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Lunar Magic suggestions and discussion (LM v2.52)

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Couple hurdles to that:

SMW's object interaction is coded with 16x16 blocks in mind.
Changing that to 8x8s would require a huge rewrite.
Doing so would quadruple the amount of time spent on object interaction, very easily slowing the game to a crawl.


Don't think it's happening.
Oh well, thought it could be a good idea...
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to hear birds and see none.
Actually, apparently, direct offsets in general are kind of broken. I can't seem to make the destination a direct offset at all, and trying to use direct offsets for the source sometimes randomly fails to work. Take this, for example:



It's supposed to ExAnimate four tiles in the Layer 3 area, but instead, as soon as I close out the ExAnimation window, I get this:


The source tile numbers are at least correct, but what was wrong with them being direct offsets? And apparently since it changed the destination to something above 4FF, it doesn't animate at all. In fact, if I open the ExAnimation window a third time, the destination shows up as 0. Broken? Something is definitely wrong.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Aha, I thought of a useful suggestion.


A while back a level of mine was crashing the game upon entry. Took me a while to figure out, but one of the objects was going off the level (vertical level, was going off the bottom) and overwriting various RAM addresses and making things explode.

A warning upon saving if objects go off the level would be nice (like there currently is for exit objects without screen exits).
Also, if Lunar Magic doesn't include the line-guided sprite fix (listed in the first post), then the sprite tooltips should mention that they disappear on even X positions.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by imamelia
They may not be as annoying to scroll through as the ExGFX one, but are there really any advantages whatsoever to using the dropdown list over the input box?


Of course. They help avoid user input errors when the list of allowed values is a bit odd, like with the overworld levels. And while minor, it also allows for a "no event" entry instead of having to tell people a specific value to use to indicate "no event".

Originally posted by imamelia
Also, question about the new Map16 editor: Will it have an option to paste multiple tiles into the level simultaneously (by dragging) without inserting them as a single object? I've found a good number of occasions when that would have come in handy.


Nope. Almost included an extra keyboard shortcut to do that from the "Add Objects" window in 1.80, but wasn't sure at the time if it was wise to put in something that would encourage more tile-by-tile level building when the idea was to reduce level size by pasting multiple tiles as one object in that release. But could add it in a future release if enough people still want it.

Originally posted by imamelia
Broken? Something is definitely wrong.


98A0 is invalid. SNES VRAM uses word addressing, so divide your byte offset by 2 to get the correct VRAM address.

Originally posted by imamelia
The source tile numbers are at least correct, but what was wrong with them being direct offsets?


Nothing. But tile numbers for animation are also stored in the ROM as direct offsets. There's no way for LM to know which way you originally entered it.

Originally posted by Kaijyuu
A warning upon saving if objects go off the level would be nice (like there currently is for exit objects without screen exits).


Yeah, have almost gone and added that a couple of times. Will keep it on the "maybe" list for future releases.
Originally posted by Ayosuf
98A0 is invalid. SNES VRAM uses word addressing, so divide your byte offset by 2 to get the correct VRAM address.

...Oh. I think I remember messing that up before...actually, I don't even know why I typed 98A0 in the first place, since the VRAM map I have has the addresses already divided by 2. It's still at least a little bit annoying that it automatically changes the direct offset into a tile number, though, especially since Lunar Magic doesn't show graphics for Layer 3 in the 8x8 editor.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Don't really see how it makes much difference, given how easy it is to convert (two 2 bpp tiles = one 4 bpp tile). But if it bothers you that much, you can start your layer 3 tiles on an odd tile #. Since that doesn't correspond to where a 4bpp tile would start, LM would have to display it as a direct offset.
It annoys me mainly only because the Layer 3 tiles don't show up in the 8x8 editor, so you have to resort to trial and error until you know the starting tile number for the Layer 3 GFX, and even after that, you still need to calculate the tile number manually.

Also, I just thought of something: Will the function to put text in sprite tooltip tilemaps (as in the Display Level Message 1 sprite) be present in the next Lunar Magic? I know that this is technically already possible by using tiles from page C, but it's quite tedious to do it that way, and we did briefly discuss this before.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Going back to ExAnimation, can you provide an option that makes it so when you animate a 16x16, you can lay the tiles out in a 16x16 shape? It's quite unintuitive to have to place the two rows of tiles next to each other.
Doesn't that already exist? If I'm reading that right, anyway.

Type: 4 8x8s, 16x16

Little past halfway down the list.
I'm quite sure what K3fka means is that it would be nice if you could arrange the source tiles for that setting in a 16x16 square (like the destination ends up) rather than 4 consecutively numbered tiles like you have to do now. I have to agree - it would make redrawing tiles you don't really like a bit easier, as you wouldn't have to assemble them back into a 16x16 in the graphics file to get a preview, only to have to cut them back up to work with ExAnimation.
Yes, Vic understood what I meant. It just seems awkward and unintuitive to arrange the source tiles in a line rather than in the actual 16x16 shape.
Originally posted by imamelia
Also, I just thought of something: Will the function to put text in sprite tooltip tilemaps (as in the Display Level Message 1 sprite) be present in the next Lunar Magic? I know that this is technically already possible by using tiles from page C, but it's quite tedious to do it that way, and we did briefly discuss this before.


Yes, that was put in back when we discussed it.


Originally posted by K3fka
Yes, Vic understood what I meant. It just seems awkward and unintuitive to arrange the source tiles in a line rather than in the actual 16x16 shape.


It may be unintuitive, but there's a reason why even Nintendo did the source and destination tiles in a line. It's more efficient for the SNES, as it can transfer them to VRAM during NMI with 1 DMA transfer instead of 2. And NMI is where you really want things to be optimal to make the best use of your available vblank time.

If both the source and destination tiles are not going to be in a line, it will mean adding another 2 instructions to each slot that uses a non-line type (including the existing "4 8x8s, 16x16" option). 2 instructions * 8 slots = 16 more instructions if all slots are active. Doesn't seem like a lot, but still... we'd be making the SNES work harder in NMI just so the tiles look nice in a tile editor. Is it really worth it?
Ah, in that case, it's understandable.
Would it be a good idea to let Lunar Magic place 13 overworld sprites on each submap (and have the overworld sprites load every time the overworld is loaded)? I ask because I may include overworld sprite insertion in the next version of my Sprite Tool, and if I can make that change to the game, I'd like to do so.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
That would be a good idea. Well, as long as it doesn't conflict with events triggered by parts of lands that are 64x64 size(I stink at explaining), I'm with this.
This will probably have to be a last-minute change (if at all) assuming the new version will be released this Saturday, but... would it be feasible to add a list/dropdown menu to the Map16 editor, like the one the Add Objects window has? Especially with 1.7's Map16 enhancement, having to arrow-key to get to a certain page has become rather tedious.

Just my 1.4 Euro cents.


 
I'd support that as well. I've expecially noticed how long it takes to scroll through pages when I'm trying to access page 80 for sprite Map16.

Also, wow...the 11th anniversary of Lunar Magic is in only 2 days. That crept up on us. Is that the planned release date for the next version, or is there still significantly more stuff to do? Should I start rounding up possible testers?

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
I support this, too, but it could be in Version 1.9x as well, because it doesn't sound like the most important stuff on the To-Do-List...IMO(!)

You know that something is awesome if you're happy to wait to it...think about it! It's a hackin' programm for a SMW Rom. So this means

FuSoYa Rockz!!!11
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