having a boss intro track and boss battle track). On a similar note, I'd like an N-SPC command to allow progression from one part of the music to the next only after a certain flag has been set, as in the circus levels in Super Mario 3D World. Maybe also the ability to enable or disable channels, fade channels in or out, use separate channel data, or change instruments for cases
Originally posted by Vitor Vilela
I heard the Layer 3 tide is just a Layer 2 level that is manually inserted and then made it into Layer 3.
That means theoretically we can make completely interactive Layer 1/Layer 3 levels and still have the Layer 2 BG available. Will see what we can come with this.
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I'd also ask for a tool that makes it easier to chenge the layer 3 properties and add new interactions such as rising platforms or being able to control which direction layer 3 water flows.
I heard the Layer 3 tide is just a Layer 2 level that is manually inserted and then made it into Layer 3.
That means theoretically we can make completely interactive Layer 1/Layer 3 levels and still have the Layer 2 BG available. Will see what we can come with this.
I have made interactive Layer 3 images before, as seen in this video (though I deperately need to update it because it's pretty old, outdated, and cringy); the individual effects can be seen here, here, here, here, here, here, here, here, here, here, and here.
Originally posted by Vitor Vilela
I had suggested this earlier in FuSoYa's official thread and from what I understand it would be *pretty* difficult to set up but would definitely be worth it, considering how wasteful map16 can be.
+1
Originally posted by Vitor Vilela
I'm seconding direct usage of mode 0 and mode 2. I don't know how useful the other modes would be, but those would be a blast to play around with, at least.
One of edit1754's patches allowed the usage of Mode 3 as well, though it had the layers swapped so that Layer 1 could be used for an 8bpp background. And since that one doesn't have any additional stipulations like Mode 2, 4, 5, 6, and 7 do, it seems like it would be relatively easy to use and start off with as well.
Originally posted by Vitor Vilela
By the way, does your custom object tool uses item memory everywhere...? Because usually that's restricted for collectables only...
Originally posted by imamelia
Also, in respect to custom objects, I should also mention that the next update to the patch that I'm working on (well, really just waiting to figure out what besides item memory needs to get fixed for LM3 at this point) includes several template subroutines that one can use to create objects just by setting up some table data and an input value, which might help with the scripting for any objects that use those routines.
By the way, does your custom object tool uses item memory everywhere...? Because usually that's restricted for collectables only...
Nope, the base code doesn't require it, and only one of the included subroutines uses it (unless I'm misremembering), so it's completely optional and, as you said, only really useful for collectible items.
Originally posted by Vitor Vilela
Interaction wise it's pretty simple, you can set up a normal sprite but without graphics rotine. Instead stick the X/Y to the Mode 7 position and then you can use the normal sprite interaction. Alternatively look to the internet some generic circle interaction which can work as well for you.
Yeah, it doesn't count as a tool, but I would definitely like to be able to use non-rectangular interaction fields more effectively. There aren't any good templates for such a thing that I know of, I'm not entirely sure how 'd code them, and the few existing sprites in SMW that have that kind of hitbox (the Carrot Top Lift, Iggy and Larry's platform, and all slopes) aren't much help.
Originally posted by Vitor Vilela
Thank you all for the posts, a lot of interesting ideas and discussion. Sorry if part of my replies were a bit empty but with so many replies I started feeling a bit dizzy while doing this post, hahah.
Keep sharing ideas and new tools! While we already have so many cool tools you noticed that a lot more can be done and designed. And they can make SMW hacking life way better. Looking forward for more posts!
Keep sharing ideas and new tools! While we already have so many cool tools you noticed that a lot more can be done and designed. And they can make SMW hacking life way better. Looking forward for more posts!
Ideas are one thing I'm rarely short on. Actually making those ideas happen, however, is quite another matter.
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I'm working on a hack! Check it out here. Progress: 64/95 levels.