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Lunar Magic suggestions and discussion (LM v3.40)

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Here's a bit of a bug report: when you select a layer with Ctrl-A and drag the whole thing around, LM freezes.

I haven't been able to reproduce it 100% of the time, but it happens more often than not, even on a clean ROM. It looks like it happens when the dragging movement is particularly weird (a lot of mouse flailing or dragging things off-screen) and sometimes takes a few seconds.

Hope this is enough detail for you to work it out! I guess I can test a bit further if needed.


 
I was wondering if anyone was going to finally notice that one... already came across it a few weeks ago and fixed it while doing a private build for someone.

The next version was already planned for release tomorrow though, so if there's anything else, now would be the best time to mention it. #ab{;)}
possibility to see the custom sprite.
an option to edit a background without having to do it yourself.
on clik and the background goes up?
Originally posted by FuSoYa
What hijack?

im dumb and confused the hijacks the patch itself makes lol

Quote
of course if you erase all the sprites the pointer to the sprite table will be cleared... there's no longer a table to point at.

Can you at least make it point to a table consisting in just 0000? i mean, you never know when people want to insert all their sprites in a bunch without needing to insert one beforehand... just sayin.


Originally posted by yygdrasil
possibility to see the custom sprite.

LM already supports this; you either have to do it yourself manually (with ssc and s16 files; see the readme) or have a tool like PIXI do it for you (with json files)
Originally posted by yygdrasil
an option to edit a background without having to do it yourself.
on clik and the background goes up?


A mind control module was added in 1.70, but the neural interface required to use it had to be purchased separately. And no one around here offers shipping to earth, so...

(if you just meant graphics ripping, you can try either this or this.)

Originally posted by Erik
Can you at least make it point to a table consisting in just 0000? i mean, you never know when people want to insert all their sprites in a bunch without needing to insert one beforehand... just sayin.


The minimum table size for that would be 14 bytes. It's not a lot, but still... it seems a bit wasteful just to represent having no sprites.

If you want, I could have LM replace the pointer with 0x000000 instead of 0xFFFFFF if it erases the table. That's far easier to check for in ASM since it'd only require checking the top two bytes of the pointer (as no one is going to store their sprite table within the first 0x100 bytes of SNES RAM).
Originally posted by FuSoYa
If you want, I could have LM replace the pointer with 0x000000 instead of 0xFFFFFF if it erases the table. That's far easier to check for in ASM

Well my main reason to have it like that was because it's actually an Asar assertion that refuses to insert code at all if it detects the pointer was FFFFFF; no actual pure ASM checks, which just ends up locking the sprite tool (PIXI) from adding any other sprite kind (I'm unsure if the patch for OW sprites gets assembled if you're not inserting any with it, though it still would lock the tool if you are).

But I guess I could remove the assert and make it a manual check... 00 seems slightly faster.
When you have #lm{16x} windows open and double click any object LM highlights that object in the window, now would it possible to add same for sprites, to show that sprite in the internal sprite data page if the shift+control+pagedown thing is enabled?
Would it be possible to have separate submap extended animation frames (for palettes) for regular submaps and for 'special world passed' submaps? I have a bunch of palette animation that doesn't look right when my overworld switches to 'special world passed' colours.
Originally posted by JP32
When you have #lm{16x} windows open and double click any object LM highlights that object in the window, now would it possible to add same for sprites, to show that sprite in the internal sprite data page if the shift+control+pagedown thing is enabled?


It could, but that wouldn't always work as well as you might think. Sprites can be made up of multiple overlapping tiles. For something like the message block or the ledge dwelling mole in LM, the actual sprite is completely covered by other tiles.

Originally posted by hash
Would it be possible to have separate submap extended animation frames (for palettes) for regular submaps and for 'special world passed' submaps? I have a bunch of palette animation that doesn't look right when my overworld switches to 'special world passed' colours.


No need, you can already use an animation trigger based on an overworld event's passed state (no extra ASM required). Check the help file for how "Trigger Event Manual 8-F" works.
Why did you make it so that you can't access some sprites even through the "all sprites" menu? It makes it way less convenient to work with ExGFX for sprites.
Hiding sprites with the wrong graphics makes it a bit easier for vanilla hackers and people new to the program. It's generally expected that you'd turn that off once you're more experienced (see the #lm{hidegfx} button).
I use a version less than 3.0 because all my hacks are edited with that version :v

Hey ExONights- I can barely read anything you've written with your layout. Maybe make the text a different colour?
"Glauben Sie nicht alles, was Sie im Internet lesen." - Karl Marx
Originally posted by FuSoYa
Originally posted by JP32
When you have #lm{16x} windows open and double click any object LM highlights that object in the window, now would it possible to add same for sprites, to show that sprite in the internal sprite data page if the shift+control+pagedown thing is enabled?


It could, but that wouldn't always work as well as you might think. Sprites can be made up of multiple overlapping tiles. For something like the message block or the ledge dwelling mole in LM, the actual sprite is completely covered by other tiles.

I know that and it'd still be useful for people like me who completely remaps all sprite tilemaps(both custom and vanilla) to fit everything in(and not having redundant sprites wasting precious limited space), and in organized way(on my hack it was tight fit). Trying to figure out what tiles that one sprite uses is quite pain as Im just looking at mumbled sprite garbage mess on both sprite list and in the 16x16 tile map editor.
Something that I think would help out tremendously: Allow the OW Level options to make level spaces that can take the player to any level from 0 to 1FF. We only have levels 0-24 and 101-13F, which really lowers how many individual levels we can actually have in a hack.
13B, actually. It's an even 0x60, or 96, levels, though most people probably won't use level 0 as an overworld level (and I prefer to use the patch that remaps 101-13B to 25-5F so that they're all in a row). In my experience, it's usually enough for just levels alone, certainly if you don't have many secret ones; the problem comes when you have a lot of optional bonus level-type things (like Top Secret Area in SMW, I guess) named non-level locations, which each still take up a level slot even if they're not intended to be completed or even entered. I wonder how hard it would be to make level names depend on overworld XY position rather than level number? I already had an idea for a patch that enables level 0 to send you to different levels depending on the overworld position, and I think I might have been planning to let them have unique names as well. I'd think that it wouldn't be that hard to just expand some pointer tables if you needed more levels that didn't run overworld events (so $1EA2 wouldn't need to be remapped), but I'm not sure. Though I feel like if any future version ever did make more than 96 overworld levels usable, it would also have to add more sublevels.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by JP32
I know that and it'd still be useful for people like me who completely remaps all sprite tilemaps(both custom and vanilla) to fit everything in(and not having redundant sprites wasting precious limited space), and in organized way(on my hack it was tight fit). Trying to figure out what tiles that one sprite uses is quite pain as Im just looking at mumbled sprite garbage mess on both sprite list and in the 16x16 tile map editor.


I did end up adding it to 3.04. I'm surprised you're using up all the sprite Map16 space though... that'd be a lot of sprites. I wonder if it's time to increase the space for it a bit.
Here is something I'm not sure.
Below the BG3 GFX slot, there are 2 more slots and LM doesn't specify them. What are those for?
Not sure how common of a suggestion this is, but could there possibly be a way to specify the 'generic' tile that's left behind when deleting map16 data? I find it would be a handy QOL change to be able to make a wide area of blank F8 tiles instantly, or chisel blank tiles around existing graphics with the 8x8 editor. Typing out 'F8' in the 8x8 tile number editor for each 16x16 selection is just tedious compared to something that aught to be effortless.

Originally posted by Rykon-V73
Here is something I'm not sure.
Below the BG3 GFX slot, there are 2 more slots and LM doesn't specify them. What are those for?


You wouldn't be talking about SP3 and SP4, would you? Those are slots that load in graphics for sprites. 0 and 1 are mostly generic sprites that work everywhere, and the other 2 are tileset specific.


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