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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - New tutorial for you guys.
  
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Sukasa
Posts: 968/1981
So we have our answer. Gawd are we ever stubborn, or at least some of us. anyways, I guess there's nothing left to LM, and what we have is all we're getting. Oh well.
FuSoYa
Posts: 206/255
I knew bookmarking this thread would come in handy.
HyperLamer
Posts: 5227/8210
Hm, has anyone brought that up before? If you're willing to do it, I'd take it.
Sukasa
Posts: 904/1981
...Or, Fu, you could just get someone here you trust to continue work on LM. You never know what good things might happen if someone else helped with it. Just don't pick me.
Someguy
Posts: 317/397
Originally posted by FuSoYa
RATS tag making for all these fancy custom ASMs

...?



Poor attempt at a joke/sneeking in requests that'd make more people do more assembly work

If you ever do make a final small release you could allways pimp it as the Layer 3 etc animated tiles version with official support fo the feature, giving those who don't know of it a new feature without much work(at the most a little testing, URL in the help file to the layer 3 format) and others would get afew tiny bugs fixed.
Juggling Joker
Posts: 902/1033
Well crap, why did I never know that? I bet it's just sitting pretty in the help file somewhere, laughing at my misfortune.

And really, I wasn't complaining, I was just trying to come up with a semi-logical reason for smwedit even caring about that feature of the BG editor. Cuz honestly, just using the method I said has worked just fine for the rare cases where I'm in the situation I described.

Edit: Yup, it's there.

"[...] and the escape key deselects any selected tiles [...]"
FuSoYa
Posts: 203/255
You mean a way to deselect all the tiles? Just hit escape.
Juggling Joker
Posts: 901/1033
I guess it could be annoying when you're just trying to delete a couple of tiles and you have the entire canvas selected. Unless there's some key combo I'm missing, there isn't a way (besides, of course, pulling up the 16x16 editor and left clicking a tile. Which, really, is like way too hard for those of us on a time budget and only have 3 of the requisite 5 seconds to spare. ).
FuSoYa
Posts: 202/255
...why shouldn't it be?
ExKeeper
Posts: 334/512
LM bug: if you select the whole BG in the BG tilemap editor and close it, it is still selected, but it shouldn't be
FuSoYa
Posts: 201/255
speaking of bugs, LM bug: if I try to insert the ExGFX, but I don't have a folder for them, it will erase all the ExGFX in the hack.

Sounds like its working perfectly fine, then. So what's the bug?

I wonder if FuSoYa will bother fixing an undocumented feature's bug

Depends on the feature.

and if he does would he go through the work to make new ASM and such for features people beg for like Layer 3 editing and simple editing of the level numberless levels

Not likely. See previous post.

RATS tag making for all these fancy custom ASMs

...?

Either way maybe I should just look for bugs anyway so he can fix them and get closer to a "complete" editor that has no glitches.

Well, bug fixes are always good. Assuming they're actually bugs, and not feature requests disguised as bugs, or behavior that you simply didn't expect.

Supposing that someday there is one last minor release, this is what there is so far for fixes:


1.63?

-adjusted some code so that importing a palette would enable the save level button. Thanks goes out to Juggling Joker for bringing it up.
-fixed a bug where the 3 8x8s line animation type was copying 4 tiles instead of 3 (in the editor only). Thanks goes out to Smallhacker for discovering this.
-fixed some code to prevent a rare case where pasting objects/sprites/tiles on the left side of the screen while moving left could, if timed correctly, paste the items on the other side of the editable area. Thanks goes out to Smallhacker for pointing this out.
-fixed a couple bugs in the BG editor that involved dragging a tile pasted from the 16x16 editor.
-lowered the max file size allowed for the ExAnimated file to reflect the true safe limit for that file (0x1B00, or 0x1A00 for All Stars + World, down from 0x2000).

Unofficial
-fixed an undocumented feature where using tiles A00-C00 would let you target layer 3's graphics in the "Edit Extended Animated Frames" dialog, but whenever the dialog was re-opened, the tile number was changed and had to be corrected if you wanted to make further changes.
HyperLamer
Posts: 4996/8210
Ouch, that is bad.

Problem is, though, every time someone requests a new feature he says not unless a large (or several small) bug appears. If we actually do find a bad enough bug to warrant a new version, he'll be so bogged down adding all these new features it'll take years.
ExKeeper
Posts: 330/512
speaking of bugs, LM bug: if I try to insert the ExGFX, but I don't have a folder for them, it will erase all the ExGFX in the hack.
Someguy
Posts: 312/397
I wonder if FuSoYa will bother fixing an undocumented feature's bug, and if he does would he go through the work to make new ASM and such for features people beg for like Layer 3 editing and simple editing of the level numberless levels, RATS tag making for all these fancy custom ASMs, and other such stuff while fixing simple bugs for an aditional .01 update? Then again, he could be trying to get us to find bugs so we can tell him so he can fix them while he releases his next secret LM goodie Lunar Sunshine! Either way maybe I should just look for bugs anyway so he can fix them and get closer to a "complete" editor that has no glitches.
Sukasa
Posts: 855/1981
and, yeah, it corrupted my ROM. can you please fix it?
Smallhacker
Posts: 1704/2273
Yo, FuSoYa. I found a bug. That undocumented animation thingie won't work if you try to access any other part of the memory than the VRAM.

^
|
|
There's your bug.
FuSoYa
Posts: 199/255
That would require changes to the ASM and Lunar Magic. And as you know, new features are unlikely as LM is pretty much in bug fix only status.
Smallhacker
Posts: 1698/2273
Interesting. That might come in handy sometime...

If you ever make a new version of LM, would you mind adding the same thing, but for RAM addresses so that one can animate, for instance, Mario?
FuSoYa
Posts: 198/255
BTW, there's another undocumented feature in that dialog where you can target any non-GFX VRAM address by using a destination of 1xxxx, where xxxx is the VRAM address to modify. Not sure how safe or useful it is, but you may be able to do minor changes to the layer 3 tile map itself without putting in your own ASM (just avoid message boxes).

There's an example here if you want to play with it. I was going to mention it in the other thread, but never got around to it.
Sukasa
Posts: 842/1981
Originally posted by Ice Man
I would have done it, but this tutorial is only for the Extended Animation feature and I don't know anything about the Layer 3 animations.


Try looking in this thread for your answer
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Acmlm's Board - I2 Archive - Super Mario World hacking - New tutorial for you guys.


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