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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 - Lunar Magic interface flaws/issues | |
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FuSoYa
Defender of Relm
Level: 26

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Since: 03-15-04
From: Moon

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Posted on 04-07-04 03:19 AM Link | Quote
Originally posted by Jesper
And finally, Fu, aside from "politics", what's keeping you from adding some of these features (and not necessarily releasing them as a new version)? Haven't you ever hit these 'walls' before when doing the parts of Demo World that you made? Or do you already know all IDs by heart?


Know all the IDs by heart? Not really. ^^ It's one of those things that slows me down just enough to notice, but not often enough or severely enough to bother me much.

And yes, I am trying to move on from LM to other things, hence the bug-fix only status I'd like to keep LM in from now on if possible.

If you're wondering why I haven't implemented certain features in the past, I guess it might help to explain the unofficial list I go through when considering what to work on:

1) Bug fixes. Corruption and crashing bugs in particular take priority.

2) Personal wish list. This involves not only things I want to put in for my own private use, but where I want to take the program as far as features go, UI changes, and sometimes things I want to do just for the fun of it.

3) Suggestions. Assuming something isn't outright impossible (add more tiles in VRAM for sprites, for example), there's a basic list of criterion I go through when considering a suggestion: practicality, usefulness, complexity, impact on existing UI and functionality, possible impact on future UI and functionality, time spent coding it, how many others want it, and do I really want it in LM? There's probably others, but those are the main ones.

While I don't always respond to every suggestion (suggestion threads fill up very quickly, and it can get very time consuming), I do read through them all.


So, for example... the level display suggestion in your first post. Yes, it might be nice to have that information displayed in an out-of-the-way location. However, the information is already displayed optionally with translucent text, so it doesn't make much sense to spend time making yet another option for how to display it. It may also be unwise to use that space for duplicating existing functionality when it could be used for something better in the future. So, no go.

However, an option for just filtering out the ID from the object/sprite lists would indeed be relatively trivial to implement, a few people seem to want it, and I'm aware of the time it takes to look in the list for something. There is the issue of the GFX list display though, which would take a bit of extra work to fix (but rather than use a whole new array that would need to be updated whenever the list is changed, I'd likely either extract the information from the sprite data itself or hook into the tool tip code to get the sprite number). As it is, I'd probably be nearly convinced enough to place this suggestion towards the middle of my list of possible things to do in LM, depending on what else I was working on and the amount of free time I had.

Of course, since there isn't a list anymore it's not going to get done unless I feel like slipping it in with a bug fix release.
Juggling Joker

Boomerang Brother
SMW Hacking Moderator
Yeah, JAMH is still being worked on.
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Since: 03-15-04
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Posted on 04-07-04 07:02 AM Link | Quote
I still would like to be able to make global tile changes directly in Lunar Magic, though I doubt it will ever happen. I at least know enough programming now to make my own utility for it, though, so all is not lost.
Jesper
Busy, busy, busy.
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Since: 03-15-04
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Posted on 04-07-04 12:58 PM Link | Quote
Originally posted by FuSoYa
However, an option for just filtering out the ID from the object/sprite lists would indeed be relatively trivial to implement, a few people seem to want it, and I'm aware of the time it takes to look in the list for something. There is the issue of the GFX list display though, which would take a bit of extra work to fix (but rather than use a whole new array that would need to be updated whenever the list is changed, I'd likely either extract the information from the sprite data itself or hook into the tool tip code to get the sprite number). As it is, I'd probably be nearly convinced enough to place this suggestion towards the middle of my list of possible things to do in LM, depending on what else I was working on and the amount of free time I had.

Of course, since there isn't a list anymore it's not going to get done unless I feel like slipping it in with a bug fix release.
Thanks for giving us an insight in how the process works. All I wanted was that if you released any more bug fix releases, you'd try to slip that in since it would be relatively trivial and boost usability so much, even for yourself, and it seems that you're seriously considering it.
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