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Lunar Magic suggestions and discussion (LM v2.52)

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This tutorial works, but it works only if my ROM is almost unedited(exceptions are applying fastROM, ROM expansion and Compression option 3). Some patches kind of "destroy" this multi-color animation feature. Check the link you provided to see my post below.
Edit: I found the patch that does this kind of trick. I have proof, too.
If you believe you've found a misbehaving or conflicting patch (overwriting the AN2 animated tile area in RAM perhaps?), it'd be best to isolate which one it is and report it to the author of the patch.
A suggestion I have for lunar magic, is the ability to have mode 7 available in any level, so I don't have to apply a patch, :P what could also be cool, would be a "Save overworld to file" button.. (self explanatory).
blunted
Originally posted by Ayosuf
(overwriting the AN2 animated tile area in RAM perhaps?)

Confirming this theory would be easier if it was in the RAM map. I can't find it anywhere.

Originally posted by tr9536on
A suggestion I have for lunar magic, is the ability to have mode 7 available in any level, so I don't have to apply a patch, :P

Mode 7 is too dissimilar to normal levels for that to be even remotely reasonable.
Additionally, there's about a million ways to use mode 7, and it's impossible to make an editor for all of them.
<blm> zsnes users are the flatearthers of emulation
Originally posted by Alcaro
Originally posted by Ayosuf
(overwriting the AN2 animated tile area in RAM perhaps?)

Confirming this theory would be easier if it was in the RAM map. I can't find it anywhere.

It's $7EAD00...at least, part of it is. I've never really been able to figure out where Lunar Magic gets a full 0x1A00 bytes for ExAnimation space.

And I don't have a clue why that patch would be messing up ExAnimation, especially since it uses only three bytes of free RAM: $010B, $010C, and (by default) $0DDB. Does it happen with all animation types or just palette animation?

Edit: Actually, never mind, I do have an idea. I'm not sure whether the Layer 3 initialization routine runs before or after the code that sets up things like ExAnimation, but since the patch uses $7EAD00 for its original purpose (a decompression buffer), if the Layer 3 tilemap is loaded after the ExAnimation data has already been decompressed, then that would explain why they end up glitchy.

Originally posted by Alcaro
Originally posted by tr9536on
A suggestion I have for lunar magic, is the ability to have mode 7 available in any level, so I don't have to apply a patch, :P

Mode 7 is too dissimilar to normal levels for that to be even remotely reasonable.
Additionally, there's about a million ways to use mode 7, and it's impossible to make an editor for all of them.

Yeah. However, I would think that support for more similar BG modes, such as 3 and 0 (there are already patches that utilize Mode 3), wouldn't be out of the question....

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Maybe Mode 2 as well? I could see potential uses for that.
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Originally posted by Wiimeiser
Maybe Mode 2 as well? I could see potential uses for that.


Lunar Magic displays Mode 2 levels just fine, so any ASM hacks enabling it and getting things to work right and such are out of its scope.
I should get a new layout.

Probably won't, though.
Originally posted by Kipernal

Lunar Magic displays Mode 2 levels just fine, so any ASM hacks enabling it and getting things to work right and such are out of its scope.



Wait, how did FuSoYa accomplished such amazing stuff? I guess the name FuSoYa fits and he really comes from some second moon in a parallel universum :O (If someones RL Name is Cecil he's related with, I wouldn't be suprised)

I even bet FuSoYa laughs at the miserable attempts everyone is trying to do with ASM ( for example like the first 2-Player Co-Op patch. I bet he already did 5-Player-Co-Op with no slowdown and everything perfectly fine...)

...

Okay, enough of this.

The only thing left by SMW itself (I think) is Mario Automatic Movement by the Castle Destruction scenes and some Mode 7 boss rooms platforms, which would be awesome if they could be changed.

(note that I don't say "creating complete new boss rooms", what I mean is changing the ground in the rooms a bit. That would be cool. Or even a display of the real situation, not saying that it shows glibberish in SMW if you change the Mode)
Originally posted by imamelia
It's $7EAD00...at least, part of it is.


All of it is. Check the source frame chart in the help file.

Originally posted by imamelia
if the Layer 3 tilemap is loaded after the ExAnimation data has already been decompressed, then that would explain why they end up glitchy.


Yup. So make sure that if you're decompressing things there, that it gets done before the ExGFX file for expanding the animated tile area gets decompressed.
Originally posted by Shog
Wait, how did FuSoYa accomplished such amazing stuff? I guess the name FuSoYa fits and he really comes from some second moon in a parallel universum :O (If someones RL Name is Cecil he's related with, I wouldn't be suprised)

I even bet FuSoYa laughs at the miserable attempts everyone is trying to do with ASM ( for example like the first 2-Player Co-Op patch. I bet he already did 5-Player-Co-Op with no slowdown and everything perfectly fine...)


I'm not sure I understand what you're implying. I'm not saying that FuSoYa couldn't do it, or that I wouldn't appreciate it, but Lunar Magic is a level editor for Super Mario World first and foremost, and things like this just don't belong; nothing even remotely related to mode 2 existed in Super Mario World. Adding something like this would be like adding an option to make the game into an RPG or give Mario Kirby physics or something. It's not something that "belongs" natively in Lunar Magic; it's something the individual user should do themselves.
I should get a new layout.

Probably won't, though.
Originally posted by Ayosuf
Originally posted by imamelia
It's $7EAD00...at least, part of it is.


All of it is. Check the source frame chart in the help file.

Okay, so it uses $7EAD00-$7EC7FF...that makes sense, but then does that mean that a) $7EB900 and $7EBD00 are no longer used within levels and b) ExAnimation that uses AN2 doesn't work in levels with Mode 7 bosses?

Originally posted by Ayosuf
Originally posted by imamelia
if the Layer 3 tilemap is loaded after the ExAnimation data has already been decompressed, then that would explain why they end up glitchy.


Yup. So make sure that if you're decompressing things there, that it gets done before the ExGFX file for expanding the animated tile area gets decompressed.

Yeah, I'll have to run it through a debugger to find out which one comes first. I'm not sure what I'll do if I can't use that area, though...I suppose I could just decompress it to SRAM, or perhaps some other area of RAM that isn't used during levels, such as $7F977B. I'll have to check how much I need to decompress at a time.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by imamelia
Okay, so it uses $7EAD00-$7EC7FF...that makes sense, but then does that mean that a) $7EB900 and $7EBD00 are no longer used within levels

Yeah, they're not used in a clean ROM. However, the gfx+2 patch seems to use it; I don't know how this is resolved. Maybe the gfx+2 patch copies B900 elsewhere.

Quote
and b) ExAnimation that uses AN2 doesn't work in levels with Mode 7 bosses?

...why would you want to do that at all?


Bug report 1:
Clicking twice quickly with the middle mouse button ignores the second click. Clicking twice slowly acts as expected. I blame the double click controller.

Bug report 2:
I can swap sprite layerings with the mouse wheel if they're on the same screen, but if they're on different screens, the leftmost one remains below the rightmost one no matter what I do.

Improvement suggestion 1:
Lock the "set X/Y position using method 2" switch to on. I can't think of any valid reason why anyone except the most advanced ASMers would care about it.

Improvement suggestion 2:
Allow Mario to be pulled around like a sprite in the levels. That menu is far more trial and error than what I find sane.
<blm> zsnes users are the flatearthers of emulation
I support Alcaro's suggestions. Also, I haven't encountered those 2 bugs, but mainly because my wheel button is "broken".
Originally posted by Alcaro
Quote
and b) ExAnimation that uses AN2 doesn't work in levels with Mode 7 bosses?

...why would you want to do that at all?

I wouldn't. I don't even use the original bosses, and any custom Mode 7 stuff I'd do wouldn't use that RAM anyway. But, you know, if that ever did come up, for me or anyone else...well, I suppose they'd still have 0x19E0 bytes for ExAnimation anyway, so it's no concern.

Originally posted by Alcaro
Improvement suggestion 1:
Lock the "set X/Y position using method 2" switch to on. I can't think of any valid reason why anyone except the most advanced ASMers would care about it.

Improvement suggestion 2:
Allow Mario to be pulled around like a sprite in the levels. That menu is far more trial and error than what I find sane.

Agreed. And now that I mention it, didn't somebody suggest being able to edit the properties of objects and sprites after placing them (for instance, changing the extra bit setting of a custom sprite from 2 to 3)?

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by Alcaro
Yeah, they're not used in a clean ROM. However, the gfx+2 patch seems to use it; I don't know how this is resolved. Maybe the gfx+2 patch copies B900 elsewhere.


Yes, it gets moved elsewhere if smkdan's patch is installed. It was listed in the RAM map, but I think someone moved it to the wiki.

Originally posted by imamelia
b) ExAnimation that uses AN2 doesn't work in levels with Mode 7 bosses?


ExAnimation and the game's regular tile animation isn't even run for Mode 7 bosses, if I remember right.

Originally posted by Alcaro
Clicking twice quickly with the middle mouse button ignores the second click. Clicking twice slowly acts as expected. I blame the double click controller.


Oh yeah, forgot about the middle mouse button when I enabled double clicks for the window in 1.90. Thanks, it'll be fixed in the next version.

Originally posted by Alcaro
I can swap sprite layerings with the mouse wheel if they're on the same screen, but if they're on different screens, the leftmost one remains below the rightmost one no matter what I do.


This isn't a bug, SMW requires sprites to be ordered by screen. SMA2 is even more strict, where you need to do it by coordinate too.

Originally posted by Alcaro
Lock the "set X/Y position using method 2" switch to on. I can't think of any valid reason why anyone except the most advanced ASMers would care about it.


Maybe. I personally like being able to tell if it was already enabled in the game or not, but for most people it probably isn't useful to know.

Originally posted by Alcaro
Allow Mario to be pulled around like a sprite in the levels. That menu is far more trial and error than what I find sane.


I intended to do this eventually, I just never seem to get around to it. The 4th page of sprite tiles with the Mario poses in the Map16 editor was originally set aside for implementing it, back in 1.64.

Of course, the fact that I don't appear to have actually included it on the potential to-do list for LM probably doesn't help... >_>

Originally posted by imamelia
And now that I mention it, didn't somebody suggest being able to edit the properties of objects and sprites after placing them (for instance, changing the extra bit setting of a custom sprite from 2 to 3)?


That was already added in 1.91.
Originally posted by Ayosuf
Originally posted by Alcaro
Yeah, they're not used in a clean ROM. However, the gfx+2 patch seems to use it; I don't know how this is resolved. Maybe the gfx+2 patch copies B900 elsewhere.


Yes, it gets moved elsewhere if smkdan's patch is installed. It was listed in the RAM map, but I think someone moved it to the wiki.

I see. That makes sense. (Unrelated, but SMWiki is pretty bad at searching RAM addresses....)

Originally posted by FuSoYa
Originally posted by Alcaro
Allow Mario to be pulled around like a sprite in the levels. That menu is far more trial and error than what I find sane.


I intended to do this eventually, I just never seem to get around to it. The 4th page of sprite tiles with the Mario poses in the Map16 editor was originally set aside for implementing it, back in 1.64.

Of course, the fact that I don't appear to have actually included it on the potential to-do list for LM probably doesn't help... >_>

On that note, why aren't changes to the player graphics reflected in the Mario icons for entrances? Is that related? I assumed that those Map16 tiles were used for said icons, but they don't seem to get their graphics from GFX32 anyway.

Originally posted by FuSoYa
Originally posted by imamelia
And now that I mention it, didn't somebody suggest being able to edit the properties of objects and sprites after placing them (for instance, changing the extra bit setting of a custom sprite from 2 to 3)?


That was already added in 1.91.

...Oh, yeah. Oops.

Have you thought any more about adding support for Layer 3 editing? I mean, it's come a long ways since Lunar Magic 1.63, and now that we can have custom tilemaps, graphics, and behaviors for Layer 3 (in short, practically everything we can do with Layer 2), it seems like it should be time to include such things in the editor.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
One feature that would really benefit users from SMWC would be the option to delete all the levels in the SMW, without the need of doing this to every level. The levels should be deleted almost simultaneously.
Originally posted by Ripperon-X
One feature that would really benefit users from SMWC would be the option to delete all the levels in the SMW, without the need of doing this to every level. The levels should be deleted almost simultaneously.


There's already a patch for that.
I know, but in case you save somewhere else in the ROM, I wouldn't be too sure if the patch would delete the level(s) you saved say somewhere after 201000 in the ROM.
Originally posted by Ripperon-X
One feature that would really benefit users from SMWC would be the option to delete all the levels in the SMW, without the need of doing this to every level. The levels should be deleted almost simultaneously.

And there is option in LM to do this, in case you don't want to use patches.



It just has appeared there for me O_o. This is magic, I guess (not really).
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