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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 - Suggestion for LM
  
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Juggling Joker
Posts: 136/1033
Yeah, Smallhacker has what I meant right. Sorry if I was unclear, it seems I had a record of doing that yesterday.
Smallhacker
Posts: 157/2273
That's not what he ment.

They were talking about the lack of an 8x8 tile editor in the OW editor and then JJ said that you could just load the OW GFX into an unused level with SGFX Bypass and change the graphics in the level 8x8 editor, instead of extracting the graphics and edit them in a tile editor.
HyperLamer
Posts: 617/8210
How's that work? You apply ExGFX to an unused level and it applies to the OW?
Juggling Joker
Posts: 131/1033
Originally posted by playstation3
I think that Fu should add a 8x8 and 16x16 editor to the OW. Or at least something that allows you to get graphics into it like the SMB3 pyramid, palm trees etc. without using ExGFX. But I know he is done with LM so it wont happen.


Just use the Super GFX bypass on a level you aren't currently using to edit the OW graphics.
Keikonium
Posts: 86/-2459
I was going to make a topic like this but since this is here I will post here.

I think that Fu should add a 8x8 and 16x16 editor to the OW. Or at least something that allows you to get graphics into it like the SMB3 pyramid, palm trees etc. without using ExGFX. But I know he is done with LM so it wont happen.
Ailure
Posts: 1546/11162
SMW hackers are lucky that everything you need is in Lunar magic.

On some games, you need 4156456 tools for hacking that game. (but well there is only one needed, a hex editor )
Originally posted by Kyouji "Kagami" Craw
FUSOYA IS DONE WITH LM.
More like, he is fixing bugs and such. He isn't fully done with it in that extent.
HyperLamer
Posts: 592/8210
Sure, one could make programs that run separate from LM, but it's a lot more convenient to integrate them. I already made a working prototype that uses the API to find LM windows, then grabs the level # out of memory and puts it in the titlebar (so you see "Lunar Magic - Level 105", for example). I haven't released it yet because that's all it does, and I need to cut down on CPU usage. It'd certainly be a lot easier if I didn't have to find LM, determine the memory location, dump the memory, and search it all for variables. (Especially since I can't get the whole dump thing to work. )
Jesper
Posts: 313/2390
Originally posted by dan
Originally posted by HyperHacker
If Fu ever does do another LM, I'll tell you what he needs to add: Inter-process communication via custom window messages. You send LM some sort of message and it returns addresses of functions/variables, allowing you to make your own extension program that runs externally. (I'm doing that with my own program ATM, rather fun. )


Jeez. That sounds like a lot of work for something virtually nobody will use. If he wanted to code the ability to extend LM, couldn't he just export functions like you do with a DLL, but in the application. I presume that's how plug-in engines are written. By the way, what's wrong with writing external applications that run separately from LM?
Nothing's wrong with writing external apps that run separately from LM. However, LM and Fu have a fantastic database of SMW offsets and the works, and virtually every SMW hacker worth mentioning have LM, so this could be a good way of getting the correct address. Plus, if Fu made a new LM that moved some functions with a new hack, the app would get the correct offset in any case.

That said, I do think it's a little late in the game to add in COM, especially since he'll only release new versions at culminative bugfixes, and only then might squeeze in small bits of extra functionality.
dan
Posts: 65/782
Originally posted by HyperHacker
If Fu ever does do another LM, I'll tell you what he needs to add: Inter-process communication via custom window messages. You send LM some sort of message and it returns addresses of functions/variables, allowing you to make your own extension program that runs externally. (I'm doing that with my own program ATM, rather fun. )


Jeez. That sounds like a lot of work for something virtually nobody will use. If he wanted to code the ability to extend LM, couldn't he just export functions like you do with a DLL, but in the application. I presume that's how plug-in engines are written. By the way, what's wrong with writing external applications that run separately from LM?
HyperLamer
Posts: 575/8210
If Fu ever does do another LM, I'll tell you what he needs to add: Inter-process communication via custom window messages. You send LM some sort of message and it returns addresses of functions/variables, allowing you to make your own extension program that runs externally. (I'm doing that with my own program ATM, rather fun. )
Alastor the Stylish
Posts: 668/7620
Be that as it may, 1.61 had problems and was in need of a bugfix. Plus, he got a legitimate suggestion from Jesper as well. However, is there need for a bugfix? I think not. Is that a legitimate suggestion? Not really. Because that really doesn't matter. Do you really need the five seconds it takes to open up the level you want to edit?
Xkeeper 2.0
Posts: 49/1091
He said that at 1.61, and look what we have! 1.62.
Alastor the Stylish
Posts: 667/7620
FUSOYA IS DONE WITH LM.
asdf
Posts: 45/303
Normally, when you open a hack, it automatically dumps you at level 105. My suggestion is that when you open a hack, LM will automatically open the last level you were working on in that hack before you closed LM. This could save some time, and it'd be pretty convinent too.
Acmlm's Board - I2 Archive - Super Mario World hacking - Suggestion for LM


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