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Lunar Magic suggestions and discussion (LM v3.40)

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Export multiple levels to image files.
Now that the newest ObjecTool is out and accepted, has there been any further consideration about allowing custom objects to be displayed in Lunar Magic?

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
I know you've heard this a billion times, but it would be super nice to have the hidden feature to rip graphics into the game polished up and released as a standard feature.
Would it be possible to implement "Analyze Music" in the "Analyze Resources in Levels" feature?
Good idea. On a related note, I feel like the sprite analysis should list sprites that aren't used as well, with the count shown as 0 like it is for tiles and graphics, and the checkbox option should be available for sprites and music as well.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
The option to X/Y flip backgrounds. That would be so helpful.


Originally posted by Aram
The option to X/Y flip backgrounds. That would be so helpful.

Are you looking for like, just flipping the tilemap? Or actually flipping the tiles too? The former doesn't seem like it'd be too bad to add, but the latter would just require using the existing remap functionality instead.

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Originally posted by Batata Douce
Export multiple levels to image files.


Yes, I think I may end up adding that. Adding the command for doing the current level to the user toolbar speeds things up, but it's still a little tedious doing that one by one for a large hack.

Originally posted by zacmario
I know you've heard this a billion times, but it would be super nice to have the hidden feature to rip graphics into the game polished up and released as a standard feature.


Maybe someday. It's usable as-is, though it would be nice to have a few better color reduction methods as options.

Originally posted by SimFan96
Would it be possible to implement "Analyze Music" in the "Analyze Resources in Levels" feature?


For figuring out which levels are using which tracks? Yes, that can be added.

Originally posted by Aram
The option to X/Y flip backgrounds. That would be so helpful.


That would require flipping the source tiles in the Map16 editor as well, which would affect any other level using those tiles...
Yes, it is very useable the way it is. Just hoping for it as a official option. Thank you for the response.
Is there any chance the "Remap Direct Map16" feature could be made to work correctly with groups of Map16 tiles? When you replace the top left tile of a group it replaces the whole group, when you replace any other tile it does nothing.

I know the help file mentions it and I can see why it'd work that way, but since I don't know the details of your implementation I thought I'd ask if it's worth considering.


 
No, not with how that object is implemented. When you paste a rectangle of Direct Map16 tiles as a single object in LM, it's not stored as a list of tiles... you're actually inserting the single top left tile along with size information to generate the rest of them. It's a useful way to keep the level size down, but it also means you can only remap the tiles in it as a group and not individually.

LM could break the object apart into multiple objects to do it, but that's beyond the scope of what the remap function is supposed to do.
As difficult as it is, I wish the amount of palette rows would be doubled.

I mean, after converting SMW's graphics to 4bpp, I'm certain it can be done.
Originally posted by buggy789
As difficult as it is, I wish the amount of palette rows would be doubled.

I mean, after converting SMW's graphics to 4bpp, I'm certain it can be done.

How so? A single tile can reference only up to 8 different palettes (three palette bits) and the only way to use the full palette is with a 8bpp background which itself has got its own set of challenges (most notably, no layer 3, less space for graphics and the fact that only layer 1 can be 8bpp).
There also is the fact that SMW using 3bpp graphics is just a way to compress graphics and need to be converted to 4bpp before they can be actually used.
Welp, ya got me...
Originally posted by MarioFanGamer
Originally posted by buggy789
As difficult as it is, I wish the amount of palette rows would be doubled.

I mean, after converting SMW's graphics to 4bpp, I'm certain it can be done.

How so? A single tile can reference only up to 8 different palettes (three palette bits) and the only way to use the full palette is with a 8bpp background which itself has got its own set of challenges (most notably, no layer 3, less space for graphics and the fact that only layer 1 can be 8bpp).
There also is the fact that SMW using 3bpp graphics is just a way to compress graphics and need to be converted to 4bpp before they can be actually used.


A 3bpp graphic, you have 2 ways to decompress it, every 3 bytes you add a byte with 0x00 or you add a byte with 0xFF, if you use the first, it use the first 8 colors of a palette, if you do the second, it uses the last 8 colors of a palette, using just 3bpp graphics allows to have the double of palettes if you have both ways to decompress it depends on the situation.

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Originally posted by anonimzwx
A 3bpp graphic, you have 2 ways to decompress it, every 3 bytes you add a byte with 0x00 or you add a byte with 0xFF, if you use the first, it use the first 8 colors of a palette, if you do the second, it uses the last 8 colors of a palette, using just 3bpp graphics allows to have the double of palettes if you have both ways to decompress it depends on the situation.

Correction: The last byte are the first three bytes OR'ed. This is done so to preserve colour 0 as seen on the sprite berries which otherwise would have had a black backdrop.

Originally posted by MarioFanGamer
Originally posted by anonimzwx
A 3bpp graphic, you have 2 ways to decompress it, every 3 bytes you add a byte with 0x00 or you add a byte with 0xFF, if you use the first, it use the first 8 colors of a palette, if you do the second, it uses the last 8 colors of a palette, using just 3bpp graphics allows to have the double of palettes if you have both ways to decompress it depends on the situation.

Correction: The last byte are the first three bytes OR'ed. This is done so to preserve colour 0 as seen on the sprite berries which otherwise would have had a black backdrop.


Are you talking about GFX32? If so, that file is truly 4BPP (since it holds Mario's graphics as well).

Though the method you mentioned above is used for GFX08 and GFX1E when loaded on the overworld.

As for the sprite version of the berry graphic, IDK where that is or how it's stored.
Originally posted by Yoshimaster96
Are you talking about GFX32? If so, that file is truly 4BPP (since it holds Mario's graphics as well).

[...]

As for the sprite version of the berry graphic, IDK where that is or how it's stored.

GFX01 which is 3bpp.

Originally posted by MarioFanGamer
Originally posted by Yoshimaster96
Are you talking about GFX32? If so, that file is truly 4BPP (since it holds Mario's graphics as well).

[...]

As for the sprite version of the berry graphic, IDK where that is or how it's stored.

GFX01 which is 3bpp.


Ah okay. My bad.
Would be very nice if when you put a custom dynamic sprite, you can see the sprite, for now it is not possible because the sprite's avatar is showed using gfx, if the sprite's avatar that can be also a regular image that is possible.

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