when linking star/pipe tiles, the program no longer requires that the second tile be a star/pipe tile.Also made it so you can change the events that it gets shown on. added a new option to the overworld editor that allows disabling the Forest of Illusion ghost from being hidden until an event has been passed.See the technical section in the help file for more info. added a few basic command line functions for some common operations.This is mainly meant for showing the shape of slopes and for revealing if a tile is solid or not. added a new view menu option that allows viewing tile surfaces.added a new toolbar button to the level editor and overworld editor that will insert all GFX and ExGFX then reload the graphics.made it so that when you copy a color to the windows clipboard in the palette editors, it will also copy the SNES RGB hex value in text to the clipboard so you can paste it into edit fields in the ExAnimated Frames dialogs.moved the music and time limit settings from the "Change Properties in Header" dialog to the "Bypass Music and Time Limit Setting" dialog, then renamed the latter to "Change Music and Time Limit Settings".While they can't be entered as levels, they are valid stopping points so this allows you to assign them a level number in case you want them to display a name or give them initial enabled directions. made it possible to change level tile settings for tiles 0x82-0x86 in the overworld editor.This means the overworld editor now has direction to enable settings on level tiles for both of these, and the Secret Exit 2 and Secret Exit 3 goal point tape sprites have been added to the sprite list. made it possible to use Secret Exit 2 and Secret Exit 3 in the game.made it possible for the overworld Star/Pipe index table to hold twice as many entries (0x100), to accommodate secondary exit teleport locations.added a new toolbar button to the overworld editor that can set secondary exit teleport locations, which uses the same table as the Star/Pipe tiles.You can also optionally set an exit to the overworld to pass the level with the normal/secret exit of your choice or just switch players, use a different base event when passing the level, and teleport to a different location. added a new option for secondary entrances to exit to the overworld.Note that the older option for the same thing in screen exits can also still be used. added a new option for secondary entrances to make the level a water level.This allows you to have the midway entrance for an overworld level be in another level entirely. added a new option for midway entrances to redirect a midway entrance to another level.made it so that using the "Shoot From Slanted Pipe Right" entrance action combined with the "Face left" option will make Mario shoot left instead of right.added a new option for entrances to have Mario face the left direction.To have H/V scroll set to None, you should be using the 4th entry in the list rather than one of the later ones. Note that these take up slots that were previously blank (H/V Scroll of None), so you may want to double check your scroll settings in older levels. added 4 new vertical scroll settings for layer 2 (Variable 2, Variable 3, Variable 4, and Slow 2).The BG height is a new setting in the "Change Other Properties" dialog, along with an option to just set the BG relative only to the FG which is meant mainly for layer 2 levels. added an option for entrances to use a new FG/BG init system which can set the FG relative to the player, and calculates the BG position relative to the FG position, scroll settings, level height, and BG height.in vertical levels most objects will no longer break up on horizontal subscreen boundaries (but they still will on vertical ones).a limitation of the original game where sprites could not start with an FF byte has been removed (previously LM would silently move the sprite on save when it encountered this to avoid premature termination of the sprite list for the level).levels can now have up to 128 sprites instead of 84 for non-SA1 ROMs.added a setting to the "Change Properties in Sprite Header" dialog to control the sprite vertical spawning range for horizontal levels and an option for smart spawning.the sprite loader now has a cache added by Vitor to reduce the performance impact from parsing most of the sprite list to access sprites on later screens.You can find the new setting controlling this in the "Change Properties in Header" dialog, along with a new option that lets you view the full bottom row of tiles in horizontal levels. integrated an ASM hack submitted by Vitor into LM that allows changing the height of horizontal levels, effectively making it possible to change the level dimensions. Change log Version 3.00 December 25, 2018
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