Arriva Lunar Magic 2!
Download
- Aggiunto un emulatore all'interno dell'editor stesso. Si può modificare il livello in tempo reale mentre si gioca e vederne immediatamente gli effetti. È necessario aggiungere
questo nella cartella di Lunar Magic. Sviluppato da Alcaro.
A poco a poco traduco il resto del changelog, nel frattempo potete vedere il file originale qui:
-added the ability to load the LMSW DLL from Alcaro, which allows
using an emulator to play levels within LM itself (downloaded
separately).
-added an optional user defined second toolbar to the main window,
which can be used to launch external applications or activate
internal Lunar Magic functions. It also allows for assigning
keyboard shortcuts which can replace Lunar Magic's existing
keyboard shortcuts. Check the technical info section of the help
file for more details.
-fixed a bug from 1.00 where LM didn't preserve the Z order of
sprites when possible and only cared about following the sorting
rules imposed by the game. Thanks goes out to King Dedede for
noticing this.
-fixed a bug from 1.00 where changing a level from having objects
on layer 2 to an image would cause LM to draw all objects that
were on layer 2 on layer 1 instead until the level was reloaded.
-fixed a small bug from 1.91 where if you opened the Add
Objects/Sprites windows then closed and reopened them again, the
last used currently selected item could not be pasted (and would
not be displayed in the preview area for sprites) until the
selection was changed. Thanks goes out to Dakress for reporting
this.
-fixed a bug from 1.90 in the new Map16 editor's Remap button
dialog and the new Remap DM16 dialog where if you just entered a
space for the list, LM would freeze. Thanks goes out to DiscoMan
for reporting this.
-fixed a bug from 1.70, where a check for JW's old animated tile
editor had a very rare chance of being triggered by LM's own
ExAnimation ASM, causing junk to be displayed in LM for the game's
original animations. Support for this tool has been disabled, as
it hijacks the same addresses as LM anyway.
-fixed a minor issue from 1.70 where if you forgot to enter the
number of colors for a new palette animation when editing
ExAnimation frames and left it blank, LM would use a value of 1 but
would interpret the entered frame values as RAM offsets instead of
SNES RGB values. Thanks goes out to supernova38 for discovering
this.
-further tweaked some code so that the new double clicks introduced
in LM 1.90 also count as regular clicks for the middle mouse
button. Thanks goes out to Alcaro for reminding me of this.
-renamed the "Save level to ROM" menu item to "Save Level to ROM
as...", then added a new "Save level to ROM" menu item that works
the same way as the save button on the toolbar and assigned it the
Control+S shortcut. "Save Level to File" has been moved to
Control+W instead of Control+S.
-reduced the maximum number of screens LM displays in levels that
use layer 3 tides to reflect what's safe to use.
-adjusted tiles used for sprite 99 (Volcano Lotus) in LM so it
will appear the same way in the editor as it will in the game.
Thanks goes out to MSA/Gamma_V for discovering this.
-adjusted the position of the light switch block, message block,
and Banzai Bill sprites slightly in LM to match the game. Thanks
goes out to Alcaro for noticing this.
-changed the palette used in the white blocks in the bonus game in
LM to match the game. Thanks goes out to Alcaro for reporting this.
-adjusted the positions of sprites 65-68 (line guided chain saw,
upside down chain saw, grinder, fuzz ball) in LM to more closely
match the game. Also greatly corrected their "set to go right"
positions and updated their descriptions.
-changed the appearance of sprite 30 (dry bones that throws bones)
to actually show it with a bone ready to throw, to better
distinguish it from sprite 32.
-horizontally flipped the koopa shells in LM so they'll appear the
same way in the editor as they do in the game.
-corrected the tooltip for sprite 3C (wall following Urchin) as the
directions were reversed. Thanks goes out to King Dedede for
pointing this out.
-tweaked several other tooltips and sprites here and there.
-added some menu items to the view menu for custom ExAnimation
triggers, to allow previewing them in LM.
-added displaying the size of a level in bytes within the status
bar when a level is saved.
-added displaying the size of GFX/ExGFX in bytes within the status
bar when GFX/ExGFX are inserted.
-added the ability to customize button images for the new Map16
editor (using a bitmap file named "Lunar Magic.ff5"), and the
palette editors ("Lunar Magic.ff3" for the level palette editor
and "Lunar Magic.ff6" for the overworld palette editor).
-adjusted M16-7k a bit, as it's been difficult to get into since
1.70 and became mostly unusable in 1.90. Thanks goes out to
MaZ18 for reporting this.
-did a few minor tweaks to the object/sprite window searching at
Zeldara109 and Alcaro's suggestions.