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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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ExKay
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Since: 03-15-04
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Posted on 06-12-05 12:16 AM Link | Quote
Since some people don't know how to use the Extended Animation feature in LM, I decided to write a quick tutorial for you.

Download it at this page!

Shadow

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Posted on 06-12-05 12:21 AM Link | Quote
Thanks a lot Ice man! I really need it!
Sukasa

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Posted on 06-12-05 12:29 AM Link | Quote
Nice. You may want to go a little more in-depth with it though, showing features like the other animation modes (unless i missed them), and the C00-_00 animation range for layer 3 animations.

EDIT: Nope, sorry. Had the tile range wrong. The correct range is A00 - C00.


(edited by Darkflight on 06-11-05 08:22 AM)
ExKay
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Posted on 06-12-05 12:40 AM Link | Quote
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.
Tanookirby

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Posted on 06-12-05 12:47 AM Link | Quote
Good job, Ice Man. This might help many people.
Smallhacker

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Posted on 06-12-05 12:52 AM Link | Quote
Not bad, but it's a bit too basic... Sure, it teaches the most important stuff, but there's still quite a lot missing...
ExKay
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Posted on 06-12-05 12:54 AM Link | Quote
I know, but it's just a simple tutorial, which should teach newbies without any experience to LM.
Someguy

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Posted on 06-12-05 01:13 AM Link | Quote
Originally posted by Darkflight
and the C00-_00 animation range for layer 3 animations.


Wait, what? What's this? I never heard of Layer 3 animations...
Sukasa

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Posted on 06-12-05 01:18 AM Link | Quote
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
FuSoYa
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Posted on 06-12-05 08:35 AM Link | Quote
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.
Smallhacker

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Posted on 06-12-05 04:07 PM Link | Quote
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
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Posted on 06-13-05 11:20 PM Link | Quote
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

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Posted on 06-14-05 12:36 AM Link | Quote
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.
Sukasa

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Posted on 06-14-05 02:10 AM Link | Quote
and, yeah, it corrupted my ROM. can you please fix it?
Someguy

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Posted on 06-14-05 02:18 AM Link | Quote
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.
ExKeeper

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Posted on 06-15-05 05:18 AM Link | Quote
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.


(edited by smwedit on 06-14-05 08:19 PM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 06-15-05 09:52 AM Link | Quote
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.
FuSoYa
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Posted on 06-15-05 11:50 AM Link | Quote
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.
ExKeeper

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Posted on 06-16-05 01:47 AM Link | Quote
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
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Posted on 06-16-05 10:06 AM Link | Quote
...why shouldn't it be?
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