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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
Level: 26

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Since: 03-15-04
From: Moon

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Posted on 04-21-05 12:53 AM, in A Real LM bug, custom Palette anims. related Link
That one is a little more significant. Thanks!

That only makes about 2 reported bugs that are significant enough to think about though (the other is the save button not being enabled on importing a custom palette, first reported by JJ). Barring any critical bugs turning up, at this rate a new bug fix release could probably be justified in another 3-5 years.
FuSoYa
Defender of Relm
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Posted on 04-21-05 04:39 AM, in A Real LM bug, custom Palette anims. related Link
Parasyte: Can't duplicate it. Are you sure you weren't just accidently copying a currently selected tile in the overworld? Hold down control to force pasting from a tile selector regardless of what you have selected in the overworld.

HH: It doesn't appear to do anything in non-layer 2 levels, from what I can tell. Seems entirely harmless.
FuSoYa
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Posted on 04-26-05 08:23 AM, in SMW VRAM Question Link
That area isn't in VRAM. Neither is the area showing all of Mario's frames (that's in RAM), all the animated tile frames (RAM again), or that font data you see under the empty area (that's just in LM).

It's not exactly unused either. If you check the help file, the animated ExGFX file can cover tiles 580-657, which is 0xD8 tiles. That's a bit more than the standard 0x80 tiles that are used with the regular GFX slots. The remaining space between that and the font data is just to pad things out in the editor.

However, JW took to putting variables in that area of RAM with his custom blocks. Not sure if he kept doing that, but if so, using that area for animated frames while using his block inserter program may not be advisable.

Most people just stick with the standard 0x80 tiles.
FuSoYa
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Posted on 04-27-05 12:26 AM, in Issue Returning from a JML Link
Er, JML != JSL.
FuSoYa
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Posts: 186/255
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Posted on 04-27-05 12:27 AM, in SMB and TLL Screenshots Link
Originally posted by Glyph Phoenix
I disagree. Anybody who is truly honest sounds like an asshole. Because, frankly, things suck in general. So many things. You can't be truly honest without mentioning those things... whatever subject you're talking about.


No. How someone chooses to say something can often be just as important, if not more so, as what they have to say. It communicates the attitude behind it.


Edit: Rephrased for clarity.


(edited by FuSoYa on 04-26-05 10:16 AM)
FuSoYa
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Posted on 04-28-05 09:28 PM, in Z3: Gates of Darkness - Hack Progress Link
Please don't bump such old threads.

*closes*
FuSoYa
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Posts: 188/255
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Posted on 05-02-05 10:57 AM, in Castle and GhostHouse Entrance levels? Link
IIRC, LM's custom palette ASM is based on level number, meaning it's not activated for castle or ghost house entrance levels anyway.
FuSoYa
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Posted on 05-02-05 09:20 PM, in Castle and GhostHouse Entrance levels? Link
Originally posted by cpubasic13
you really can't do much because there are no way to use ExGFX... or at least I don't think...


The Super GFX bypass is based on level number as well. The old bypass might still work though...
FuSoYa
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Posted on 05-05-05 12:23 PM, in Dammit. I need help. Link
It's mentioned in the help file for the "Exit Level Tile Settings", but I don't think it points out that the same warning applies to star tiles.

The links are maintained after deleting a tile, so you can do like the game designers did with that star road tile at the end of special world (that is, making a star tile exit to a place that doesn't have a star tile).

Should probably have added a manual edit dialog so people could adjust it when the automatic tracking throws them off, but it was never much of a priority. Oh well...


Once the solution was posted, I was thinking to myself "Now why does that sound so familiar?"

It gets mentioned every now and then. That, and I think we already had a discussion like this on LM's OV exit tracking in the forum a few years back.
FuSoYa
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Posted on 05-05-05 12:26 PM, in Table Manager Add-on Link
Sorry, I'm not familiar with the program you're referring to. I usually make my own game specific tools when it comes to script manipulation.
FuSoYa
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Posted on 05-06-05 11:12 AM, in AARGH! ANIMATIONS!!! Link
The ExGFX file you're using for the animations may be too big.
FuSoYa
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Posted on 05-06-05 10:18 PM, in AARGH! ANIMATIONS!!! Link
Unlike the regular graphics slots, LM won't complain about the ExAnimated file size unless it's larger than 0x2000 bytes. Problem is, you shouldn't go past 0x1B00 at the most (0x1A00 for SMAS+W). 0x1000 is usually a better choice as BMF says... that's the same size used with the regular graphics slots. Decompressing a file that's too large can cause the game to overwrite part of the level map, resulting in the symptoms you're describing.

If an update to LM is ever released, I should probably lower the size warning limit to the actual safe size for that file.
FuSoYa
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Posted on 05-21-05 01:24 AM, in Super Mario Noir (My first hack! ish. Screens) Link
Not sure if it helps, but there is an undocumented feature in LM where using tiles A00-C00 for the destination will let you target layer 3's graphics. You can even use the other non-2bpp options with it, although you'd end up with twice as many tiles being transferred as 2bpp takes up half as much space as 4bpp.

However, the feature was never tested... and after playing with it a bit, it appears there's a small bug where if you re-open the dialog after using a tile in that range, LM doesn't display the correct tile number you used for the destination, so you'd have to change it back if you want to make further changes to it.

Just remember that layer 3's graphics are never reloaded. Any changes you make will not be reversed when you enter a different level.

And for those that want to see which tiles are available in layer 3, you can simply open up the overworld editor, load the title screen, and open the OV editor's 8x8 tile selector.


(edited by FuSoYa on 05-20-05 08:36 AM)
FuSoYa
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Posted on 05-21-05 09:43 AM, in The first annual SMW Hacking awards Link
Originally posted by Kyouji Craw
You... You've gotta be fucking kidding me. NO. JUST NO. This is the worst idea ever and why the hell is it stickied? You just know the results will be incredibly skewed by the incredibly amount of idiots in this forums. I mean, come the fuck on, "Best SMW hacker (Ripped GFX)" is a category! Whoever stickied this thread: You're a fucking moron.

Two bucks says this post gets me banned




I'd say you deserve it. This sort of behavior is unacceptable, Kyouji. I strongly suggest you learn to temper your responses. I already gave you a mild rebuke in the DWTLC thread... JJ gave you another one in that other thread a couple weeks ago. And now I find you recklessly flaming some other staff member (||bass?) over a silly thread being stickied?
FuSoYa
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Posted on 05-22-05 07:09 AM, in Why hasn't anyone improved on LM? Link
Do you think Fu will ever make an editor for another Mario game like SMA4?

Unlikely. If I release another editor someday, I'll probably want to do something different instead of another Mario game.


On a side note: Would it be possible for LM to have a window open that shows the game disassembled (or in hex), and have it show the section that you are currently working on? Like say, you have level 106 open, and place a "?" block. It would show the data in the box change accordingly to where the "?" is placed. Make sense? I know this doesn't exist in LM, but it would be cool, imo, to see.

LM doesn't internally work like that.... it's not constantly changing the ROM while you edit your level. It doesn't even know where in the ROM the level is going to end up until you try to save it.
FuSoYa
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Posted on 05-22-05 11:57 AM, in Why hasn't anyone improved on LM? Link
does it just look thorugh the ROM for blank space, or does it attempt to re-use unused space?

Unused space must be erased/blanked, and not protected by a RAT, before LM will consider it unused. LM doesn't go around erasing data it knows nothing about in the expanded area, since it could be something a user has put in manually (ASM hacks, etc).

As for the non-expanded area, LM doesn't bother erasing most of the game's original data, as it stores most things in the expanded area of the ROM.


Are you sick of lunar magic? Reluctant to do anything with it because of all the time you've wasted on it?

Ehhh, I wouldn't put it quite like that. I still like LM, but I did accomplish all I originally set out to do with it a long time ago. And there are a number of other things I'd rather spend my time on these days.

Hard to believe it's already been 5 years since I first started working on it...

If you do make a new editor (say for Zelda:LTTP *hint* *hint* *nudge* *nudge*) would you use the same engine as LM or would you start from scratch?

Depends on the game. If it uses some sort of object based format, I might use some of LM's code. But if it's tilemap based, I'd probably adapt the unfinished LT code for it. The UI would probably look mostly the same, in any case... I like to keep it simple. Although the 8x8 and 16x16 editors could use some updates.

And I probably wouldn't want to start working on a game that already has an editor for it.

What is your favorite type of cookie?

The type that does something useful, as opposed to the other types that just track what you're doing for advertisers.
FuSoYa
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Posted on 06-12-05 08:35 AM, in New tutorial for you guys. Link
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.
FuSoYa
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Posted on 06-13-05 11:20 PM, in New tutorial for you guys. Link
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.
FuSoYa
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Posted on 06-15-05 11:31 AM, in Can you read? Link
Originally posted by Darkflight
then hit F9 to save the GFX setting to a file that is laoded with your ROm when editing.


It's really Ctrl-F9.
FuSoYa
Defender of Relm
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Since: 03-15-04
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Posted on 06-15-05 11:50 AM, in New tutorial for you guys. Link
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.
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