elseniorx1989 Green Para-Koopa
Posts : 209
| Tema: Nueva versión del lunar magic Vie Sep 25, 2015 10:41 am | |
| Salió la nueva versión del Lunar Magic (la 2.40) Aviso por si alguien no lo vió, no tengo tiempo para ver que cosas nuevas tiene, así que vean ustedes y avisen ^^ [Tienes que estar registrado y conectado para ver este vínculo] |
|
Ckristina Reznor
Posts : 2772
| Tema: Re: Nueva versión del lunar magic Vie Sep 25, 2015 11:00 am | |
| Me ganaste, justo pensaba hacer yo este tema. La mayoría de los cambios son bug fixes y opciones para hacer más fácil de usar el editor. Lo único grande en la exanimación del OW y la opción para solo exportar algunos colores de la paleta. Aquí les dejo la lista entera de cambios: - Spoiler:
Version 2.40 September 24, 2015 (15 year Anniversary of Lunar Magic!)
-added a new ASM hack to implement ExAnimation for the overworld, which is based on the same system as the one for levels. Check the help file for more details and a small list of differences from level ExAnimation. -added a new ASM hack that expands the number of overworld exit path indexes to 0x80. -made the previously unofficial support for the Super FX ROM map official, along with support for a future Super FX RAM remap patch. -added a dialog to the overworld options menu that allows you to change the rate of animation the editor uses. -made the bowser sign sprite in the overworld editor animated. -made it possible for the overworld editor to display the lightning palette animation. -added an option to make the overworld palette lightning animation use colors from the ROM instead of the working copy of the palette in the overworld's "Extra Options" dialog (frees up colors 9-F of palette 2 for maps that use lightning). -added an option to disable player life exchange in the overworld's "Extra Options" dialog. -added an option to disable player life exchange using L/R only in the overworld's "Extra Options" dialog. -moved the keyboard shortcuts for loading/saving the credits in the overworld editor from Ctrl+F11/F12 to Shift+Alt+F11/F12 so that the same shortcuts used in the level editor for ExAnimation triggers can also be used in the overworld editor. -added "Bring to Front" and "Send to Back" menu commands for objects/sprites in the level editor. You can also activate these with the mouse scroll wheel by holding shift while objects/sprites are selected. -added "Bring Forward" and "Send Backward" menu commands for objects/sprites in the level editor as replacements for Increase/Decrease Z Order. These act much like the latter, but will skip past non-overlapping objects on the same screen so that you don't have to use the command as much. -assigned keyboard shortcuts for the older "Increase Z Order" and "Decrease Z Order" to Ctrl+Alt+Shift+Plus/Minus, and removed them from the edit menu as they likely won't be used much anymore. -added support for .palmask files. These provide a method for palette files to specify which colors in the palette should be imported into your level. Also added a couple new buttons to the palette editor to work with this. Check the palette editor section in the help file for more details. -changed the Super GFX Bypass and Layer 3 Bypass dialogs to allow typing full values directly into the combo boxes for faster selection. -added an option to the "Restore Point Options" dialog that scans the user area of the ROM for nested RATs on Full Restore Point creation. This can sometimes help detect data loss and corruption caused by third party tools and patches. Previously a user had to initiate a scan themselves if they wanted to check on this, which meant issues could go unnoticed for long periods of time. -added an option to the "General Options" dialog to notify the user when RATS.log is written to. Also adjusted the information reported in the log file a bit. -added a "Scan ROM" item to the file menu, which reports some information about the ROM user area. This has actually been around for a very long time via a keyboard shortcut, but not everyone was aware of it. -made it possible to display a custom image in the black non-editable areas of the level editor, background editor and overworld editor for cosmetic purposes. Check the help file for more info. -added several more levels of zoom to all editors that have a zoom button. -added an option to the "General Options" dialog that allows zoom buttons to either bring up the zoom menu or to act as a toggle between default zoom and the last used zoom setting (2x by default). -made it possible to zoom in/out with the mouse wheel while holding down the control key. Also added an option to turn this off in the "General Options" dialog. -moved the "Conditional Direct Map16 On" keyboard shortcut in the level editor from Ctrl+0 to Ctrl+5 so the former can be used as a zoom shortcut. -added DPI scaling for the toolbar button images for when the minimum height adjusted for the screen's DPI is more than 25% larger than the image provided. -added basic DPI scaling to the 8x8 editor, in 50% increments. -improved mouse scroll wheel support. You can also now scroll horizontally with the wheel when there is no vertical scroll bar or by holding down the shift key. -added the ability to fill an area of the overworld with a pattern of tiles in Layer 2 8x8 Editor Mode from either the selected area in the overworld (with Shift + Right Click) or from the 8x8 Overworld Tile Selector window (with Control + Shift + Right Click). -made it so that left clicking a tile in Layer 1 Event Editor Mode in the overworld editor also selects the tile in the Layer 1 16x16 Tile Selector. -made it so that left/right clicking in Layer 1 Event Editor Mode in the overworld editor will update the submap palette selected in the palette editor and the submap palette/graphics used in the Layer 1 16x16 Tile Selector. -made it so that left/right clicking in Layer 2 Event Editor Mode in the overworld editor will update the submap palette selected in the palette editor and the submap palette/graphics used in the Layer 2 Event Tile Selector. -made the Layer 2 Event Tile Selector window for the overworld editor twice as high to show more tiles at once. -moved the older Star/Pipe/Exit dialogs to a submenu. -gave pitchin' chuck slightly different poses when displayed in the editor depending on how many balls he throws. -added LM_NOTIFY_ON_CLOSE, LM_NOTIFY_ON_CLOSE_FORCE_ALL, LM_AUTORUN_ON_NEW_ROM, and LM_NO_AUTORUN options plus a %8 placeholder to get the current version of LM for user toolbars. -removed window visibility checks on notification messages sent by LM to programs started from the user toolbar. Thanks goes out to HyperHacker for reporting this. -fixed a display bug from 1.70 where ExAnimations that used the "Precision Timer Palette Rotate" trigger would be displayed by the editor at a wrong or uneven speed. The editor also now emulates the side effects of incorrect usage of this trigger. -fixed a display bug from 2.30 where performing an undo in the overworld editor while in one of the event editor modes would not show undone changes in the layer 1 Map16 data or Layer 2 source event tiles until after you had switched out of that mode. -fixed a bug from 2.30 where editing screen exits did not add an undo, yet could still be undone by a prior undo even though the editor would not update the display of screen exits right away. Thanks goes out to Hinalyte for reporting this. -fixed a bug from 2.30 where double clicks in the new BG editor didn't take into account scrolling. Thanks goes out to yoshifanatic for reporting this. -changed the appearance of overworld path tiles 0xC and 0x13 (which are unused in the original game) to match land versions of path tiles 0x30 and 0x3A. Functionally they act the same way, but the 8x8 tiles Nintendo used suggests they were intended to be used as a visual guide for this. Also added an option to the view menu to display them the old way. Thanks goes out to Wiimeiser for pointing this out. -made it so that the preview icons in the Add Objects and Add Sprites windows will update when certain view options are changed. Thanks goes out to Thomas for reporting this. -slightly tweaked tile movement on right click pasting in the overworld editor for layer 1 event editor mode. Thanks goes out to Wiimeiser for bringing this up. -added alternate GFX file info for sprites 33 (vertical fireball) and B6 (reflecting fireball). Thanks goes out to Footsteps_of_Coins for reporting this. -added alternate GFX file info for sprite 1B (bouncing football). Thanks goes out to Katerpie for reporting this. -corrected info and appearance for sprite D4 (bubble generator with goombas and bob-ombs), as it will also generate fish in bubbles after some time has passed. Thanks goes out to Thomas for reporting this. -moved sprite 8E (warp hole) from "Tileset Specific" list to "Special Commands and Generators".
|
|
Michael Administrador
Posts : 3580
| Tema: Re: Nueva versión del lunar magic Vie Sep 25, 2015 12:54 pm | |
| Me gusta lo de poder scrollear el nivel con la ruedita del mouse, aunque igual no tenia mucho problema con presionar →. Lo de las paletas supongo que sera muy util, aunque yo rara vez uso graficos custom cuando hago un nivel (y ni que se diga de hacer un ow... desde hace 4 años no hago uno). |
|
Ivan Sword Blue Masked Koopa
Posts : 1217
| Tema: Re: Nueva versión del lunar magic Vie Sep 25, 2015 5:18 pm | |
| Oh hay algunos detalles que hacen mas comoda la herramienta y otras muy utiles. Hasta ahora me sirvio mucho lo del zoom mas aunmentado con el boton |
|
Contenido patrocinado
| Tema: Re: Nueva versión del lunar magic | |
| |
|