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Lunar Magic suggestions and discussion (LM v3.40)

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Originally posted by Thomas




Originally posted by Ninja Boy
Originally posted by Hayashi Neru
I wish there were more overworld submaps.

0=Main map
1~6=subm⋯

⋯listic.

That is far beyond ⋯ submaps.

Well, idk if it's actually that beyond the scope. Yoshi Fanatic actually created a patch a while back for inserting multiple overworlds.


This is a great patch. Unfortunately it does not support SA-1.
I'm really curious how effective it'll turn out to be to reword the "this graphics file is larger than it should be" dialog, because it keeps happening.

Having LM do auto-cutoff seems to be out of the question as discussed, so here's another suggestion: have another dialog that's shown when saving, like it does for screen exits? Maybe people are more willing to read a dialog like that at the end of their workflow.


 


I think this is more something that should be reported to the YY-CHR devs themselves (the bug report thread appears to at least still be somewhat in use).

Reason I say that is because YY-CHR does actually have an option that is supposed to disable that dialog (labeled "SmallFileSaveSize"), and I'd just recommend modifying the version we host on the site to have that set by default. Only issue is, YY-CHR apparently has a bug right now where that setting is just completely ignored. I've reported it to the devs so hopefully it should be fixed by next update.
(it's a pretty easy fix, anyway; I took a look at the source code and it only requires just like 3 extra lines)

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Yeah, I'm going to agree with this being more on YY-CHR's end, as I think Lunar Magic's current way of handling it is honestly good enough. I didn't abdicate against the change because I thought YY-CHR wasn't in development anymore (or, for that matter, had an easily fixable broken functionality that makes files not expand by default, which we definitely should set up in the version we host), but cool.
It's easily the best thing I've done
So why the empty numb?
Well, my reasoning is if 100% of hackers insert graphics with LM, and LM has a warning, and people still run into the issue, that warning must be worded wrong or appear at the wrong time. I still think it'd be worth experimenting with that warning message if nothing else. (but yeah, that discussion has been had.)

Fixing the YY-CHR bug and changing the default on the SMWC download would honestly be a great idea too, though! Hopefully that'll turn out to be effective too.


 
How do you tell Lunar Magic that a level has custom Layer 2/3 interaction? Just setting bit 7 of $5B and $0BF5 in levelinit doesn't seem to be enough. The code I'm using seems to work fine with the default level height, but I'm trying to get it to work in a level that's 0x280 blocks tall and getting all kinds of glitches.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by WhiteYoshiEgg
Well, my reasoning is if 100% of hackers insert graphics with LM, and LM has a warning, and people still run into the issue, that warning must be worded wrong or appear at the wrong time.


Yes, because all humans are perfectly rational and logical beings who would never just blindly click past warnings about technical issues without heeding them. #ab{;)}

Actually I'm sure the revised warning will help a fair bit, but you shouldn't expect it to be 100% effective for something like this. Changing YY-CHR to have a more sane default will have a far greater effect, as then you're preventing the problem from happening to begin with instead of warning that it has to be corrected after it already happened.


As for trying to explain to people how to fix it afterwards, if they have nothing past the 4KB mark they want to keep it may be easier to just tell them to apply the GFX chop IPS patch to the graphics file in question.


Originally posted by imamelia
How do you tell Lunar Magic that a level has custom Layer 2/3 interaction?


By setting a level to either be a layer 2 level in the level properties dialog or to use tides.

Originally posted by imamelia
Just setting bit 7 of $5B and $0BF5 in levelinit doesn't seem to be enough.


That would be for telling the game, not Lunar Magic...

If you're going to try setting that bit of $0BF5 directly, you'd have to hijack somewhere in LM's ASM because the same code routine that sets $0BF5 is also the one that reads it to set up the screen pointers.

Another possible approach might be to set the level to use low tides in LM and then just clear the RAM setting that the original game uses for turning on tides in your code someplace, before the original game code that sets the level tilemap for the tides has a chance to run. Not sure if that'll work with whatever you're doing though.

Note that I don't recommend changing the bit in the ROM level table that $0BF5 gets its value from, as LM has several checks in places to set that based on what the level settings actually are. Which means it'd just be reverted the next time you save the level in LM.

(BTW, your code in that other thread for dealing with the screen pointers was right the first time... you should be using $0C26/$0C86.)
Okay, enabling tides and clearing $1403 and $1BE3 seems to have done the trick, though I still had to set the flag for a hack I inserted to make the interaction line up properly while having a non-constant Layer 2 vertical scroll. It's a pity that it ignores any custom settings I make to the Map16 table; fortunately, it usually acts like water or lava anyway, but I'd have to remap tiles 200-20A to be able to use any of them for custom interaction, and I couldn't make different parts of the tilemap act differently. I guess I could change the tilemap in the main code if that ever came up, though.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Don't know if it's the right place to report bugs, but here we go



Here is the problem, somehow if you turn the cape just before entering the pipe, the next pipe shoots you at the left.

I only modified the ROM to give me cape at the begging of the level, the ROM here is almost entirely unmodified.

By curiosity, I checked on older versions, and this bug isn't happening.

Looks like that an LM 3.xx bug.
Layout by Koopster
That's actually a SMW bug which has been documented in the Glitch List.

Edit: On the second thought, this really looks like Lunar Magic takes part of it. While I couldn't replicate it on a clean SMW ROM (Mario still turns but keeps his momentum), Lunar Magic does something differently here.
Set the number of tiles or pixels not visible in the level



In the this example
Left = 2 tiles(32px)
Right = 4½ tiles(72px)
Up = 5 tiles(80px)
Down = 3 tiles(48px)

And it would be nice to be able to set the player's starting position in pixels.

And it would be nice to be able to set the position of the X scroll at startup.
Originally posted by Aurel509
Don't know if it's the right place to report bugs, but here we go

Here is the problem, somehow if you turn the cape just before entering the pipe, the next pipe shoots you at the left.

I only modified the ROM to give me cape at the begging of the level, the ROM here is almost entirely unmodified.

By curiosity, I checked on older versions, and this bug isn't happening.

Looks like that an LM 3.xx bug.


Alright thanks for reporting that, it's now been fixed for the next version. #ab{:)}
ok, so, i was trying to modify how a sprite looks in lunar magic, and i found more mario poses than what actually are displayed normally, and i wonder what are those for?

i found:

-looking to the opposite side of the camera
-yoshi poses (left and right)
-looking up (left and right)
-mario burned
-peace pose

and all of those for small mario as well
thanks.
I'm not sure if this is the intended behavior or not but if you take a pipe/door and give it a secondary exit that is empty so takes you to level 0 or 100 and then make the secondary exit go to the Over World the exit will change from saying Exit 0 to 0 to Exit 0 to OV however when saving the level you still get the undefined exit popup even though the exit still works as intended and takes you to the over world.

I hope that makes sense if not I could provide a video to explain it better.
Originally posted by Dark Prince
ok, so, i was trying to modify how a sprite looks in lunar magic, and i found more mario poses than what actually are displayed normally, and i wonder what are those for?


Some aren't used for anything at the moment and were only added in case they're useful in the future. The left facing ones only started to get used when LM added the option to face left for entrances, and a few may be used in easter eggs.

In fact for the first few years after that page of poses was added, none of them were used at all. Originally the Mario entrances in LM were drawn using a bitmap resource stored in the program instead of using graphics from the game. The sprite Map16 needed to be expanded for custom sprites at one point though, and I already had plans back then to add entrance editing to the sprite editing mode, so I added the page well ahead of time in anticipation of when it would be needed.

Originally posted by Ninja Boy
I'm not sure if this is the intended behavior or not but if you take a pipe/door and give it a secondary exit that is empty so takes you to level 0 or 100 and then make the secondary exit go to the Over World the exit will change from saying Exit 0 to 0 to Exit 0 to OV however when saving the level you still get the undefined exit popup even though the exit still works as intended and takes you to the over world.


Hmm... yes thanks, I should probably change that.

I hope you're actually trying to use that IN level 0 or 100 though, since otherwise you generally shouldn't be doing it. Normally you would set the destination level for an overworld exit to the same level that you're using the exit in because when you save a level to an mwl file, only secondary entrances that have their destination set to the level that you're saving are exported to the file.

Which means if you set it to level 0 but use it in some other level which you then save to an mwl to send to someone else (or for example if you're transferring levels to a new ROM and you did the "export only changed levels" without any changes made to level 0), you could end up leaving the settings for your secondary exit to the overworld behind.
Originally posted by FuSoYa
I hope you're actually trying to use that IN level 0 or 100 though, since otherwise you generally shouldn't be doing it. Normally you would set the destination level for an overworld exit to the same level that you're using the exit in because when you save a level to an mwl file, only secondary entrances that have their destination set to the level that you're saving are exported to the file.

Which means if you set it to level 0 but use it in some other level which you then save to an mwl to send to someone else (or for example if you're transferring levels to a new ROM and you did the "export only changed levels" without any changes made to level 0), you could end up leaving the settings for your secondary exit to the overworld behind.


I tested it with different level as in both physical levels and level number input into the destination and wound up with the same result most of the time which is a bit odd because a small number of times it would just not give me an error even though I always followed the same steps.
Not complaining, but I'd like to understand why we can only have a few 'acts like' settings for the L3 tide?
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

Normally, thr goal sphere activates the secret exit, right? Well, in the
editor, it says: 'A goal sphere that can be used to activate the normal exit. Mario can touch this to pass the level.'
Originally posted by Ninja Boy
I tested it with different level as in both physical levels and level number input into the destination and wound up with the same result most of the time which is a bit odd because a small number of times it would just not give me an error even though I always followed the same steps.


Most likely those few times were when the secondary entrance slot you were playing with was initially empty. I knew most people wouldn't bother to remember setting the level destination for overworld exits with mwls in mind. So LM sets it automatically to the level you're in after hitting ok in the secondary entrance dialog, but only if the level destination is 0 or 100, and only if you're not editing an existing secondary entrance (meaning the slot was previously clear before hitting ok).

That way people don't have to think about it for a new exit, while more advanced users can still change the level destination if they want to control which mwl file it would end up being stored in.

Originally posted by AnasMario130
Not complaining, but I'd like to understand why we can only have a few 'acts like' settings for the L3 tide?


More settings means more bits to store them, multiplied by the total number of levels. Most people seem not to use much for layer 3 beyond water and lava. In fact, initially I only had about 8 settings in there, but decided to bump it up after adding the 3 types of lava.

Originally posted by Rykon-V73
Normally, thr goal sphere activates the secret exit, right?


Nope, regular exit only.
I don't know how desired this is but something I'd love is a method internally to make notes to yourself. Like if a level you're making needs a BG, some Exanimation, testing, or any type of fixing, you could just write a reminder for yourself to see when scrolling through.

Then again you can always just use notepad. lol.

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