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Lunar Magic suggestions and discussion (LM v3.40)

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happy birthday lunar magic, baby. funny how at 21 it's older than a lot of users on this site.
Originally posted by TheBiob
yeah the 1F0-like tiles, I was thinking maybe a line at the top like the clouds/ledges just a different color, yellow or something, if that's not too similar to the lava outline.


Perhaps, yellow is supposed to be for sprite-only tiles but it's not really a regular surface for them. Maybe a striped yellow line? Not sure, might have to experiment a bit with a few different looks.

Originally posted by TheBiob
And is that a no on the custom outlines then?


More of a no for now, as I don't know how much use that one would get.

Originally posted by idol
happy birthday lunar magic, baby. funny how at 21 it's older than a lot of users on this site.


Yup, another LM birthday! Though I think the next significant one will be in another 4 years... then we'll be able to say it's a quarter of a century old. #ab{:LOL:}
Thanks a lot for this update and happy birthday!

I really like the exit enabled tooltip for custom blocks, very useful for teleport blocks and whatnot. Personally I find it kinda weird they're marked red since it's the same color used for hurt tiles (when using the tile surface outlines option) but I guess it's fair considering other basics colors (green, blue, yellow) are already used.
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2021 TRENO vibe check thread
You know how starting in v3.30, it's possible to set custom spriteset information for sprites (e.g., SP4=80)? Is there any chance that it could be possible to change the first part of the text so it's not always SP1, SP2, SP3, or SP4, such as if you're using a dynamic spriteset system (and just want, say, "SP=730", or it's a vanilla sprite with a hardcoded slot like "SP6=718")?

Relatedly, is it just me, or does that section of the help file make absolutely no mention of what type values to use for custom sprites? 8 only seems to work for normal sprites, and adding 8 to the typical values used by custom sprites for other purposes doesn't do anything.

Edit: Okay, apparently it should be 28 or 38 (or 18) for custom sprites, but it has to go before the Map16 tilemap, and if the sprite uses extra byte-specific data, the number ending in 8 has to be 5 digits long (for instance, 30028 rather than just 28), and the second and third digits have to match the default extra byte setting for the custom sprite (which is usually 00 but occasionally something else). Again, though, none of this is mentioned in the help file.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
I have a huge complaint for this update.
Since 3.31 a lot of custom sprites stopped working by either not showing up, producing garbage or just get killed by nothing. Some are acting different than what they're supposed to do.

They all work fine in 3.30 and nothing was changed in the ROM besides saving a level.

Please fix that.
Originally posted by Ayami
Personally I find it kinda weird they're marked red since it's the same color used for hurt tiles (when using the tile surface outlines option) but I guess it's fair considering other basics colors (green, blue, yellow) are already used.


Well yeah, they're really separate from surfaces, even though you can turn them both on at the same time.

Originally posted by imamelia
You know how starting in v3.30, it's possible to set custom spriteset information for sprites (e.g., SP4=80)? Is there any chance that it could be possible to change the first part of the text so it's not always SP1, SP2, SP3, or SP4, such as if you're using a dynamic spriteset system (and just want, say, "SP=730", or it's a vanilla sprite with a hardcoded slot like "SP6=718")?


It's not really meant for dynamic sprites.

Originally posted by imamelia
Relatedly, is it just me, or does that section of the help file make absolutely no mention of what type values to use for custom sprites? 8 only seems to work for normal sprites, and adding 8 to the typical values used by custom sprites for other purposes doesn't do anything.


It already explains how extra bytes and extra bits work earlier in the section. I don't think there's much need to repeat it all just to put an 8 as the last digit of the numbers.

Originally posted by imamelia
but it has to go before the Map16 tilemap


I tried putting the Map16 first, and it seemed to work fine...

Originally posted by Ice Man
I have a huge complaint for this update.
Since 3.31 a lot of custom sprites stopped working by either not showing up, producing garbage or just get killed by nothing. Some are acting different than what they're supposed to do.


If you've been using Pixi, you may want to try re-running it to see if that fixes it. It looks like Pixi may be overwriting a couple of LM's hijacks, which would just get removed whenever LM has to update its sprite ASM like in this version.
I'm afraid, this does not only apply to custom sprites...

I just tested 3.31 again. All ? blocks do not work properly anymore.
Bounce sprite is showing but the block is not getting changed and once the ? block is used, it wouldn't show.

Also Side Exit Enabled sprite is not working anymore either.
Other regular sprites wouldn't show up either (Koopas, Piranhas, etc)

Reinserting sprites with Pixi at least solved the sprite issue, but Map 16 is still not working properly.
Even collected coins are still being displayed. Invisible Note blocks when touched from below stay invisible, etc..
Originally posted by Ice Man
I'm afraid, this does not only apply to custom sprites...

I just tested 3.31 again. All ? blocks do not work properly anymore.
Bounce sprite is showing but the block is not getting changed and once the ? block is used, it wouldn't show.

Also Side Exit Enabled sprite is not working anymore either.
Other regular sprites wouldn't show up either (Koopas, Piranhas, etc)

Reinserting sprites with Pixi at least solved the sprite issue, but Map 16 is still not working properly.
Even collected coins are still being displayed. Invisible Note blocks when touched from below stay invisible, etc..

If you're using this, patch it again after using LM3.31 and it should be fixed.
I am indeed using that. Will try again later.

EDIT: Reapplying the patch fixed the Map16 garbage at least.

But still, this is too many bugs for now that I want to stay with 3.30 instead.

Perhaps there should be an option in LM 3.31+ to not (re)install the VRAM patch again.

As for custom sprites, I don't know what hijack it is or why but seeing how it worked in 3.30 and before it should be considered to check it again. Pixi never conflicted with LM yet.


Edit: so, apparently, that problem I described had nothing to do with LM, but Asar. And only when I typed my rom, dragging and dropping makes everything work fine. oh well.
GANYMEDE

Chapter Two: Land of No Shame
Originally posted by Ice Man
I am indeed using that. Will try again later.

EDIT: Reapplying the patch fixed the Map16 garbage at least.

But still, this is too many bugs for now that I want to stay with 3.30 instead.

Perhaps there should be an option in LM 3.31+ to not (re)install the VRAM patch again.

As for custom sprites, I don't know what hijack it is or why but seeing how it worked in 3.30 and before it should be considered to check it again. Pixi never conflicted with LM yet.


As I've said several times over the past couple of decades, modifying LM's ASM is not officially supported. You can still choose to do so, but it means accepting full responsibility of the risks involved. Any tool or patch that does that sort of thing is going to inherently make your hack more fragile for updates.

It's still a little disappointing to find out that Pixi is one of those though. #ab{:(} You can see the conflicts between the 2 in the hijack map, so I'd suspect it's not unintentional (maybe to implement some feature?). It's just sheer luck that LM hasn't previously needed to update its own sprite ASM since 3.00 was released. I guess I may need to add a note about Pixi to LM's compatibility FAQ later...

Originally posted by Ondore's Lies
3.31 has broken something in my hack; I get errors whenever I attempt to apply a patch with Asar:


...? $FFD5 is the ROM map type. If an address that early is really "out of bounds", I'd say you have other problems to deal with.
Originally posted by Ondore's Lies

Might that be because you're not specifying the full path to the ROM when you're typing it in? If you're opening Asar from somewhere other than D:\2020, it's going to look for the ROM in the wrong place and instead create an empty file with that name. (Which would explain why it can't find free space, or offset $FFD5.)


 
Originally posted by FuSoYa


As I've said several times over the past couple of decades, modifying LM's ASM is not officially supported. You can still choose to do so, but it means accepting full responsibility of the risks involved. Any tool or patch that does that sort of thing is going to inherently make your hack more fragile for updates.

It's still a little disappointing to find out that Pixi is one of those though. #ab{:(} You can see the conflicts between the 2 in the hijack map, so I'd suspect it's not unintentional (maybe to implement some feature?). It's just sheer luck that LM hasn't previously needed to update its own sprite ASM since 3.00 was released. I guess I may need to add a note about Pixi to LM's compatibility FAQ later...



Hi, current Pixi maintainer here.
As far as I'm aware, Pixi doesn't intentionally try to screw with LM's hijacks.
I'm trying to check what you said in the hijacks map "You can see the conflicts between the 2 in the hijack map" but I can't find it, if you could be so nice to point it out I will try to remove this incompatibility.
Alright, then you'll want to take a look at $02A846, $02A9D7, and $01C08C (SNES). Hopefully that's all of them, but I only did a quick look over for conflicting addresses.
That one is highly specific but still a weird bug because for some reason, I can't put any object behind a wide ledge. More specifically, if the wide ledge starts from the very left on the level then any object which placed in front of the ledge on screen 1 (and only screen 1 in my testing) cannot be sent back any further and as a result, you have to fix the priority with the ledge. This magically fixes itself when there are any objects behind the ledge (including on screen 1) but removing this objects will cause the bug to reappear.
Wow, seems it dates all the way back to LM 1.00...

Thanks, it's now been fixed for the next version. #ab{:)} You can also get around it with the "Send to Back" function (Ctrl + Alt + Mouse Wheel, or the underscore key).
I know this isn't a very widely used feature, but if you use separate starting positions for Mario and Luigi, after loading a saved file, Luigi will be in the same position Mario was left into. I know this is how SMW handles it normally, but if you're using separate positions for both of them, then chances are you want each of them to keep their current position after loading a saved game.
I was wondering if this was suggested before but we still lack overworld import/export feature.
I know we can do the save trick but what about layer 3 ending or title screen?
They could need that as well. :)
Originally posted by Ice Man
I was wondering if this was suggested before but we still lack overworld import/export feature.
I know we can do the save trick but what about layer 3 ending or title screen?
They could need that as well. :)


I may be wrong but I was under the impression that the layer 3 and title screen along with the borders where all saved with the OW when doing the save trick or using the command line argument.
No, just the overworld. Title Screen/Ending was not saved with them. I had to do the trick multiple times because of messing up, sadly.
Overworld borders are, because they're part of the overworld, obviously. :P

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