Originally posted by lx5Can we get the sprite extension to show up if it's only a single byte? Also, can we get Object 2D to print extension bytes upon hovering on it as well?
I suppose.
Originally posted by Knight of TimeFuSoYa, would you be open to adding some negative numbers to the list of values under Initial Y Position/Offset in the Advanced bypass settings for layer 3, please?
I have this code that allows layer 3 tides to be used in a horizontal level that has vertical scroll enabled; the code prevents the tide from scrolling up/down with the camera, although when I asked Erik to look at it yesterday, he told me that LM3 broke the code.
Now, that code would end up obsolete if negative numbers could somehow be implemented into the setting I mentioned above (for example, setting the Initial Y Position/Offset to -080 in Yoshi's Island 4 would make the tide height the same as it is in the original game), so yeah, if you could make that adjustment, I'd be grateful.
Interesting idea, but it's not enough on its own. If you make the offset negative, the layer scroll position will also become negative once you get to the top of the level. The game will consider that as being outside the level bounds. Mario won't mind, out of bounds interaction for him is air. But for sprites it's water, so they'll be swimming up there. One could hack it to be air for sprites too I guess, but I suspect Nintendo had a reason for making it water. Probably to prevent water sprites around the left/right edge of a level from falling off into the void.
Rather than change the out of bounds interaction, I could add tide detection to the layer 3 constant vertical scroll in LM (or maybe add a new separate constant scroll for tides) then have it engage in scroll trickery. It's likely similar to what your old patch does.
Looks like I never set aside a RAM value for the layer 3 Y scroll offset though... might grab $146C for that.
Originally posted by Atari2.0Since LM3.00 Lunar Magic supports some very useful command lines.
Thanks for that.
Would you ever consider adding new command lines such as:
-ExportFullMap16, or something along these lines, basically something that let's you export the full map16 of an smc file, would be really handy along with an ImportFullMap16.
-ExportFullPalette/ImportFullPalette, again, something that lets the user export the global palette from an smc file, along with custom palettes?
Those are the only 2 commands that I feel like would be useful having, other than what LM currently already allows.
Hope you take this suggestion into consideration, since it would allow for easier ROM porting implementation when using .bat files.
Thanks for reading.
Alright will put it on the list of possibilities. But I'd probably change the palette one to just do shared palettes. Remember that custom palettes are already saved with levels in mwl files.