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05-03-22 04:45:33 AM
Jul - General Game/ROM Hacking - Lunar Magic 1.90 New poll - New thread - New reply
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FPzero
9590



Post 9404/9597
Active
5.5 years ago
Posted on 09-25-11 05:19:24 AM Link | Quote
It's LM's 11th anniversary and FuSoYa released a new version!

Get it here!

Supposedly it features a brand new reworked map16 editor, changes to the 8x8 editor, bugfixes, asm additions and more. I haven't checked it out yet but I'm going to do so right now even though it's 2am!

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FPzero
9590



Post 9405/9597
Active
5.5 years ago
Posted on 09-25-11 05:25:56 AM Link | Quote
Holy god the 16x16 editor is AMAZING NOW YOU MUST TRY THIS.

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FPzero
9590



Post 9408/9597
Active
5.5 years ago
Posted on 09-25-11 03:33:56 PM Link | Quote
So now that I've calmed down and slept on it, here's the changelist from the Readme:


Version 1.90 September 24, 2011 (11 year Anniversary of Lunar Magic!!)


-replaced the Map16 editor with a new one that features multiple tile
selection, reload/save and undo/redo buttons, 2x zoom, 8x8 and
palette remapping capabilities, an 8x8 mode with an 8x8 tile
selector, etc. This release also introduces a new .map16 file
format intended to replace the old generic .bin files that were
used in previous versions for exporting/importing single pages of
Map16 data. The new files can hold variable amounts of tiles, can
optionally be imported to the same location they were exported from,
and multiple files can be imported at once. There are also 2 new
buttons allowing you to export/import all the Map16 data for all
tilesets from/to a single file. LM remains backward compatible
with both loading and saving the older raw .bin Map16 data files.
-added a feature to double left click on a tile in the level or
background editors to select it in the Map16 editor, and you can
also double left click on a tile in the Map16 editor to select it
in the 8x8 editor.
-removed being able to paste the current page from the Map16 editor
into the background editor with Ctrl+Shift+Insert, as the new Map16
editor makes it unnecessary.
-added a new "Add Offset to Background Tiles" menu item to the level
menu, which allows adding or subtracting an offset from all tiles in
the background, much like F9 does to selected tiles in the
background editor. Also made this function able to change the BG
Map16 bank setting automatically when needed.
-added a new "Remap Direct Map16" menu item to the edit menu, which
can remap specified Direct Map16 objects in a level to others in
case you've moved the original Map16 tiles to a different location.
-made it possible to set Luigi's starting position on the overworld
to a different location than Mario's.
-added an option to the overworld editor that allows disabling the
original game's path fade effect, which frees up colors 1-7 of
palettes 0-3 and C-F, and GFX slots SP3 + SP4. Also added a setting
to control the path revealing speed when this option is used.
-expanded the overworld's layer 1 Map16 data to 2 full pages. Tiles
on the second page will generally act like tiles on the first page.
-included an ASM hack from DW:TLC that expands the number of
overworld pipe and star indexes to 0x80.
-updated the overworld editor so that if the tile that replaces the
top of a castle when destroyed is edited, the game will correctly
display the edited tile in the destruction sequence.
-added an entry to the options menu to allow using an alternate GFX
Bypass dialog that lets you type in the GFX files to use instead
of selecting from a list. Previously this option could only be
changed by pressing Shift-F4.
-added using Control-Alt-Left/Right click in the palette editor for
copy/pasting an entire row.
-added a "Paste all Slots" button to the Exanimated Frames dialog
which pastes all copied slots to the same slots they came from,
and moved the "Insert all Slots" button to the side.
-made it possible to use text labels for custom sprite tile
arrangements, which appear the same way that LM shows certain
sprite commands. Check the help file for more details.
-added a prompt to create an IPS patch after locking a hack.
-changed some code so that applying an IPS patch of a locked hack to
a ROM will cause LM to close the ROM after patching instead of
closing the program. But for convenience you can still use F4 to
run the previously open ROM in your emulator. Thanks goes out to
GlitchMr for bringing this up.
-made a slight adjustment to sprite 61 in LM so it will appear the
same way in the editor as it will in the game. Thanks goes out to
GlitchMr for pointing this out.
-made the edit controls in the Exanimated Frames dialog slightly
larger to allow entering all digits for direct offsets. Thanks
goes out to imamelia for reporting this.
-fixed a bug from 1.80 where having auxiliary .msc .dsc etc files
with a size of 0 bytes would cause LM to crash if creating a full
restore point. Thanks goes out to iRhyiku for submitting the data
that helped figure this out.
-fixed a bug from 1.80 where the restore point created by locking a
hack was invalid.
-fixed a bug from 1.70 where opening an mwl file with an unmodified
background could sometimes cause LM to display the background using
the wrong BG Map16 bank (although if saved to the ROM, the correct
setting would still be preserved and used when the level was
reloaded). Thanks goes out to Ultimaximus for reporting this.
-fixed a bug from 1.64 where locking a hack prevented LM from opening
any other ROMs and had to be closed.
-fixed a bug from 1.50, where if the gameplay table in the ROM was
corrupted for any reason (like the user overwriting it with a
patch), Lunar Magic could crash while moving the mouse cursor over
a block that referenced the invalid data. Also fixed a similar
bug from 1.30 in the old Map16 editor where it could crash while
right-clicking to copy a tile with the invalid data.
-fixed a minor display issue from 1.20, where edits to the Map16
tiles that make up a pipe would not be displayed in the main level
editor until you either saved the changes to the ROM or changed
the pipe view index.
-changed window border style setting for main and overworld editor
as apparently Win7 doesn't handle that border type on application
windows when Aero is enabled. This had resulted in weirdness from
Aero like the caption/title bar of the window being partially
offscreen when maximized, and the inner window border occasionally
appearing as unerased pixels.



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Elemi
370
"ban me or whatever"

Okay, bye, please don't push your antivax shit here
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Posted on 09-25-11 07:32:38 PM (last edited by Ijah at 09-25-11 04:40 PM) Link | Quote
Fuck yes!
This fixed the issues that were preventing me from ever creating anything decent.
Will certainly be messing with this later~

EDIT: have a picture...


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Lunaria

Moon Bunny! :3
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Posted on 09-25-11 08:12:36 PM Link | Quote
I was hoping LM could get a tiling mode support for level data editing. Where as, one object placed on top of another deletes it. As well as an easier way to access your custom tile map for faster editing rather then getting out the object ID number. Of course, it would take time and effort to get this working in LM since SMW is an object based game. But when dealing with custom graphics you will most likely not code in custom objects that fits with them.

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Luna won't you cry for me, I'm as lonely as I've ever been. I am forced back into the start, Is there any way to fix a broken heart?
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Jul - General Game/ROM Hacking - Lunar Magic 1.90 New poll - New thread - New reply


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