ANDY'S NOTE: All of this stuff is great, but glitches are starting to be found. Your best bet is to continue using Lunar Magic 1.65 until these problems are corrected.
My advice right now would be to continue using LM 1.65 for the time being. I wouldn't port anything to a new ROM for use in LM 1.7 until we find out what is causing the problems. Based on what one of the LM beta testers said, it might be possible that something in version 1.7 is causing the problems.
So, personally, I'm not going to waste my time porting everything to a new ROM when the problem could be fixed by tomorrow. I'm going to wait until there is a verdict on what is causing these problems to start with. If a specific patch is incompatible with LM, then that's something that can be undone and fixed. If it is a problem with LM, it can also be fixed. Let's just calm down and wait.
Kai edit: I'm not so certain all these glitches are troubles with Lunar Magic itself, but incompatibilities with old patches and tools. So, I think it wise to list all the pitfalls that aren't bugs with Lunar Magic right here.
Glitched Graphics
- Layer 3 Exgfx patch is partially incompatible.Use exgfx 100-FFF for your layer 3 exgfx, or uninstall the patch. Try out the new version here: link.
- So is Mario Exgfx. New version here
Crash when touching a block from map16 page 10+
- BTSD (and probably other block tools) assumed that it ended with page 0xF. Don't use blocks in page 10+ until these tools are updated.
Of note: If you're certain Mario/sprites will never interact with these blocks (either on a non-interactive layer 2, or simply unreachable) you can use blocks on page 10+ without worry. So feel free to use them for cutscenes/backgrounds if you want.
"Destroyed" levels
- Did you turn off the tileset specific nature of map16 page 2? Hope you weren't using any tiles on that page if so.
Nuked backgrounds
- Were you using Edit's ExExGFX patch or any other VRAM rearrangement? They're 100% incompatible.
Music cutting out during level transitions
- Usingthe latest the older sample tool will apparently cause this. If sample tool was used prior to jumping to 1.70/1.71, it should work fine. Just don't run sample tool on your hack again.
An alternative is to use the older sample tool (without OW sample support, since that one works) or addmusic_m.
UPDATE: If you're having trouble with this, try out the new sample tool here.
Patches that probably don't work:
FastROM v1.1 (Graphics load incorrectly for each level, but the rom IS faster, lol) -Ragey <- Roy edit: Tested this myself, so did WYE. It works on a clean ROM (or one to which you just saved). I'd like to stress on the fact that this patch was NOT designed to work on hacked ROMs.
Counter Break C - Reason: glitched graphics, also took me to bonus game when I only had 28 stars and after I finished the bonus game, it wouldn't end. -CDPower
Screen scrolling pipes that require patches.
ROM space used:
Mostly LM just finds freespace to use, but there's a couple places it always patches. Mostly this stuff (that I've actually dealt with, anyway) is in banks 06, 0D, and 0F. Probably others below bank 10, too.
Additional RAM used by LM:
$7E0695+ (100 decimal bytes used)
$7FBC00+ (400 hex bytes used)
$7F8183+ (~420 decimal bytes used)
$7FC300+ (400 hex bytes used)
Possibly more. Check the RAM map; they should all be there.
Any real glitches should be reported to Fusoya. Incompatibilities, however, are our responsibility to fix and not his. If you must use one of these things, feel free to stick with 1.65.
Known Actual Glitches with LM 1.71
None.
-----------------------------------------------------------
http://fusoya.eludevisibility.org/lm/program.html
New version includes (among other stuff):
2 more graphic slots for exgfx in each level, vastly increasing the amount of tiles you can use.
Exanimation revamped and made hugely flexible.
Various other stuff.
EDIT: 1.71 updated with a couple bugfixes. Most of them display issues. See the help file under "what's new".
PS: Joke's on you if you think it's a joke.
My advice right now would be to continue using LM 1.65 for the time being. I wouldn't port anything to a new ROM for use in LM 1.7 until we find out what is causing the problems. Based on what one of the LM beta testers said, it might be possible that something in version 1.7 is causing the problems.
So, personally, I'm not going to waste my time porting everything to a new ROM when the problem could be fixed by tomorrow. I'm going to wait until there is a verdict on what is causing these problems to start with. If a specific patch is incompatible with LM, then that's something that can be undone and fixed. If it is a problem with LM, it can also be fixed. Let's just calm down and wait.
Kai edit: I'm not so certain all these glitches are troubles with Lunar Magic itself, but incompatibilities with old patches and tools. So, I think it wise to list all the pitfalls that aren't bugs with Lunar Magic right here.
Glitched Graphics
- Layer 3 Exgfx patch is partially incompatible.
- So is Mario Exgfx. New version here
Crash when touching a block from map16 page 10+
- BTSD (and probably other block tools) assumed that it ended with page 0xF. Don't use blocks in page 10+ until these tools are updated.
Of note: If you're certain Mario/sprites will never interact with these blocks (either on a non-interactive layer 2, or simply unreachable) you can use blocks on page 10+ without worry. So feel free to use them for cutscenes/backgrounds if you want.
"Destroyed" levels
- Did you turn off the tileset specific nature of map16 page 2? Hope you weren't using any tiles on that page if so.
Nuked backgrounds
- Were you using Edit's ExExGFX patch or any other VRAM rearrangement? They're 100% incompatible.
Music cutting out during level transitions
- Using
UPDATE: If you're having trouble with this, try out the new sample tool here.
Patches that probably don't work:
FastROM v1.1 (Graphics load incorrectly for each level, but the rom IS faster, lol) -Ragey <- Roy edit: Tested this myself, so did WYE. It works on a clean ROM (or one to which you just saved). I'd like to stress on the fact that this patch was NOT designed to work on hacked ROMs.
Counter Break C - Reason: glitched graphics, also took me to bonus game when I only had 28 stars and after I finished the bonus game, it wouldn't end. -CDPower
Screen scrolling pipes that require patches.
ROM space used:
Mostly LM just finds freespace to use, but there's a couple places it always patches. Mostly this stuff (that I've actually dealt with, anyway) is in banks 06, 0D, and 0F. Probably others below bank 10, too.
Additional RAM used by LM:
$7E0695+ (100 decimal bytes used)
$7FBC00+ (400 hex bytes used)
$7F8183+ (~420 decimal bytes used)
$7FC300+ (400 hex bytes used)
Possibly more. Check the RAM map; they should all be there.
Any real glitches should be reported to Fusoya. Incompatibilities, however, are our responsibility to fix and not his. If you must use one of these things, feel free to stick with 1.65.
Known Actual Glitches with LM 1.71
None.
-----------------------------------------------------------
http://fusoya.eludevisibility.org/lm/program.html
New version includes (among other stuff):
2 more graphic slots for exgfx in each level, vastly increasing the amount of tiles you can use.
Exanimation revamped and made hugely flexible.
Various other stuff.
EDIT: 1.71 updated with a couple bugfixes. Most of them display issues. See the help file under "what's new".
PS: Joke's on you if you think it's a joke.