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Lunar Magic 1.80 (and 1.81) released!

<Buu> Alright, so, as long as I don't use the default blue blocks in the Map16 editor, I'm fine, right?
<SystemError912> yeah, default blocks may not be saved depending on what else is used further on
<SystemError912> no sense saving empty blocks if it can be avoided

aka if you save enough blocks it won't screw up.
Your layout has been removed.
The grid feature in LM 1.81 is awesome! (Well, if Ctrl+Z ran in this version, it wold be perfect...). The new pallete editor menu is simply excelent!

Originally posted by KilloZapit
I am somewhat apprehensive about new asm hacks included in LM to be honest. LM already alters SMW so much it's hard or impossible to tell where anything is anymore.


It's neccessary to make SMW as customizable as possible, though, which is the point of Lunar Magic.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
I'm going to guess that 1.81 fixes the bugs you guys seem to be encountering, as I'm not seeing any. I just built a short and simple level testing several aspects of 1.81 with the GEM tileset, tested it, and it worked perfectly fine.

But either way, FuSoYa, for this you get a cookie. And an internets.

Holy shit, I stand corrected. The OW I subconsciously made using the OW Grass tileset glitched completely. Discovered this after remebering I still had ZSNES opened and went to close it and found that Mario was frozen on a "ladder" and the OW was glitched.

EDIT: I has Internets here:
Yes, I stole that from Deviantart.
Want to see some of my cool swords? Well, too bad, right now you only get to see one of them, and it's my avatar. Might set up some kind of gallery/portfolio at some point, though.
FuSoYa.. Damnit, fix the glitches =(
YouTube <-- Let's Plays and stuff.
^ Made by Tahixham
Which bug(s) have not been fixed in LM181?
If it's the ugly DM16 tiles bug, edit that tile in the map16 editor, it should fix itself if you do that. If it's something else, please tell.
<blm> zsnes users are the flatearthers of emulation
Originally posted by RivalNightmare
FuSoYa.. Damnit, fix the glitches =(


Read the "LM 1.81 is released" thread. :P the problem is fixed from what I read.
meh
You know, somebody should probably update the RAM map to include $7FC060-$7FC06F, $7FAC00-$7FAC8F, and possibly $58.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
$58? What uses $58 now? I mean, besides one of my own custom patches. :P
I used $58 to hold the fifth byte of data for object 2D. (I used $5A for the fourth byte, or the new "object number".)

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Neato. 4bpp overworld graphics are the only thing of any real use to me in this.... well and the new objects. I've mostly abandoned using regular sprites, myself.
Originally posted by Kaijyuu
Neato. 4bpp overworld graphics are the only thing of any real use to me in this.... well and the new objects. I've mostly abandoned using regular sprites, myself.

..."Regular" sprites? As opposed to what?

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Personally, I neglected to upgrade to 171 because I was worried about incompatability and the like. But this new version made me say "Screw it, I'll fix what needs fixing, this is just too win."

And I was right.


Hoping for someone to Let's Play my rom hack, Hell On A Stick. Current version 0.4.3.

Hoping for willing betatesters and/or LPers. PM if interested. (I wanna know where you're uploading your vids if at all, so I can watch the pain.)
Quote
..."Regular" sprites? As opposed to what?

Mostly cluster and the like. I still use regular sprites for anything that needs to be carried/thrown and the occasional new enemy. I used to use regular sprites for everything from cinematics to bosses :P
Oh. My. God.
I love this. The Map16 features are really nice. Plus, my hack seems to be compatible so far. Happy birthday LM.
I love how you can finally stretch objects infinitely in all directions. I've been waiting for that capability for some time.
Originally posted by RPG Hacker
Originally posted by KilloZapit
I am somewhat apprehensive about new asm hacks included in LM to be honest. LM already alters SMW so much it's hard or impossible to tell where anything is anymore.


It's neccessary to make SMW as customizable as possible, though, which is the point of Lunar Magic.


I know, it's the lack of control and openness thats the problem though. Really a simple check box screen to chose what asm hacks get inserted and a screen to show what ram and rom space LM uses would be enough for me.
Your layout has been removed.
Included xkas versions of every ASM hack would be pretty awesome.
Although I am not sure LM's asm is done in xkas, as I think LM actually precedes xkas by a bit.
Your layout has been removed.
Whatever assembler he uses can't be much different. See this image.