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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by FuSoYa
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FuSoYa
Defender of Relm
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Posted on 05-26-04 08:22 AM, in Should FuSoYa port Lunar Magic to other OSes? Link
Originally posted by HyperHacker
So... Why not release all the SMW data he's been hoarding (including things LM does like ASM hacks), so people can make their own SMW editors for other OSes?


Because it's in multiple places and formats, so putting it all together and explaining it would be a project in and of itself?

I started out with the sole intention of creating an editor, not comprehensively documenting the ROM in a way that someone other than myself would be able to understand it. My initial notes are all on plain paper (and before you ask, no I don't have a scanner). A few months after that, I switched to text files on my computer since it was easier to keep them together with the ASM traces. For things like the objects, I simply labeled in the trace what they were and included what few notes I made in the source itself while recreating them. My initial SNES ASM hacks were done in SPASM - meaning no commented source code (which I eventually realized was a bad idea, so I switched compilers to something that used source files and wouldn't crash so often - but consequently it was rather annoying when years later I needed to replace some of the earlier ASM code and didn't have any source for it). Some of the things I found were only done by request, so they're in my old email. And many, many things I found while looking through ASM traces of the game in the earlier days of the editor simply weren't documented at all.

As far as porting goes, in the time it would take to do it properly I could probably get a pretty good head start on a whole new editor for another game. The source code is more C than C++, and is filled with win32 specific calls. That, and a fair amount of the code depends on the little endian format, which would cause problems on the newer Macs since they're big endian IIRC. And I don't have a Mac to begin with.

And I'm not planning to release the source to anyone for various reasons, most of which have been brought up before (don't wish to proofread it for release, easter eggs would be revealed, and just plain don't want to).

So, to summarize: I don't intend to put together a bunch of SMW data for release, port Lunar Magic to another OS, or release the source code.


There, now if someone asks about it again in the future, we can just direct them to this thread.
FuSoYa
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Posted on 05-28-04 12:14 PM, in Working on a YI Editor Link
Originally posted by Cellar Dweller
I believe it is good to release, with source code, early and often. This does not just apply to Yoshi Magic but to Lunar Magic and AcmlmBoard. Both of those are choking on thier own secrecy, and poorly reasoned justifications have been given(mostly by people not involved with the creation of those programs).


Silly... it doesn't choke on secrecy, it thrives on it! At least, I think that's what it was trying to tell me. I typed in the question to Lunar Magic, but all it did is bring up some hidden feature I don't really remember putting in. *shrugs*


FuSoYa
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Posted on 05-30-04 04:56 AM, in Should FuSoYa port Lunar Magic to other OSes? Link
Hypher: ...a polite, well-reasoned, articulate response from a stranger in a controversial thread? I don't know whether to be deeply shocked, or deeply saddened at being deeply shocked. In any case, well said.

Rather than address all the individual points that have been brought up, I'll cut to the heart of the matter. The primary problem I have with releasing LM's source is two-fold:

1) I'm neutral on open source in general, and tend towards closed source for my own projects. It's simply a matter of personal preference, as I'm aware of the pros and cons of both. While I have released source before, there must usually be a compelling reason to do so to overcome my own reluctance in the matter. Which brings us to the second point...

2) It's done. I wholeheartedly concur with BMF's statement. Lunar Magic successfully does what it was designed to do, and does it exceedingly well in my opinion. I'm content to leave it as it is, except for any critical bugs that come to light.

While I don't intend to go anywhere at the moment, I also don't intend to be at the forefront of SMW hacking now that LM's development is over and DWTLC is done. If this community wishes to grow from here on in, it will have to start taking the initiative to do so on its own. Separate tools can indeed be made to edit what LM does not.


On the Easter Eggs... yes, there's one last fairly major one that hasn't been activated yet, to my knowledge. Now and then I've considered revealing it, as it really is useful and it's been in there for 8 months now. I may end up doing so sometime this year, if it isn't found.
FuSoYa
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Posted on 06-03-04 02:20 PM, in "m16-7k" :\ Link
I was aware the keyboard might be an issue, so I was careful on the choice of keys. I think most keyboards will be able to handle it, but if not, oh well... at least it's in there at all. Zero-G was quite against it, and I had a few misgivings of my own, but on the other hand...

As Sendy speculated in the other thread, this is the handy little dialog that was behind DWTLC's rapidly developed graphics. Just before creating this, Zero-G was working on world 3 (water world). Given how long the graphics were taking, I knew we were almost certainly going to run out of time before the set release date for the hack. I did have some early code for a bitmap-to-SNES tilemap program I had worked on at one point, but I knew there would not be enough time to fully develop it *and* do my parts for DWTLC.

So, I compromised.

At www.romhacking.com, you can find a little program called pic2snes. A few have run into it before, I'm sure. It lets you convert a 16 color 256x256 pcx image into an SNES tile map and graphics, removing duplicate tiles in the process. I realized it might just be enough for what we needed, and quickly put together an importing dialog into LM that would take the resulting files from the program as input, copy all 8x8 tiles referenced in the tilemap to tiles in the 8x8 editor (with optional filtering of where exactly to place each one along with repairing the tilemap and optionally applying a color remap and importing the palette itself), remove redundant 16x16 tiles from the source tile map, copy the tile map data into the Map16 data (optionally scanning for blank tiles to use) and paste the resulting 256x256 image directly into the BG editor.

Zero-G thanked me by asking why I had waited so long to make it.


Just be careful using it. If you aren't satisfied with what you get when you import something, you should just reload the ROM to dump the changes to the Map16 data (along with the rest).
FuSoYa
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Posted on 06-06-04 12:50 AM, in hey guys!!!! Link
...

*throws thread into trash can*
FuSoYa
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Posted on 06-07-04 05:00 AM, in Adding new backgrounds via ExGraphics. Link
Read the M16-7k thread. Typical procedure used by Zero-G and I to rip a background from a game was to turn off all other layers and sprites, take a snapshot, increase the dimensions of the image a bit to 256x256 (don't stretch the image), sometimes shift the image over a few pixels to align with 8x8 tiles to better optimize the number of resulting tiles, convert it to 16 colors (results may not be suitable for all backgrounds), then rip it using the program and dialog mentioned in that thread directly to the BG editor.

It takes about 10-20 minutes if you know what you're doing. The 16 colors will limit what you can do, but there are still a surprising number of backgrounds you can get this way.
FuSoYa
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Posted on 06-07-04 06:49 AM, in Adding new backgrounds via ExGraphics. Link
I just used a very old shareware version of Paint Shop Pro I found somewhere (3.11).
FuSoYa
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Posted on 06-07-04 10:42 AM, in Adding new backgrounds via ExGraphics. Link
Use a separate program to reduce the number of colors (I used Ulead Gif Animator myself). I only used PSP to save in the required format.

Shift the image by a few pixels (up to 7 vertically or horizontally) to test for the best solution that gives you the least tiles. If it's a background from a tile based game, you can usually just determine the best position by looking at it. You want it to align on 8x8 boundaries to minimize the number of tiles.
FuSoYa
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Posted on 06-10-04 04:17 AM, in "m16-7k" :\ Link
You may want to look at http://board.acmlm.org/thread.php?id=3361.
FuSoYa
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Posted on 06-12-04 05:40 AM, in Adding new backgrounds via ExGraphics. Link
Try an older version.
FuSoYa
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Posted on 06-15-04 08:59 AM, in Argh! Where's the tooltips? Link
Could try updating your common controls library. LM requires it to be version 4.7 or higher for tool tips. Although every version of windows since Win95B should have that...

The Map16 window doesn't have tool tips, because I just never saw enough need for it.
FuSoYa
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Posted on 06-16-04 02:25 AM, in N64 hack, anyone? Link
And even for larger files, if all the changes are below the 16 MB mark, LIPS should still be able to correctly create/apply IPS patches for it.
FuSoYa
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Posted on 06-17-04 03:02 AM, in Is the creation of Lunar Magic a good thing? Link
Originally posted by Acmlm
Lunar Magic is the first (and still only?) Super Mario World level editor as far as I know ... I remember in September 2000, I think I was at Challenge Games and someone had figured out some of the level data, and then FuSoYa suddenly came and announced that Lunar Magic 1.0 was going to be released soon

Version 1.0 didn't have much else than level editing, but it allowed to make levels from scratch (add/remove objects) and expand the ROM to fit more, and could export/import graphics so we could change them, so it was already pretty good


I was wondering if anyone still remembered that first thread at CG. Up until that point I hadn't really mentioned LM anywhere other than on my web page (so in other words, virtually no one knew about it). When I noticed the early documenting work going on in that thread, I thought I'd save them some effort by mentioning what I had already nearly completed.

Although in hindsight, I'm actually kind of embarrassed by version 1.00 of LM. No data management *at all*... you could save over anything, and it wouldn't erase the old modified levels. With only levels to save in the expanded area, at the time I seriously didn't think the editor would be used enough for it to matter.
FuSoYa
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Posted on 06-20-04 05:30 AM, in SMW Title Link
Don't open the overworld editor before entering the code, and make sure you have the most recent version of the program (1.62).
FuSoYa
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Posted on 06-20-04 11:03 AM, in I think I found a new code for LM (please read Fu) Link
The fact that poisson is French for fish is just a wild coincidence. I wasn't aware of what it meant until it was pointed out in a thread some time ago.
FuSoYa
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Posted on 06-24-04 10:07 AM, in I hate bushes! Link
Originally posted by HyperHacker
I wonder how hard it would be to hack the game to use a level # for these instead of hard-coded addresses? Given how this is a dangerous operation; if your new level is bigger than the old one you risk corruption.


Probably not very. Create a list of level numbers, change the code to use them as an index into the main level pointers, and you're set.

There's no corruption risk in saving the level the way Smallhacker described though, as he's not even trying to save in the original ROM area. Also remember that LM's level manager cannot be turned off anymore, and its been that way for a long time (since version 1.40).

Smallhacker:

Write down the address it says that it will save to.


Not a good idea. The address in the save level dialog is the first place LM will *try* to save to. If something is in the way, it'll just save it somewhere else.

To find out where the level really ends up, open up the "Open level Address" dialog after saving the level to get the address of the current level.




(edited by FuSoYa on 06-24-04 01:09 AM)
FuSoYa
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Posted on 06-26-04 12:42 PM, in Lunar Magic Version 1.62 Released! Link
Extract the missing files from a fresh ROM (if they aren't in the graphics directory), and insert the GFX using the dialog rather than the toolbar button, making sure to set the address back to the default for GFX (40200).
FuSoYa
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Posted on 06-28-04 08:18 AM, in Demo World on GBA... Link
DW or DWTLC? If the emulator doesn't support 48 Mbit ROMs (like ToP), DWTLC is not going to work on it.
FuSoYa
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Posted on 06-28-04 08:35 AM, in 4BPP SNES Format Question (Byte Order) Link
11, 10, 1, 0...
FuSoYa
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Posted on 07-01-04 09:49 PM, in Super Mario Kart Text Pointers Link
*closes*
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Acmlm's Board - I2 Archive - - Posts by FuSoYa


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