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Lunar Magic suggestions and discussion (LM v3.40)

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Originally posted by BlueToad
Just a small thing: Can you replace all instances of "black piranha plant" to "muncher" and "POW" to "P-Switch"? Very often I find myself searching "P-switch" while it's listed as POW. The current names in Lunar Magic seem outdated in my eyes.

Also, rename "Large Green Gas Bubble" to "Big Bubble", "Bowser's Bowling Ball" to "Big Steely", and "Dino Torch" to "Mini Rhino". Also drop the words "a" and "fish" from "A Porcu-Puffer fish".
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But isn't Dino Torch the official name?


YY-CHR > Photoshop.
Oh yeah, speaking of the LM sprite names, I can understand why they're much different than the official names. However, I've never understood why P-Switch is called POW. How come?
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Originally posted by FuSoYa
Oh, I think that's something unofficial I put in a very long time ago so that you could change the color if you wanted to make it easier to see event tiles. Except it's technically not changing the background color... what it's really doing is replacing all of layer 2 with tile 0xBC using palette 3 before placing the event tiles.

Interesting. Though if someone ends up replacing that tile, it might become a little jarring, and confusing due to it not being a documented thing. Not a huge deal though, I don't think most people use that feature/use it that often anyway.

Speaking of the overworld, I think I found a documentation issue in the Layer 2 8x8 Editor Mode page:

Quote
There are two event tile sizes; the first uses 2x2 8x8's (16x16 pixels) and is stored at the top, while the second uses 6x6 8x8's (48x48 pixels) and is stored in a separate group further down.

Unless I misunderstood what this is about, the 48x48 events are actually at the top/come first.
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So why the empty numb?
I disagree with changing Bowser's Bowling Ball to Big Steely and Dino Torch to Mini Rhino.
Filler
Can anything other than an .ssc file change the display for sprites? I'm getting a bug involving a bunch of the vanilla sprites (00-08, 0A-0C, 0F, 10, 1A, 1C, 20, 21, 2A, 33, 34, 4C, AE, BD, DA-DD, DF) all showing up as a single 16x16 tile and nothing else, just tile 115. Nothing in my .ssc file seems to change that; in fact, even an empty .ssc file doesn't prevent the bug, nor does adding entries for some of the affected sprites (such as 00-03).

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Originally posted by Koopster
Interesting. Though if someone ends up replacing that tile, it might become a little jarring, and confusing due to it not being a documented thing. Not a huge deal though, I don't think most people use that feature/use it that often anyway.


Yes, plus the color is possible to use for other things these days too, ever since I put in an option to turn the event path fade effect off. That view option was put in during the early days of the overworld editor. I doubt it's used much either... might end up removing it someday, or at least reclaiming its keyboard shortcut for something else.

Originally posted by Koopster
Speaking of the overworld, I think I found a documentation issue in the Layer 2 8x8 Editor Mode page:

Quote
There are two event tile sizes; the first uses 2x2 8x8's (16x16 pixels) and is stored at the top, while the second uses 6x6 8x8's (48x48 pixels) and is stored in a separate group further down.

Unless I misunderstood what this is about, the 48x48 events are actually at the top/come first.


Good catch. That one went unnoticed for nearly 20 years... #ab{o_O}

Originally posted by imamelia
Can anything other than an .ssc file change the display for sprites? I'm getting a bug involving a bunch of the vanilla sprites (00-08, 0A-0C, 0F, 10, 1A, 1C, 20, 21, 2A, 33, 34, 4C, AE, BD, DA-DD, DF) all showing up as a single 16x16 tile and nothing else, just tile 115. Nothing in my .ssc file seems to change that; in fact, even an empty .ssc file doesn't prevent the bug, nor does adding entries for some of the affected sprites (such as 00-03).


Tile 115... the silver coin? Maybe try F11. #ab{;)}
Huh. Well, that would explain it. I remapped the coin graphics, so it doesn't actually look like a silver coin in my ROM but rather like half of a Koopa, which makes it less obvious. Silly me.

Unfortunately, now I'm having another issue where the custom toolbar icons are all clumped together on the left side rather than being in a horizontal row. Any ideas on this one?

Edit: Fixed it by putting it in windowed mode and stretching the window around. Still weird and something that shouldn't have happened, though.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by BlueToad
Just a small thing: Can you replace all instances of "black piranha plant" to "muncher" and "POW" to "P-Switch"? Very often I find myself searching "P-switch" while it's listed as POW. The current names in Lunar Magic are kind of outdated.


Similarly, the subject (of changing names) has been brought up before. And yeah, it's not going to happen.

https://smwc.me/1090589
Sure, there was some confusion between goombas and galoombas, but this is completely different. Everyone agrees that 'muncher' is the correct name rather than 'black piranha plant'.

Edit: I'm not a newcomer dammit!


YY-CHR > Photoshop.
Lunar Magic has used these enemy names for over 20 years. I'm not surprised that it's a bit confusing to you as a newcomer, and yeah some of these names technically don't make any real sense, but these are the names that almost everyone here is used to now. To change the names would end up being much more confusing ultimately.

It's like the debate over whether we should still consider electrons to be "negatively charged" or if they should switch with protons to be considered positively charged. Of course, switching would make a lot more sense from a technical perspective, but these conventions have been so deeply embedded into people's minds that changing things now would likely cause more harm than good.

...For a while, anyway, until people get used to the new conventions/names. But it's a needless hassle at the moment.
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Originally posted by BlueToad
... but this is completely different.

Not really. The topic is further discussed later on, and while it would be nice to have modern name standards, I must agree that isn't much of a big deal for Lunar Magic.

Also, as LadiesMan217 pointed out, you can build your own custom sprites list with correct names yourself #tb{:>}
Originally posted by imamelia
Unfortunately, now I'm having another issue where the custom toolbar icons are all clumped together on the left side rather than being in a horizontal row. Any ideas on this one?

Edit: Fixed it by putting it in windowed mode and stretching the window around. Still weird and something that shouldn't have happened, though.


Hmmm, after experimenting a bit it looks like the custom user toolbar is not set up to correctly wrap on program startup or window maximize/restore. Thanks, it'll be fixed for the next version.

Originally posted by anonimzwx
Is there a way to use more than 12 extension bytes? i have a sprite that needs like 16 extra bytes.


You just asked that a few months ago... if it had changed, it'd be in the update list.
I just thought of a small question worth asking: if one were to remap the destination to which certain vanilla palette animations like the dragon coin one are allocated, would LM properly register the change?
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If smart spawn in enabled and the player goes to the right edge of a 32 screen horizontal level, the game will read an invalid 33rd entry for RAM tables $0CF6/$0D36. This can result in the sprite list pointer ($CE) pointing to RAM/open bus.

Only reason I noticed this was because I encountered some weird lag spikes on the last screen of one of my hack's levels, but the bad sprite list pointer still happens in a fresh ROM that had LM 3.30 used on it.
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Originally posted by Anas
I just thought of a small question worth asking: if one were to remap the destination to which certain vanilla palette animations like the dragon coin one are allocated, would LM properly register the change?


No, but you can always turn the original off and recreate it elsewhere with ExAnimation.

Originally posted by yoshifanatic
If smart spawn in enabled and the player goes to the right edge of a 32 screen horizontal level, the game will read an invalid 33rd entry for RAM tables $0CF6/$0D36. This can result in the sprite list pointer ($CE) pointing to RAM/open bus.

Only reason I noticed this was because I encountered some weird lag spikes on the last screen of one of my hack's levels, but the bad sprite list pointer still happens in a fresh ROM that had LM 3.30 used on it.


Yes, I see what you're talking about. Thanks, it'll be fixed in the next version. #ab{:)}
Originally posted by FuSoYa
Originally posted by Anas
I just thought of a small question worth asking: if one were to remap the destination to which certain vanilla palette animations like the dragon coin one are allocated, would LM properly register the change?


No, but you can always turn the original off and recreate it elsewhere with ExAnimation.


Fair enough. While I'm at it, I wanna mention a sort of big problem with the restore function...



As can be seen, I have some fairly long restore point names generated from a tool called 'PatchManager' by TheBiob. They get cut off and I cannot resize the window to read the names further. Would be nice if you could address this.

On a similar note, the ability to search up a restore point by name or number would be nicer.
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A nice option would be to post OW main map and submap images via editor.
While installing the 4bpp hack, on the overworld colour 8 of every palette gets remapped to 0. Would it be possible to make colour 9 of every palette remap to 1?


YY-CHR > Photoshop.

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