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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 - LM Bug (or not) - Side Exit sprite
  
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Glyph Phoenix
Posts: 498/745
Originally posted by Chickenlump
Because Lunar Magic cannot edit everything, people had to start searching for other ways to do things.


No. I think one of the reasons people are searching for other ways to do things is because LM is so full-featured. Without everything LM does, SMW wouldn't be nearly as hackable and I don't think people would look into it as much.

I don't think it'd be such a crime if SMW no longer had anything left to discover. That may sound scary (No more discoveries?!) but there are always new things you can add to an existing game. And the easier to hack SMW becomes, the better hacks will become. (Well, if it weren't for the n00bs.)

Besides, there are tons of other games out there.
HyperLamer
Posts: 6623/8210
Originally posted by BMF54123
Fu's already stated in the past that he has no plans to release the source code.

Anything it doesn't currently do can always be implemented in a separate tool.

Well... no. Some things aren't really possible without support for them in LM. Suppose you wanted to do something like add a byte to Direct Map16 Access tiles for custom block parameters (something I'd still like to see), or do something that changes the level memory map or format. LM wouldn't even load the level anymore without being modified. Also, which do you prefer? Make a level in one program, edit some property in another, tweak this in this program, open another program and do that... or do everything in LM? Especially when LM is practically bug-free, while most SMW hacking programs are FAR from it.
Chickenlump
Posts: 684/722
I see everyone's point, improvement is good, especially bug squashing. If Lunar Magic were to dissapear from the net right now, SMW hacking would pretty much die off. I just don't think it's good for hackers to be too dependant on one single tool to do their hacking, it stifles creativity, people learning more advanced hacking methods, willingness to create other tools, etc..

Because Lunar Magic cannot edit everything, people had to start searching for other ways to do things. Look at how awesome the SMW ROM addresses thread has become, for example. Everyone there learned/is learning new things, bettering themselves and becoming better hackers because of things Lunar Magic cannot edit.

Heh heh... If I created a tool that I said was done, and didn't want to release the source, I'd probably become soured by all the needling of people to continue against my wishes, or hand off my code reguardless of my reasoning.
Glyph Phoenix
Posts: 496/745
It's a funny joke, sure, but LM could still be improved. Not "Make hack for me" improved, but "allow me to edit more things" improved.
Chickenlump
Posts: 683/722
Originally posted by Sukasa
Fu, if you're not doing anything other than bugfixes, why not hand off LM to someone who'll take a more active role in it? Lunar hasn't been updated in a while, and well, there are a lot of things where lunar is behind the times and not currently up to snuff.


Behind the times...
Up to snuff as compared to.... what?

All editors these days are compared against Lunar Magic, not the other way around.

Lunar Magic is still one of the most advanced and complete game editing utilities available.
It's been said before, but the only thing missing from it is a "Make hack for me" button.
Glyph Phoenix
Posts: 494/745
LM has a wealth of things that could be modified slightly to allow for new features, while building a tool from scratch would be a huge amount of work.
BMF98567
Posts: 1108/1261
Fu's already stated in the past that he has no plans to release the source code.

Anything it doesn't currently do can always be implemented in a separate tool.
legoman
Posts: 40/75
FuSoYa, I find bug you're Lunar Magic! I open my hack in Lunar Magic (super mario x 7 missions! ) and I press ''file'' and ''emulator'' and ''run rom in emulator'' and.. IT'S OPTEN
SUPER MARIO SUNSHINE 2 ''SNES STYLE'' DEMO! not my hack
Glyph Phoenix
Posts: 492/745
Eheh. No. Lunar Magic is really the easiest and most powerful romhacking tool there is. (Well, I guess you could call a hex editor the best, but you know what I mean.) I don't even like Super Mario World. But it's so damn hackable with this, so I continue to hack SMW. Lunar magic is hardly "not up to snuff" with anything.

But while I don't agree with that comment about LM being "behind the times", I do not get why Fu hasn't released the source yet. There are so many things people could do with this code. LM may already surpass any existing level editor I know... But being awesome is no excuse to not become more awesome.

Of course, there are other reasons not to release source code and Fu has every right to keep it to himself. But we could do so much with LM and releasing its source would do wonders for the community.
Sukasa
Posts: 1780/1981
Fu, if you're not doing anything other than bugfixes, why not hand off LM to someone who'll take a more active role in it? Lunar hasn't been updated in a while, and well, there are a lot of things where lunar is behind the times and not currently up to snuff.
HyperLamer
Posts: 6601/8210
Originally posted by FuSoYa
Speaking of names, having the level name or at least number in the titlebar would be pretty useful, especially when you want to add a secondary entrance and can't remember which level you're in.

I'm pretty sure you've suggested that before...

Probably, but why not?
Glyph Phoenix
Posts: 488/745
Will you put the cage sprite in the 'generator' list? It's not quite a bug fix, but...
FuSoYa
Posts: 237/255
Oh, then after 15.

It's been the other way for so long, I suspect switching it now would be more annoying than helpful to long-time users.

Speaking of names, having the level name or at least number in the titlebar would be pretty useful, especially when you want to add a secondary entrance and can't remember which level you're in.

I'm pretty sure you've suggested that before...

Here's another idea. Being able to give "names" to your ExGFX files.

An interesting idea, but I'm only doing bug fixes these days.

FuSoYa, you forgot Sprite A9 in the list of sprite that apeared different in LM and Zsnes

Yes, it does look like I messed up the sprite appearance. ^^ Thanks, I'll fix it.
Bio
Posts: 194/458
FuSoYa, you forgot Sprite A9 in the list of sprite that apeared different in LM and Zsnes
AsukaFan2K6
Posts: 61/183
I always wondered why some objects (ex. the Mushroom Ledge) produced a 256-block long object when they're shrunk to the size smaller than 2 blocks.
Sukasa
Posts: 1717/1981
It's on level mode 0x0. I fixed the prolem, by moving all of the animaton to ExAnimation slots, and not using the automatic ones. The problem is that the two aren't locked to the same frame count, so where one resets whenever you go through a door or enter a level, the other doesn't.
HyperLamer
Posts: 6504/8210
Brilliant. Just brilliant.

Speaking of names, having the level name or at least number in the titlebar would be pretty useful, especially when you want to add a secondary entrance and can't remember which level you're in.

[edit] Saving each level to a file whenever it's saved to the ROM would also be a nice idea. Auto-backup of sorts.
asdf
Posts: 228/303
Here's another idea. Being able to give "names" to your ExGFX files. When you have as much ExGFX as I have (oh, I'd say over 100), it can be very difficult to remember what is in every ExGFX file. Or worse, it can be a major pain in the ass to find a particular ExGFX file. Thus, .xsc files. These would be files like .dsc .msc and .ssc, only they would be used to give your ExGFX custom names. For example, if you had a sand cave tileset in ExGFX97.bin, you could put some data into the .xsc file to specify its contents. When you open your hack in Lunar Magic, you'll know that ExGFX97.bin contains a sand cave tileset. So if you forget and don't have the tileset on any levels, you can easily look at the list and remember.
HyperLamer
Posts: 6498/8210
If you're using a vertical level, that's probably the problem.
Originally posted by FuSoYa
Sorry, but IIRC it's 4 bits in pretty much all these cases. As 255 doesn't actually exist as a valid size, it's kind of hard to put 256 after it.

Oh, then after 15.


2) In the main level editor? Sorry, but I can't see that being very useful.

It'd really help to line things up, especially entrances where you pretty much have to count the tiles manually anyway. (Heck, why can't you drag and drop those? )
Sukasa
Posts: 1706/1981
on the topic of bugs, when you use an extended animation GFX slot, and use the four tiles that automatically animate (The ones used for the SMB3 blocks in DW), LM displays the tiles one way, while in-game the tiles are actually animated differently, being 2 tiles ahead (example: if in LM the frame is 0, in the game, for those 4 tiles ONLY, it would appear to be frame 2, or in LM if it was 3, then they'd be frame 1, since they're 4-frame animations). That caused me many headaches when I had to use more than 4 tiles for a background where syncronization was key for the waterfalls.

EDIT: nvm, it's copmpletely random. It'll change on me when I don't edit the GFX, or even midway through a level, if I go through a pipe it sometimes switches frames! ()
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