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Lunar Magic is a Super Mario World editor created around February 2000 by FuSoYa and first released on September 24, 2000. It gives users the ability to completely edit the levels, and overworld (including the 'paths' that Mario walks on, what happens at an event after a level is completed, etc), as well as editing the title screen, and even the demo play sequence that plays during the title screen sequence.

The latest version is version 3.20, released on September 24, 2020.

Lmprevisu

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Version History[]

This table shows the version history of Lunar Magic, including version number, release date and what was added in that version.

Version Release Date Changes
1.00 September 24, 2000 Initial release.
1.01 October 2, 2000
  • fixed a minor display bug involving sprites in vertical levels.
  • included an option for using joined GFX files instead of split ones.
  • included Layer 3 options in the "Change Other Properties" Menu.
  • documented the unknown bit in the "Change Properties in Header" Menu, which

controlled Layer 3 layering. (thanks goes out to Mr. 207 for noticing what this bit was doing)

  • documented and replaced the second value of the "Change Properties in Sprite


Header" with options for sprite buoyancy. 

1.02 October 10, 2000
  • fixed a bug that I suspect was causing an overlapping level problem for many

people. Apparently when saving a level to the ROM, Lunar Magic wasn't storing the last address used to the ROM until after you did another ROM operation. Which means if you went and saved a level, immediately exited LM (or reloaded the ROM), then later came back and saved a different level without changing the address that showed up, you'd often end up over-writing the first level. I can't believe I never noticed this bug until now... O_O

  • implemented Enhanced Level Management. Enabling this option will cause Lunar


Magic to erase the level being replaced (if it's in the expanded ROM area), then scan and adjust the destination address to avoid overwriting any other data. For best results, don't use this on old test ROM's that will likely have multiple undeleted and unreferenced levels from older versions of Lunar Magic. 

1.03 October 28, 2000
  • fixed a bug that was caused by an accidental change I made in version 1.01.

It seems the "Sprite Display 1" value in the "Level/Change Sprite Header" menu was no longer being saved, making it impossible to change the value in the GUI. Thanks goes out to DarKnight13 for pointing this out. 

1.10 December 25, 2000
  • added an ASM hack to allow up to 0x80 additional GFX files to be stored in

the ROM for level use, called ExGFX files. Also added a FG/BG/SP GFX tileset list bypass hack so a level can access these files. Basically, this creates a new table of 0xFF list entries that you have direct control over, allowing you to select exactly which 8 GFX files are loaded by a level. Check the documentation for details.

  • added an optional ASM hack to allow the use of 4bpp tiles in SMW instead of


3bpp tiles. In other words, most 8x8 tiles will have access to all 16 colors of a palette instead of only 8. This increases the amount of raw GFX data to compress by ~25% though.

  • modified the GFX insertion code so that if you run out of room inserting at


0x40200-0x60200, it will insert the rest of the GFX to the expanded portion of the ROM instead of just giving an error.

  • modified the GFX insertion code to use the level manager whenever graphics


are stored in the expanded ROM space (meaning it will erase the old GFX and scan to ensure it doesn't overwrite things).

  • added the "Classic Piranha Plant" and "Death Bat Ceiling" to the sprite


list, since they can be safely implemented now with ExGFX.

  • determined that "Sprite Display 1" in the sprite header selects the sprite


memory and the maximum number of sprites per screen.

  • added a couple menu items that allow you to extract and insert the shared


SMW palettes, useful for backing up and restoring colors.

  • located and implemented the last missing level palette colors!
  • editing the colors of the palette loaded by a level is now supported.
  • added another ASM hack to give any level the option of having its own custom


palette instead of using the standard shared palettes.

  • registered another file type (MW3) for storing custom Mario World level


palettes.

  • the title screen colors are now loaded into the main level palette when


viewing intro level 0xC7, unless it has a custom palette.

  • Lunar Magic now inserts a minor hack into the ROM when saving level 0xC7


(the intro level) to prevent the game menu from changing the back area color to other hard-coded values. If you don't want the hack inserted for some reason, hit F8 before saving this level.

  • a basic background tilemap editor is finally in place, as well as a new ASM


hack to support storing BG tilemaps in the extended ROM area.

  • a new view menu item called "Special World Passed" was added, to allow


viewing level differences caused by completing Special World.

  • I've removed the "Custom Collections of Objects" category from the "Add


Objects" window... this is only usable in the debug version anyway. Consequently, the "custom.bin" and "custom.txt" files are no longer included in the zip file distribution.

  • the options in the "Options" menu will now be saved to the Windows registry.
  • fixed a potential bug in the level manager that could cause Lunar Magic to


crash when trying to erase a corrupt level in the ROM.

  • fixed a bug where the level manager wasn't correctly scanning some sprite


pointers. This means that when it was removing a level there was a small chance that some data would only be partially erased.

  • various other minor changes. 
1.11 February 9, 2001
  • fixed a bug in the "Bypass Standard SP GFX List" menu that affected vertical

levels. It caused Lunar Magic to incorrectly save the list index number to the ROM/MWL file and consequently made the game load the wrong sprite graphics.

  • sprite 63 apparently depends on the value of (x&1), so I fixed it.
  • included the "Open Level from Address" file menu command from the debug


version. It's useful for viewing some things that aren't in the main level pointer table. Try address 0x30338 for the boss monster test room. ^^

  • implemented a dialog to manually enter the four 8x8 tiles used to make up a


16x16 tile in the 16x16 Tile Map Editor, which is accessible through the previously unused "Edit 16x16 Attributes" button. Although standard mouse clicks for copy/paste already do this when the 8x8 Tile Editor Window is open, the former is more intuitive for beginners.

  • invalid areas of the main screen are now painted black, rather than tiling


the background image behind everything. This is to make it easier to see the valid workspace area of the level.

  • layer 2 levels are now painted with the default back area color rather than


a blue gradient, for the sake of correctness.

  • omitted. ^^ 
1.20 May 20, 2001
  • Added a Windows Help file to the program. The online documentation on the

website will be taken down, since the help file is more easily maintained and generally more helpful.

  • Added Cut/Copy/Paste commands for objects/sprites to the "Edit" menu. This


allows copying compatible objects or sprites between levels. In fact, since it was implemented using the standard Windows Clipboard, you can even copy between multiple instances of Lunar Magic!

  • Implemented basic SNES layering and color addition support, so that level


modes 1E and 1F will now show up in the editor as they would in the game. Although technically none of Nintendo's levels appear to have used those modes in the first place, it's still rather interesting to be able to make a translucent level. ^^

  • Rewrote the animated tile support; Lunar Magic will now read the data from


the ROM rather than having it hard coded. Additionally, the “On/Off” block and the “always-turning” turn block will now show up as they'd appear in the game.

  • Included a minor ROM modification that will enable support for the animated


water surface tile in tile sets 4,5,7,9 & D (in other words, all the tile sets where the water surface would show up as a blue question block). The modification will be inserted automatically the first time you save a level to the ROM.

  • Added an ASM hack to allow appending a selectable ExGFX or GFX file to the


end of the animated tile area, for use in animated tiles.

  • Added Flip X/Y buttons to the 16x16 editor window.
  • Made a few minor modifications to the placement of certain window elements.


Probably the most noticeable change is that the status bar is now anchored to the bottom of the main window, which is really where I should have put it in the first place.

  • Fixed a minor bug in the 8x8 tile editor, where it wouldn't update the


colors of the current palette it was using if the window was open while a different level was loaded. There was also an annoying screen flicker when that happened, which has also been fixed.

  • The "Add Sprites" window will now display a small line of text at the top


left of the preview screen to suggest which GFX files could be loaded into SP3/SP4 to view the sprite properly.

  • Sprite 8C, the smoke and fire generator for Yoshi's house that also allows


Mario to walk off the edge of the screen without passing the level, will apparently not display any smoke or fire when (x&1) is true. Lunar Magic has been updated to do the same.

  • Added a third category list to the “Add Sprites” window. The new category


will contain the special sprite commands (like layer 2 scrolling, for example) and the sprite generators.

  • Object 12 apparently does not detect and adjust for the tiles it is


overwriting for the 4 upside-down slopes. This has been corrected in Lunar Magic. A thank you goes out to Jonathan for noticing this one.

  • Lunar Magic will now identify and display in the status bar the contents of


a block tile that has been placed using the Direct Map16 Access feature.

  • Put in a warning message to notify the user when the exe file has been


modified/corrupted by something (like a virus, for example). Previously the program would just silently terminate itself on startup when that happened, which wasn't exactly informative.

  • Various other minor updates.
  • omitted. 
1.30 September 24, 2001
  • Lunar Magic now supports the Japanese version of SMW!
  • The overworld editor is no longer hidden, as just about everyone knows how

to get into it by now anyway. Only minor updates have been done to it since the last version.

  • Added a dialog to the overworld editor that can switch the music selection


of the submaps around. Thanks goes out to ßouché for finding the data to support this.

  • Added tool tips for objects and sprites in the main editor window. If you


have a really old version of comctl32.dll though (earlier than 4.70), this feature will be automatically disabled.

  • The palette editor is now a modeless dialog, meaning you can now keep it


open while you edit the level. The main editor window is updated immediately whenever changes to the palette are made.

  • You can now use a control-left click to copy an existing color in the


palette editor, and a right click to paste it back in.

  • Reversed the byte order of the SNES color values reported by the palette


editor, since it was inconsistent with the order of the PC color values.

  • Fixed a bug that appeared in version 1.20 of Lunar Magic where saving a


level without a custom palette overtop of a level with a custom palette resulted in the level using a custom palette of "random" colors.

  • Fixed another bug from version 1.20 where the "File", "Exit" command was


closing the MDI child window instead of the parent window.

  • Fixed a bug that caused a Yoshi egg placed at (X&3)==3 to appear yellow


instead of blue.

  • Fixed a couple bugs in rendering Extended Objects 91-96 at certain screen


coordinates. A thank you goes out to Iggy for sending me the level that allowed me to track this one down.

  • Updated the BG ASM hack to support up to 16 pages (0x100 tiles/page) of


Map16 data, a significant increase over Nintendo's limit of 2 pages. You can change the active page used by the background by using the Page Up/Down keys in the Background editor window. Any ROM with the old BG ASM enhancement will be automatically detected and updated when a modified background is saved.

  • Included a new ASM hack to support 16 pages of FG Map16 data, up from


Nintendo's limit of 2 pages. The first extended page has been made tile set specific, while the rest will remain fixed for all levels. The new tiles can be accessed through the "Direct Map16 Access" menu of the "Add Objects" window.

  • Added the ability to set a FG Map16 tile to "mimic" the gameplay properties


of another tile. For example, if you copy a coin tile into one of the new FG pages, the tile will not only look like a coin, it'll actually act like one too! To only copy a tile's appearance as in previous versions of Lunar Magic, just hold down the control key while pasting.

  • Added the ability to export/import the currently loaded FG and BG Map16 data


in the 16x16 Tile Map Editor Window using keyboard shortcuts (F2,F3,F5,F6,F7,F8). Also added confirmation dialogs for those keys plus F9.

  • Corrected a minor bug in the Background Editor Window, where it was using


the temporary data of the currently selected tile in the 16x16 Tile Map Editor Window when placing a tile into the Background Editor Window…it _should_ have only been using the tile number. This created the illusion of being able to take a 16x16 tile, modifying it and then pasting it directly into the background without actually saving it somewhere in the Map16 data first.

  • Added several minor enhancements and buttons to the 8x8 editor window.
  • Added a music and time limit bypass dialog to override the settings in the


level header.

  • Improved Drag/Drop logic. The program isn't as strict regarding valid mouse


positions when moving things near the edge of the screen or an invalid area.

  • Repaired a bug where decreasing the Z-order of an object on layer 2 beyond


zero would result in the object jumping to layer 1 (I'm surprised this has never been noticed before…)

  • Added 32 Mbit (4 meg) ROM expansion support. 
1.31 October 1, 2001
  • Fixed a nasty bug from 1.30 that could potentially erase non-level data such

as BG Map16 data, overworld data, etc when saving a level. Thanks goes out to SomeGuy for submitting the patch that revealed this problem.

  • Fixed a crash bug (!) that would occur in 1.30 if you left-clicked on the


currently selected 8x8 tile in the 16x16 tile editor window without opening the 8x8 editor at least once beforehand.

  • In the 16x16 properties dialog of the 16x16 editor window, the upper right


and bottom left 8x8 tile numbers were switched around. Thanks to Sendy for pointing this out.

  • Fixed a bug where FG tiles >= 0x400 in the 16x16 properties dialog of the


16x16 editor window incorrectly reported tile gameplay settings of 0x130 in the 16x16 editor window, even when they had been changed.

  • Sprite 18 (a surface jumping fish) is not "unused" as a tool tip in 1.30


indicated. It has now been added to the sprite list, and the tool tip has been updated. A thank you goes out to Iggy for pointing this out.

  • Sprite A4 (a spike ball that floats on water) is slow or fast based on


(X&1), so Lunar Magic's description of it has been updated.

1.40 December 25, 2001
  • Added two new editing modes and several dialogs to the overworld editor for

editing layer 1. It's now possible to move around the levels, pipes, star roads, the paths Mario walks on, the event activated by passing a level, the direction enabled by passing an event, etc.

  • A far better method of keeping track of used areas in the expanded portion


of the ROM has been implemented. This should prevent any future problems like the one in version 1.30. However, only data saved with the new version of LM will use it.

  • Added unofficial support for JW's tile set specific animated tile


modification.

  • A new option in the view menu can enable tile animation in the editor to


mimic the animation you would see in the game for coins, question blocks, backgrounds, etc.

  • Added two new viewing options to simulate hitting POWs and Silver POWs.
  • Using a control right click to paste an object/sprite/tile/etc from an


editor window regardless of what you already have selected has been implemented in all editing modes of LM that didn't already have it. The previous function handled by control right clicking in the Layer 2 Event Editor Mode of the overworld editor has been moved to the shift key.

  • Several ASM modifications have been done to SMW's level screen exit code.


One such modification has resulted in the removal of the old limitation of levels from 0XX not being able to exit to levels in 1XX and vice versa… any level can now exit to any of the 0x200 levels, and any level can access any of the 0x200 Secondary Entrances. Note however that this is dependent upon Lunar Magic converting the exits in a level from the old style to the new style; the old style exits in unmodified levels will still follow the old rule. For example, if you use a new exit to go from one level block to another, and then use an old style exit in that level, the old style exit will unexpectedly divert you back to the original level block. But this can easily be solved simply by resaving the level that contains the old style exit so LM can automatically convert all the old style exits in the level to use the new enhancement.

  • Secondary Entrances can now be set for individual screens, allowing you to


use both standard and secondary entrances within the same level. Thus the "Enable Secondary Entrances" option in the level menu has been moved to the "Add/Modify/Delete Screen Exits" dialog.

  • Both the standard and secondary entrance dialogs now have a second method


for setting the X/Y and Sub-Screen position which allows for any X/Y coordinate, with an option for using either the original method or the new method for setting Mario's position.

  • The standard and secondary entrances can now directly specify if the level


should be a water level or slippery (or both!), rather than using one of the Mario Action settings (which was previously the only way one could enable either of these).

  • The "Sub-Screen Boundaries" option in the "View" menu has been updated to


display the screen number and sub-screen label for each section, which may make placing entrances a bit easier.

  • A few minor modifications have been made to the MWL format to accommodate


the new exit information that has to be stored. Older versions of LM can still read the newer MWL files, but they will import the main and secondary entrances incorrectly. LM continues to remain backwards compatible with MWL files created with older versions of the program.

  • It's now possible to resize objects using the mouse. Just move the mouse


cursor along the right and/or bottom edge of an object's tiles until the cursor changes.

  • You can now export and import custom level palette files (MW3) directly


through the file menu.

  • An "Export Multiple Levels to Files" command has been added to the file


menu.

  • The "Insert at the original address of the level" option of the "Save Level


to ROM" dialog has been removed. It's an old function that should have been taken out long ago.

  • The "Enhanced Level Management" option in the save level dialog was removed,


as recent changes have made turning that off inadvisable under any circumstances. 

1.41 January 1, 2002
  • Fixed a bug from version 1.40 where there was a possibility of part of the

overworld's layer 2 data being accidentally stored in a separate bank from the rest, making it inaccessible to the game and Lunar Magic. Thanks goes out to SomeGuy for submitting his hack which revealed the problem.

  • Fixed a bug from version 1.40 where one of the sections of data saved by the


overworld editor was not being erased prior to saving a new copy of it. This means repeatedly saving the overworld would result in the gradual build up of undeleted segments of data in the ROM.

  • Fixed a compatibility bug in the new exit ASM code of version 1.40 which was


causing old style secondary exits to use mangled "Mario Action" values during gameplay. The fix will be automatically inserted the first time you save a level to the ROM. Thanks goes out to VinnyMack for pointing this out.

  • Corrected a minor flaw in the OV editor's simulation of passing events.


Apparently only one tile can be "destroyed" per event… in cases where there are multiple entries for the same event, the one nearest to the bottom of the list is used.

  • The "Future Layer 1 Tiles" option in the View menu of the overworld editor


will now also make future path tiles translucent.

  • You can now use the mouse scroll wheel in Win98 or above to


increase/decrease the Z order of selected objects/sprites in Lunar Magic (I don't have a mouse with a scroll wheel though, so this feature hasn't been tested). 

1.42 February 9, 2002
  • Fixed a bug from version 1.40 which could occasionally cause the bonus game

entrance to use secondary entrance 0 or 100, and the Yoshi wings to use secondary entrance C8 or 1C8. The fix will be automatically inserted the first time you save a level to the ROM using the new version.

  • Fixed a bug from version 1.40 where the X value in the main/midway entrance


dialog for method 2 was sometimes being initialized to the wrong setting.

  • Fixed a bug in the overworld editor where copying over *all* the tiles of


the Layer 2 event path tile area in the Layer 2 8x8 editor mode with the blank "X" tile could cause rather nasty things to happen if saved to the ROM.

  • Fixed what appears to be some sort of flaw or oversight on Nintendo's part,


where the midway point entrance ASM code does not check the "Use Vertical Level Positioning for all entrances" flag. The fix will be inserted the first time you save a level to the ROM with the new version. Thanks goes out to Dwario for pointing out that there was a problem.

  • Added level name editing to the overworld editor (not supported for the


Japanese version).

  • Added level message box text editing to the overworld editor (not supported


for the Japanese version).

  • Added boss sequence text editing to the overworld editor (not supported for


the Japanese version).

  • Added viewing options to show a text label with the level number and/or


event number beside levels on the overworld in the overworld editor. Thanks to Pikachu14 for the suggestion.

  • Added a view option to display all Mario Paths as translucent tiles.
  • Added a save prompt for when you try to open a different level/ROM/etc


without saving the current level/overworld first. You can turn it off in the options menu if you want.

  • Added an option that allows LM to remember its window size for the next time


you run the program.

  • Added a dialog to the overworld editor that allows changing the level


numbers the game checks for when determining if a defeated boss sequence or the end game sequence should be displayed.

  • Added a dialog to the overworld editor that allows changing the level


numbers the game checks for to display special messages like the switch palaces and Yoshi's house (not supported for the Japanese version).

  • Added a dialog to the overworld editor that allows altering the level


numbers the game checks for to enable the changes that occur when special world is passed.

  • You can now use the "Modify Level Tile Settings" dialog in the overworld


editor for certain non-level tiles that can be revealed by events, such as the translucent bridge and door tiles.

  • Sprites 83 and 84 can give a flower or feather, but LM was only displaying a


mushroom for both, so the program has been updated to display the correct images. Thanks goes out to Sendy for pointing this out.

  • Added support for ROM_File_Name.dsc files to override LM's tool tips for


tiles.

  • You can now use the middle mouse button to switch between sprite editing


mode and the last used layer editing mode. 

1.43 June 15, 2002
  • Sprite 66 is apparently an upside down chainsaw, not just a duplicate of

sprite 65. Lunar Magic has been updated to reflect this. A thank you goes out to Dwario for pointing this out.

  • The OV editor window was not redrawing itself to reflect changes made in the


"Modify Level Tile Settings" dialog, which has been fixed. Thanks goes out to Sendy for noticing this.

  • Added a menu command to allow exporting the level as a 24-bit bitmap file.
  • Added a "Recent Files" section to the file menu.
  • Fixed a minor bug that caused the editor to refuse to open a MWL file if any


of the file names within it were longer than 100 characters.

  • Added a warning dialog to prevent people from inserting ExGFX as 4bpp when


the ROM's GFX are still 3bpp or vice versa, as that will appear to scramble the graphics of one or the other. The help file already warns against doing this, but apparently not everyone reads it.

  • Added a more informative dialog for those that try to write to a read-only


ROM file.

  • The Easter egg for support of SMW in the Mario All Stars + World ROM has


been turned into a standard feature. 

1.50 September 24, 2002
  • Added a tool bar to the main Lunar Magic level editing window. Buttons that

are described as "quick" in the tool tips will skip the dialogs that normally appear when using the standard menu items for those functions.

  • Added a menu item to scan for exit-enabled objects that lead to the bonus


game levels, and included an option to do the scan automatically whenever you save a level to the ROM. This may help people who accidentally use exit-enabled objects without setting them up to go anywhere.

  • Added the ability to create gradients in the palette editor using control


right-clicking, as suggested by Sendy.

  • Updated creating/eating sprite block information, thanks to Iggy.
  • Corrected Dry Bones SP GFX info, thanks to Iggy.
  • Updated information for a few sprites that can be made to go away using


Sprite Command 0xD2, thanks to Iggy.

  • Fixed various spelling errors and names, thanks to KJAZZ.
  • Apparently there are far more sprites that turn into silver coins when a


silver POW is hit than I had realized. Lunar Magic has been updated to reflect this. Thanks goes out to KJAZZ and Dejiko.

  • Added extra information on sprite DF, thanks to EYE.
  • Corrected the door tool tip, since apparently if Mario is small, he CAN


enter it while riding Yoshi. Thanks goes out to EYE for pointing this out.

  • Corrected a problem where Lunar Magic was not looking for the optional *.dsc


file when opening a ROM using the command line. Thanks goes out to EYE for pointing this out.

  • Lunar Magic would not reload GFX structures 32 and 33 for rendering of


animated tiles unless you reopened the ROM. This has been changed so that they'll be reloaded whenever you reinsert the GFX.

  • Fixed a small bug where hitting cancel in the palette editor would not


reverse the changes if you had a custom palette.

  • Fixed a nasty bug where if Lunar Magic tried to save a table of size 0 in


the ROM, the RAT system would save it with a size of 0x10000. This could later cause large sections of data to get erased since SMW is a LoROM game and LM didn't expect data tables to be larger than 0x8000 bytes. Thanks goes out to EYE for supplying the hack that revealed this problem.

  • Added a warning dialog to notify the user when one of the FG/BG/SP GFX or


ExGFX files loaded by the level is larger then it should be, since some tile editors will modify the size of smaller files (which can cause glitches in the game).

  • Fixed a bug where if you take a level that has a modified background image


and changed the SNES Registers and Level Settings mode to have a level on layer 2, the custom BG flag would not be cleared when saving the level. This could cause several problems. One, SMW would try to decode the data as both a level and a background, though it would only display the level data. In some cases this could cause the game to freeze/crash. Two, Lunar Magic would decode the level data as a background but then discard it and display a blank level on layer 2, creating the illusion that LM was not saving layer 2. LM would also allow you to use the level number as the source for a background to copy in the "Switch BG" menu. And three, LM would attempt to erase the layer 2 level data as background data when saving over the level. Which means that if the level being erased was last saved in LM version 1.10 to 1.31, it could potentially cause other data in the same bank that was last saved in LM version 1.31 or lower to be erased! (Data protected by RATS is unaffected in versions of LM that support it, ie. LM 1.40+.) Thus this version of Lunar Magic correctly clears the custom BG flag when saving levels for layer 2, and also has extended checking to make erasing old levels with this problem safe for older non-RAT protected data. Thanks goes out to several people on the SMW forum for pointing out symptoms of this bug, which has apparently been in Lunar Magic for over a year and a half... O_O

  • Cleaned up how Lunar Magic handles changing modes for levels on layer 2 to


images, and vice versa. When switching to level modes that have fewer screens available than the current level mode, Lunar Magic will now simply delete the objects and sprites beyond the new maximum number of screens. Also added a warning dialog for this.

  • Objects and sprites that are on screens beyond the maximum number of screens


allowed for the current level mode will no longer be displayed on the last screen in Lunar Magic. The sprites will simply not be shown at all, and the objects may overwrite portions of the other level layer. This is to more accurately emulate how SMW displays it. If you have levels created in older versions of LM where the maximum number of screens were reduced due to a level mode change, you can hit CTRL-F8 to delete any extra objects and sprites.

  • Changing the level mode setting will now cause Lunar Magic to automatically


update the "Use Vertical Entrance Positioning" flag to reflect the level layout.

  • Added some directional information to the tool tips of certain sprites.
  • Added support for ROM_File_Name.ssc files to override the sprite tool tips.
  • Tool tips will now show up in the Add Objects and Add Sprites windows.
  • Tool tips for objects on layer 2 will now show up regardless of which


editing mode you're in.

  • Added a new option for making the text labels and outlines for entrances and


exits translucent.

  • Added support for exporting and importing Tile Layer Pro SNES palette files


for levels.

  • Added an item to the level menu for changing the Map16 page the BG is using.
  • The background editor has received a long overdue update, and now includes


multiple tile selection and drag/drop support, plus windows clipboard support.

  • Attempting to insert non-existent GFX files will no longer mess up the ROM.
  • Lunar Magic now saves the view animation option in the view menu to the


registry, so that those with faster computers can start the program with this on all the time if they like.

  • Lunar Magic will no longer switch to layer 1 editing mode when opening a


different level. It will stay in the editing mode you're currently in, if possible.

  • Lunar Magic now specifies the current directory when opening a file dialog


to avoid the "My Documents" default folder that Windows 98 likes to use.

  • Updated the dialog for the sprite header properties to explain the effects


of sprite buoyancy on the game's speed and on interaction with layer 2.  

1.51 September 24, 2002
  • Fixed a bug that caused the program to crash on startup in Win NT/XP based

systems.

  • Set a new record for time between new releases (4 hours). 
1.60 September 24, 2003
  • Included 64 Mbit ExLoROM support (8 meg ROM files). However, since it

involves physically moving the ROM banks around which will make the ROM incompatible with other SMW utilities, usage is not recommended except for those that need an insanely large amount of space. You can use Shift + Page Down to force the conversion. You will need Snes9x 1.39a (or 1.39mk3) or higher to play the ROM (zsnes doesn't yet support it).

  • The mwl file format has been changed so that levels can be in a single,


self-contained file instead of the split files used in the old format. Lunar Magic will still be able to open files in the old format to maintain backward compatibility.

  • Added a new ASM hack that allows you to create new animated tiles and do


simple palette animation, on a per-level basis.

  • Updated the ExGFX ASM hack to allow using up to 0xF00 additional ExGFX


files, for a total of 0xF80 files. Also added a new dialog to allow Super GFX bypassing, which lets you access the new files and setup the FG/BG/SP/ExAn GFX from one dialog. The settings in it are level specific, meaning you don't need to use a global list of GFX files to load as with the older bypass code. The old list method is still supported, but it cannot access the new files.

  • Added a feature to allow importing a custom palette directly from a ZSNES


save state.

  • Added an option in the options menu for highlighting the tile under the


mouse cursor in the BG editor.

  • Added an option in the options menu to count the number of sprites in the


level when saving to the ROM, in case you exceed the maximum that the game can usually handle.

  • Made a couple minor changes to LM's toolbar (added a "Scan for Undefined


Exits" button, a "Super GFX Bypass" button, and a "Edit Extended Animated Frames" button).

  • Fixed a bug in how Lunar Magic displays extended object 0x90 (the Boss


Door). Due to strange coding on Nintendo's part, the door tiles break up when the door is on or beside a screen boundary. LM has been updated to do the same.

  • Fixed a special case involving Lunar Magic displaying certain layer 2 level


tiles (on levels using FG/BG tileset 3) with the wrong palette.

  • Fixed a bug where hitting Ctrl-6 to advance to the next animated frame would


have no effect on Yoshi coin palette animation when using a custom palette. Thanks goes out to BMF for pointing this out.

  • Added a feature that lets you test the currently loaded ROM in the emulator


of your choice by hitting F4 in the level or overworld editor.

  • Using F5 & F6 in the Map16 editor will also now save and load the


gameplay settings for the FG Map16 tiles.

  • Added a feature that lets you use your own custom map16 data for displaying


sprites in the editor (does not affect the actual game).

  • Adjusted the palette editors so that ctrl-left clicking puts the color on


the windows clipboard, so you can copy and paste between multiple instances of Lunar Magic.

  • Added a new mode to the overworld editor to allow moving around the sprites.


You can also set Mario's starting position in this mode by moving the Mario sprite around.

  • Added a tool bar to the overworld editor.
  • Added a dialog to the overworld editor to allow changing/deleting the


overworld sprites for each slot. Thanks goes out to JW for initial research on this.

  • Added a dialog to the overworld editor to allow changing the No-Auto-Move


levels, which is usually used for the switch palace levels.

  • Added Windows Clipboard support to the overworld editor's layer 2 8x8


editing mode for standard cut, copy, and paste operations.

  • Added a new ASM hack for the overworld that allows up to 0x4000 silent event


steps for layer 1 and 2 combined. The previous limit in the editor was 0x100 steps, which turned out to be a mistake since the actual limit used by the game was only 0x80 and exceeding it caused all silent event steps to not show up during gameplay.

  • Included a new setting in the "Extra Options" of the overworld editor for


toggling the ability to use the start button for scrolling on the main overworld map.

  • Added a setting to the Boss Sequence dialog of the overworld editor for


changing which level the earthquake sequence is activated on.

  • The OV editor window was not redrawing itself to reflect changes made in the


"Modify Level Tile Settings" dialog if it was activated using an alt-right-click, which has been fixed.

  • The OV editor now has an option for viewing tile animation.
  • A few of the keyboard shortcuts in the OV editor have been changed to be


more consistent with the level editor. Keys 3-6 have been moved to 7-0. Sorry if that causes any confusion, I should have thought ahead…

  • Added a new menu command to the OV editor to allow setting the FG GFX of


each individual submap. You can even specify ExGFX files. However, you must use a star or pipe exit to make the game load the different graphics… a normal exit tile won't do it.

  • Updated sprites 0x22, 0x23, 0x24, and 0x25 (the net koopas) to indicate


whether they're below or above the net, which is apparently based on their X position.

  • Added the ability to shift/wrap the currently selected 8x8 tile in the 8x8


tile editor left/right/up/down by one line of pixels using the shift and arrow keys.

  • Fixed a few places where changing something wouldn't enable the quick save


button in the main editor (background editor, palette editor). Thanks goes out to Sendy and Someguy for bringing this up.

  • If the midway entrance of a level is at the same location as the main


entrance, the main entrance label will now simply display a leading ">" character. It just looks less messy this way when translucent text is enabled.

  • Inserted some code to stop Windows from setting the window focus to external


programs when closing LM's tool windows under certain circumstances. Thanks to the Juggling Joker for mentioning this.

  • Fixed the palette number that the Ninji was using when displayed by the


editor. Thanks goes out to BMF for pointing this out.

  • Fixed an issue where the "Auto-Set Number of Screens" option should have


really been internally turned off for level (omitted). Thanks goes out to BMF for bringing this up.

  • Fixed an issue in the overworld editor where if you modified the Map16 data


of a layer 1 level tile that can be "revealed" or "destroyed" through an event, in the game the revealed or destroyed tile still looked like the old unedited tile until the screen was refreshed.

  • Fixed a bug where one of the extra events in the overworld that were removed


by Nintendo (event 0x77) was not being enabled for use like the others, causing certain problems for any level that tried to use it.

  • Fixed an issue where using other dialogs while the overworld palette editor


was open at the same time could cause it to behave strangely.

  • Fixed a bug where if you loaded the (omitted) screen in the overworld


editor, then went back to the level editor and saved the currently loaded level, it would corrupt the level's custom palette (if it had one).

  • Allowed editing the (omitted) screen palette from the overworld editor.
  • Fixed a bug with the scan for undefined exits, where it wasn't checking for


horizontal exit pipe tiles. Thanks goes out to Gandalf for pointing this out.

  • Removed all except one of the Boss Door tiles from the exit scan, since they


don't act as a door.

  • Fixed a bug in ExGFX support for the Japanese ROM. Apparently the FG/BG GFX


tracking code wasn't disabled like it should have been, which would cause bypassed FG/BG GFX to not load if you exited to a level that used the same GFX file in the standard list as the level you came from. Simply insert your ExGFX with the new version of LM to install the fix for this.

  • Updated the tool tip for sprite AD (wooden spike moving up/down). It will


move up or down first depending on its X position. Thanks goes out to Sendy for pointing this out.

  • Updated the tool tip for sprite 19 (instantly displays level message #1).


Apparently this sprite also causes Mario's current and last saved at overworld map number to be set back to the starting map of the game. Also included an optional fix for the sprite to remove this limitation (read the tool tip for more info).

  • Updated the tool tip for sprite 9. The green koopa will jump high or low


based on (Y&1), not on its height from the ground. Thanks goes out to Lord Allan for bringing this up.

  • With the overworld editor completed, this will likely be the last major


release of Lunar Magic. Future versions will probably just be for fixing any bugs that appear. A big thank you goes out to the whole SMW hacking scene, for helping to make Lunar Magic the program it is today. The last 3 years have been very memorable. And who knows, maybe I'll make another editor some day… -_^ 

1.61 December 25, 2003
  • Fixed a bug where if you set a level to use palette animation for color 0,

Lunar Magic would shut down whenever it tried to read more data from the ROM. Thanks goes out to SomeGuy for pointing this out.

  • Fixed a bug where the "Run in Emulator" function wasn't putting quotes


around the file name and path, causing problems for snes9x when the path or file name contained a space. Thanks goes out to Excel for bringing this up.

  • Fixed a bug where Lunar Magic would freeze if the user canceled expanding in


the 8 MB dialog warning, but only if it was done after a “not enough room” message. Thanks goes out to Sendy for discovering this.

  • Fixed the palette numbers being used by the editor to display the bob-omb,


para bob-omb, bubble bob-omb, bullet bill, the torpedo launcher hand, puff of smoke, and fishin' Boo. Thanks goes out to KT15X and BMF for bringing this up.

  • Updated the overworld editor to change the “Nothing?” sprite to “Koopa Kid


x3”, and added display support for it. Thanks goes out to BMF for discovering this!

  • Updated sprite 64 (rope mechanism), since it will be long or short depending


on X&1, and will always be short if the sprite memory index is not set to 1. Also, only 2 long ropes can be on the screen at once during gameplay. Thanks goes out to Sendy for bringing this up.

  • Updated tool tips for sprites 4D and 4E (Monty Moles), since they will


follow Mario or walk with a hop depending on X&1. Thanks goes out to MetaRidley for noticing this.

  • Adjusted some code so that using features like the Super GFX dialog will no


longer cause tileset-specific Map16 data to be unnecessarily reloaded from the ROM. Thanks goes out to Jeffrey for bringing this up.

  • Added keyboard shortcuts for the object and sprite editor windows and the


"Open Level Number" dialog, highlighted the level number in the dialog, and added a feature to delete all sprites, objects and exits in a level with Ctrl+Delete at HyperHacker's suggestion.

  • Added short tileset descriptions to the entries in the "Change Graphics in


header" dialog, at HyperHacker's suggestion.

  • Added buttons to copy and paste the extended animated tile data in the


appropriate dialog, at Sendy's suggestion.

  • Added Opera-style mouse gestures to the right mouse button. Left and right


go back and forth in level history (you can hold shift to force this if the Sprite or Object editor window is open). Shift + Alt with left and right goes down/up by one level, and alt right goes to the level of the exit on the screen you clicked on. This feature can be disabled in the options menu if you don't want to use it. 

1.62 April 11, 2004
  • Fixed a bug that was introduced by the "Count Sprites" option in version

1.60. If the maximum sprites exceeded message box was ever actually displayed, it could cause various problems. Symptoms included strange values showing up in the GFX, ExGFX, Insert Level and Insert Directory address fields, as well as areas filled with garbage tiles showing up in unused portions of the BG Map16 data. The latter is caused by RAT tags getting embedded in the data (1.60 only), leading to your ROM slowly filling up with useless copies of it each time you save the Map16 data. This version of LM scans the BG Map16 data for the tags caused by the bug, and removes them before saving to prevent further space from being wasted. You may also need to set the address to insert GFX back to 40200, the address for ExGFX back to 100200, and erase garbage tiles left over in your BG Map16 data. Thanks goes out to TheClaw for submitting the hack that revealed the problem.

  • Fixed a crash bug that would occur if you tried to insert a GFX or ExGFX


file of size 0.

  • Changed some code so that failure to extract a single GFX or ExGFX file from


the ROM will not abort the rest of the extraction process.

  • Fixed a bug introduced in 1.61 where if you have a sprite/object selected in


the editor and try to use the clipboard keyboard shortcuts in the background editor window, the keys would be passed to the main editor window and replace the contents of the clipboard with the object/sprite selected.

  • Updated sprite 5C,5E for info about floating on water with sprite buoyancy


enabled. Thanks goes out to Kenny for bringing this up.

  • Updated objects 82 and 83 to emulate garbage tiles effect when other tiles


are placed behind the empty tiles of the bush object. Thanks goes out to thesubrosian for noticing this.

  • Added an option in the options menu for turning off the sprite/object ID and


object size info in the Add Object/Sprite windows, at Jesper's request.

1.63 September 24, 2005
  • 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 in one of LM's ASM hacks which could cause the game to crash if


a user inserted custom block ASM that tried to dynamically change a tile into a tile that is at or above 0x400. The fix will be installed when you save the Map16 data. Thanks goes out to Darkflight for submitting the hack that revealed the problem.

  • Fixed a bug where the 3 8x8s line animation type was copying 4 tiles instead


of 3 (in the editor). 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).

  • Fixed the tile arrangements of several platform sprites (5F, 62, A3, C4, and


E0) in the editor to emulate how the game does it. Thanks goes out to Glyph Phoenix for pointing this out.

  • Fixed the tile arrangement of Reznor (A9) in the editor. Thanks goes out to


Bio for pointing this out.

  • Updated info on the climbing net door sprite (54), to include a warning for


not putting it on a sub-screen boundary. Thanks goes out to HyperHacker for discovering this.

  • Updated info on sprite 88, which is apparently a winged cage that Nintendo


didn't use. Thanks goes out to mikeyk & Smallhacker for discovering this.

  • Moved the control-right click functionality in the palette editor for


gradients to alt-right click. This way, when using control-left click to copy a color, you don't have to release the control key when you right click to paste (making it less annoying and more consistent with the other editors).

  • Moved the control-right click functionality in the 16x16 editor to alt-right


click, to make room for the new clipboard shortcuts.

  • Added windows clipboard copy/paste using control left and right clicks in


the 16x16 and 8x8 editor windows.

  • The previously hidden credits and title screen editor modes of the overworld


editor are now standard features.

  • Added a new feature that allows overriding the sprite tile arrangements that


LM uses by including new tile arrangement instructions in the sprite tool tip file. Read the help file for more details.

1.64 September 24, 2009
  • fixed a memory leak with sprites that exists in all prior versions of LM.
  • fixed an issue where if you used entry 0x1F in the Extended Animation Frames

list and saved to the ROM or a mwl file, LM would save the data but upon reopening the level it would not read anything from the list at all. Thanks goes out to Jimmy52905 for discovering this.

  • fixed a problem with mouse gestures where holding down the right mouse


button inside the editor window and then left clicking outside it would cause LM to crash. Thanks goes out to crushawake for finding this.

  • adjusted a slope object in LM to emulate a game bug that causes the slope to


break up on screen boundaries in some cases. Thanks goes out to Alex99 for noticing this.

  • fixed the "view screen exits" toolbar button so it doesn't stay pressed if


you switch to view screen or sub-screen boundaries, as reported by Maxx.

  • corrected tileset info for Thwomp and Thwimp, reported by Noobish Noobsicle.
  • fixed the animation of the wave tile in the overworld editor so it moves in


the correct direction. Thanks goes out to Sukasa for finding this.

  • fixed loading an unmodified title screen in the overworld editor when it's


from an 8 MB ExLoROM game.

  • fixed an issue in the overworld editor where if LM ever had to report an


error while reloading the overworld and tile animation was turned on, LM would start spawning multiple message boxes. Thanks goes out to Obsidian for reporting this.

  • updated the overworld palette editor so that alt-right click does a gradient


instead of ctrl-right click, as in the level palette editor. Should have been done in version 1.63.

  • fixed overworld exit tile 0x4D so it can connect directly to a level tile


without malfunctioning, which the original game doesn't allow... I think Nintendo originally set it up as a corner path tile and didn't completely convert it when they decided to use it as an exit tile.

  • added a new method to the overworld editor for linking star/pipe/exit tiles


together with fewer steps using alt-left click.

  • added an option to the overworld editor that allows turning off level 24's


redirection of exits based on coins and time.

  • added a setting to the overworld editor that can change the one level used


to activate a secret exit when beating a boss, which was used by the Big Boo Boss.

  • fixed sprite interaction with custom block ASM in vertical levels. I


actually fixed this years ago and temporarily released the fix as a patch, intending to later integrate it into LM for version 1.62. But mysteriously the fix never made it into the program... I suspect I was waiting till I had time to check/adjust the fix for the Japanese ROM as well, and forgot about it.

  • implemented the "Mario touched top corner of block", "Mario within block


(body)", and "Mario within block (head)" custom block ASM hooks. Two of these were used in a few of DW:TLC's blocks. Should of been done before, but likely wasn't for the same reason as the sprite fix.

  • adjusted the 16x16 program icon for WinXP, since apparently XP has something


against using 16 color icons at times.

  • fixed mwl file association for Windows Vista, which should also fix it for


non-administrator accounts on Win2k and up.

  • file types mw0, mw1, mw2, and mw3 are no longer associated with Lunar Magic,


as the program hasn't used those for saving levels since 2003. Note that this does not affect LM's ability to open levels saved in the older format.

  • added a feature that allows LM to add a copier header to the ROM for you if


it's missing, plus an option to do it silently.

  • added exporting/importing palettes in YY-CHR .pal format.
  • added a feature that allows LM to display custom tooltips and sprite tile


arrangements for custom sprites based on the extra info bits (as done by a 3rd party ASM hack). Also added an option to turn this off. Check the help file for more info.

  • added an extra category to the "Add Sprites" window called "Custom


Collections of Sprites", which uses external files to allow custom sprites to be added a little more easily than using the "insert manual" command. See the help file for more information.

  • enlarged the area used for LM's internal sprite Map16 data, and split it up


into 2 separate files so custom sprites can use their own file. Check the help file for more information.

  • replaced Lunar Magic's old code for handling RATs with a modified version of


the code in Lunar Compress. This removes the limitation LM had about not honoring RATs that existed in a different LoROM bank than the data being protected, and also lets LM use the full size allowed by the RAT format.

  • The FG Map16 data will now be protected by a RAT when saved, to make it


easier for third party programs to avoid this data.

  • converted LM's help file into a compiled HTML help file, as Microsoft is


phasing out the old WinHelp system.

  • thanks goes out to Smallhacker for gathering suggestions and bug info.
1.65 October 1, 2009
  • fixed "export multiple levels to mwl files" feature, where LM was trying to

open the ROM twice when it shouldn't have. This fails in 1.64, due to certain file operations having been tightened up to detect this kind of thing in old code.

  • fixed saving to mwl files, where if the level had ExAnimations it wouldn't


save them correctly and would then disrupt the level's Super GFX bypass settings. While this shows up in 1.64, the code was wrong in all 1.6x versions yet apparently still worked due to a strange coincidence.

  • updated extended object 46 (midway point bar) to break up on screen


boundaries like the game does. Thanks goes out to TRS for noticing this.  

1.70 April 1, 2010
  • smkdan's VRAM modification patch has been integrated into LM. This means

levels can now use 50% more 8x8 FG/BG tiles (0x100 tiles), which can be accessed using 2 extra GFX slots (BG2 and BG3). A big thanks goes out to smkdan for developing and submitting this improvement, and to Vic Rattlehead for testing it for him.

  • Map16 space has been expanded to 4x the previous limit. There are now 0x40


pages for FG Map16, and 0x40 pages for BG Map16.

  • Map16 page 2 can now be set to be either tileset specific or not, with


Control + F1 in 16x16 editor window. New hacks will have this set to off by default.

  • the page limit for backgrounds has been replaced with a bank limit. A single


background can now access up to a bank's worth of Map16 tiles (0x10 pages).

  • backgrounds have been upgraded to use a height of 512 pixels instead of the


432 that Nintendo went with, which translates to 5 extra rows of 16x16 tiles. While this doesn't make much difference in horizontal levels, it means vertical levels can now have backgrounds that will seamlessly wrap vertically. It also effectively means the end of the "animated tile garbage" that used to appear when the background was vertically scrolled past the viewable range.

  • an option was added to the view menu for viewing backgrounds that are 512


pixels high.

  • the ExAnimation feature has been completely rewritten. The changes include:


addition of several new 8x8 line types and new palette types (such as Palette Rotate), palettes can have multiple colors per entry by using ExGFX files for the source data, multiple new triggers for use in custom blocks (such as custom/manual/one-shot), the ability to use a few non-compressed ExGFX files for source tiles, the number of frames can now be set up to a limit of 0x100 frames per animation, the addition of a global animation list for animations to be run in all levels, and settings that can disable both the original game's tile animation and color 64 palette animation as well as Lunar Magic's own level and global animations on a per-level basis. ExAnimation now also spreads entries across multiple frames instead of doing them all at once every 8th frame, to improve the amount of vblank time available for animations. *Note that this may have implications for custom blocks programmed to change behavior based on LM's ExAnimated frame counter at $7FC004. While the counter is being maintained for backwards compatibility, it's only truly accurate now for slots 0,8,10 and 18 (although if you have a block that hurts mario, it seems the next 2 slots after those are still close enough). If you find this is an issue you can either move your animations to the mentioned slots, or recode the blocks to use the new animation per-slot counters starting at $7FC080 (add 0x20 for global entries).

  • the 2 8x8s stacked ExAnimation type has been changed slightly, so that the


source tiles must now be one after the other (previously the two tiles had to be separated by a single tile, which was inconsistent with all other line types).

  • added a dialog to the options menu that allows you to change the rate of


animation Lunar Magic uses. I've also bumped up the default rate to 15 fps. The faster settings are only really useful if you're using the ExAnimation speed tricks.

  • added an option that makes LM use FastROM addressing for its own data and


ASM hacks, in case you want to convert your ROM to use FastROM.

  • added an ASM fix for fading colors above color 7 in each FG/BG palette at


the end of a level. Nintendo didn't bother with this as they didn't use those colors much. Colors related to the status bar (colors 9,A,B of palette 0 and colors 9,A,B,D,E,F of palette 1) will not be affected. If BMF's version of the fix is already installed, LM's won't be inserted.

  • modified the original graphics insertion code to disallow saving within the


unexpanded ROM area unless it's within the original GFX area.

  • added a "Clear Original Level Data Area" menu command to the file menu,


which will resave all non-modified levels except the test level then clear most of the data in the original level data area to free it up for 3rd party ASM hacks.

  • added a dialog that lets you add a specified value to all selected 16x16


background tiles with F9.

  • added a way to paste the current page in the Map16 editor into the


background editor with Ctrl+Shift+Insert.

  • the "custom sprites" and "translucent text and outlines" options were moved


from the "options" menu to the "view" menu.

  • improved "translucent text and outlines" drawing performance.
  • stopped drawing the unused secondary entrances in levels 0 and 100, as there


were a couple hundred of them overlapped and drawing them tended to slow down older computers.

  • made it possible to customize sprite appearances and tooltips for sprites


that have the extra bits set to 1.

  • made it possible to select sprite indexes B-FF in the overworld editor, at


Roy's request.

  • fixed the overworld editor where if animation was turned off and event or


level number labels were turned on and you moved around level tiles, it would leave a trail of unerased labels behind. Thanks goes out to LobsterIan for reminding me of this.

  • fixed a bug that's been around since version 1.50, where just moving tiles


around in one of the unmodified original backgrounds in the background editor was not enough to cause the changes to be saved... you had to first paste/insert/delete a tile in the background for that.

  • updated extended objects 8A-8D (switch palace switches) to break up when


near or on screen boundaries like the game does. Thanks goes out to era64 for reporting this.

  • updated some info for noteblock tiles 24 and 115 which are apparently


unused. Thanks goes out to Kaijyuu for discovering this.

  • corrected info on swooper bat, as its behavior apparently isn't related to


its X position after all. Thanks goes out to Kaijyuu for reporting this.

  • adjusted the "open level" button on the toolbar so it gets repainted as soon


as you've saved to a different level number. Thanks goes out to TRS for noticing this.

  • corrected info on Level Mode F, which reported that you could interact with


layer 2, except you can't. Thanks goes out to smkdan for reporting this.

  • removed setting 3 for the "Item Memory Index", as the game reportedly didn't


implement this which meant it wouldn't function correctly. Thanks goes out to smkdan for reporting this. 

1.71 April 17, 2010
  • fixed a bug from 1.70 where attempting to initialize any of Manual Frame

Triggers 1-F would crash the game. Thanks goes out to Davros for noticing this.

  • corrected a display glitch from 1.70 where the secret goal tape sprite was


being displayed in LM as though it were a custom sprite.

  • fixed a display issue from 1.70 where tile 0x25 was not highlighted when


selected. Thanks goes out to Dotsarecool for reporting this.

  • corrected an issue where attempting to save more sprites than a LoROM bank


could hold would not display an error message like it was supposed to and LM would only save the sprite header. Thanks goes out to Glitch for reporting this.

  • re-added setting 3 for the "Item Memory Index", along with an ASM hack that


changes the setting so it doesn't record any items obtained. Thanks goes out to BMF for submitting the ASM for this.

  • added a few ROM expansion menu commands to the file menu, in case someone


wants to expand the ROM for data or code they intend to insert themselves.

  • updated object 3B and extended objects 49,80,84, and 85 to break up when


near or on screen boundaries like the game does. Also removed some junk subobjects from the list for object 3A. Thanks goes out to Alcaro for reporting this. 

1.80 September 24, 2010
  • fixed a bug from 1.70 where the Iggy/Larry battles could glitch depending on

certain conditions. Thanks goes out to Markus for reporting this.

  • added a new restore feature to the program that can optionally track changes


to the ROM and allow the user to revert the ROM to any previous restore point. Note that this requires the program have access to a copy of the original ROM, so you may have to browse to a copy the first time you save in the new version. Also added create/apply IPS to the restore menu.

  • the Direct Map16 Access feature has been upgraded so you can select an area


with multiple tiles in the "Add Objects" window and paste them as a single object. Resizing the object will repeat the pattern of the original tiles pasted. It can also now be resized to larger areas than before, and has been made vertical level compatible so it won't break up like regular objects do. All of which can help reduce level data size.

  • added a Conditional Direct Map16 Access feature to the edit menu, which


allows you to set any DM16 object to only be rendered if a certain flag is enabled within a table of values in RAM. Check the help file for more information.

  • added Ersanio's FastROM modifications as an option in the options menu.
  • made several adjustments to the palette editor (moved it to the editors


menu, moved the "enable custom palettes" option into it, added undo and redo buttons, etc).

  • made the same adjustments to the overworld palette editor that were made to


the level palette editor.

  • added an option to the overworld palette editor to allow custom palettes for


the overworld.

  • cleaned up the shared palettes for the overworld and levels by removing the


bits left over after transitioning between the two as they generally can't be relied upon to always be the same due to the use of custom palettes.

  • adjusted overworld to use full 4bpp graphics for FG3 and FG4. To fully


enable, you must extract then insert the original GFX. Note: before you start playing with overworld custom palettes and graphics, be sure to read the warnings about path revealing in the help file sections for the palette editor and the submap FG graphics dialog.

  • enabled the "extension" field in the "Add Sprites Manual" dialog to allow


multibyte sprites with 3rd party utilities. Check the help file for more information.

  • added an "extension" field in the "Add Objects Manual" dialog to allow


entering more information for multibyte objects. More specifically, it's for object 2D which has now been set aside as a 5 byte object for user defined purposes (do not use this object unless you've inserted code into the game for it, or in-game level parsing errors will occur).

  • added viewing tile grid in level and overworld editors with F8 (use


control+alt+F8 to switch grid color).

  • moved existing F8 functionality (disable title screen color hack) to


control+shift+F8.

  • added a option to display a warning when an ips with the same name as the


ROM is detected in the same directory.

  • reorganized the toolbar buttons a bit.
  • updated sprite A5 so it displays in LM the way it does in the game when used


in sprite tilesets it was not originally intended for. Thanks goes out to Alcaro for reporting this.

  • corrected sprite 7F to use the correct palette in LM. Thanks goes out to


imamelia for pointing this out.

  • corrected part of sprite 9B to use the correct palette in LM. Thanks goes


out to EL santo for finding this.

  • mostly fixed the delay that would occur when bringing up the Super GFX


dialog on Win7/Vista.

  • added code to automatically remove the block that IE7+ puts on the help file


when you use that browser to download the program. Also added a warning to be displayed when the help file cannot be found.

  • updated the program to stop always using the Win95 default font. Should


improve readability on LCDs with ClearType. 

1.81 September 24, 2010
  • fixed an issue from the 1.80 release where it wasn't actually installing the

required ASM for the Direct Map16 Access upgrade (errr... oops. Always ends up being one of those last minute/week changes that trip you up.) 

1.82 October 31, 2010
  • fixed a bug from 1.81 that causes the game to glitch/crash midway through

the enemy list at the end of the game.

  • fixed a bug from 1.81 for SMAS+W involving the Direct Map16 Access ASM.
  • fixed an issue from 1.80 for SMAS+W, where the restore feature was using the


wrong CRC value to check for an original unmodified ROM. Thanks goes out to GlitchMr for reporting this.

  • the above made me realize that I've apparently been using an overdumped


SMAS+W ROM this whole time (3MB instead of 2.5MB). This means Lunar Magic hadn't been coded to recognize the extra 500KB as free space. But it was installing some fixed location ASM hacks and tables there, so to avoid compatibility issues this version of LM will only recognize that area as free space when starting a new hack.

  • fixed a bug that's been around forever where turning off the "Correct Fatal


Errors" option and inserting an object that would normally be interpreted as an error would cause object resizing with the mouse to use single-pixel increments, making it rather difficult to control. Thanks goes out to Imamelia for discovering this.

  • included a palette fix for the "S" in "Mario/Luigi Starts", as it was wrong


in the original game.

  • made it possible to resize the Add Objects/Sprites windows vertically, at


Zeldara109's suggestion.

  • added compression options to the options menu, which allows switching to


either the optimized for speed version of LC_LZ2, or to LC_LZ3 for better compression using a patch submitted by edit1754.

  • added an option to the options menu to disable converting the sprite berry


GFX tile. Technically this option has been around since version 1.60, but the only way to change it until now has been through the registry since it was never added to the GUI. 

1.90 September 24, 2011
  • replaced the Map16 editor with a new one that features multiple tile

selection, reload/save and undo/redo buttons, 2x zoom, 8x8 and palette remapping capabilities, an 8x8 mode with an 8x8 tile selector, etc. This release also introduces a new .map16 file format intended to replace the old generic .bin files that were used in previous versions for exporting/importing single pages of Map16 data. The new files can hold variable amounts of tiles, can optionally be imported to the same location they were exported from, and multiple files can be imported at once. There are also 2 new buttons allowing you to export/import all the Map16 data for all tilesets from/to a single file. LM remains backward compatible with both loading and saving the older raw .bin Map16 data files.

  • added a feature to double left click on a tile in the level or background


editors to select it in the Map16 editor, and you can also double left click on a tile in the Map16 editor to select it in the 8x8 editor.

  • removed being able to paste the current page from the Map16 editor into the


background editor with Ctrl+Shift+Insert, as the new Map16 editor makes it unnecessary.

  • added a new "Add Offset to Background Tiles" menu item to the level menu,


which allows adding or subtracting an offset from all tiles in the background, much like F9 does to selected tiles in the background editor. Also made this function able to change the BG Map16 bank setting automatically when needed.

  • added a new "Remap Direct Map16" menu item to the edit menu, which can remap


specified Direct Map16 objects in a level to others in case you've moved the original Map16 tiles to a different location.

  • made it possible to set Luigi's starting position on the overworld to a


different location than Mario's.

  • added an option to the overworld editor that allows disabling the original


game's path fade effect, which frees up colors 1-7 of palettes 0-3 and C-F, and GFX slots SP3 + SP4. Also added a setting to control the path revealing speed when this option is used.

  • expanded the overworld's layer 1 Map16 data to 2 full pages. Tiles on the


second page will generally act like tiles on the first page.

  • included an ASM hack from DW:TLC that expands the number of overworld pipe


and star indexes to 0x80.

  • updated the overworld editor so that if the tile that replaces the top of a


castle when destroyed is edited, the game will correctly display the edited tile in the destruction sequence.

  • added an entry to the options menu to allow using an alternate GFX Bypass


dialog that lets you type in the GFX files to use instead of selecting from a list. Previously this option could only be changed by pressing Shift-F4.

  • added using Control-Alt-Left/Right click in the palette editor for


copy/pasting an entire row.

  • added a "Paste all Slots" button to the Exanimated Frames dialog which


pastes all copied slots to the same slots they came from, and moved the "Insert all Slots" button to the side.

  • made it possible to use text labels for custom sprite tile arrangements,


which appear the same way that LM shows certain sprite commands. Check the help file for more details.

  • added a prompt to create an IPS patch after locking a hack.
  • changed some code so that applying an IPS patch of a locked hack to a ROM


will cause LM to close the ROM after patching instead of closing the program. But for convenience you can still use F4 to run the previously open ROM in your emulator. Thanks goes out to GlitchMr for bringing this up.

  • made a slight adjustment to sprite 61 in LM so it will appear the same way


in the editor as it will in the game. Thanks goes out to GlitchMr for pointing this out.

  • made the edit controls in the Exanimated Frames dialog slightly larger to


allow entering all digits for direct offsets. Thanks goes out to imamelia for reporting this.

  • fixed a bug from 1.80 where having auxiliary .msc .dsc etc files with a size


of 0 bytes would cause LM to crash if creating a full restore point. Thanks goes out to iRhyiku for submitting the data that helped figure this out.

  • fixed a bug from 1.80 where the restore point created by locking a hack was


invalid.

  • fixed a bug from 1.70 where opening an mwl file with an unmodified


background could sometimes cause LM to display the background using the wrong BG Map16 bank (although if saved to the ROM, the correct setting would still be preserved and used when the level was reloaded). Thanks goes out to Ultimaximus for reporting this.

  • fixed a bug from 1.64 where locking a hack prevented LM from opening any


other ROMs and had to be closed.

  • fixed a bug from 1.50, where if the gameplay table in the ROM was corrupted


for any reason (like the user overwriting it with a patch), Lunar Magic could crash while moving the mouse cursor over a block that referenced the invalid data. Also fixed a similar bug from 1.30 in the old Map16 editor where it could crash while right-clicking to copy a tile with the invalid data.

  • fixed a minor display issue from 1.20, where edits to the Map16 tiles that


make up a pipe would not be displayed in the main level editor until you either saved the changes to the ROM or changed the pipe view index.

  • changed window border style setting for main and overworld editor as


apparently Win7 doesn't handle that border type on application windows when Aero is enabled. This had resulted in weirdness from Aero like the caption/title bar of the window being partially offscreen when maximized, and the inner window border occasionally appearing as unerased pixels. 

1.91 December 25, 2011
  • fixed a bug from 1.70 in smkdan's VRAM patch where dynamic changes (such as

coin collection) on layer 2 were not always displayed if layer 1 and 2 scrolling were not in sync, and another bug where a column of garbage tiles could appear under rare circumstances. Thanks goes out to smkdan for submitting the fixes for his patch, and Zeldara109 for reporting the coin issue.

  • added a new "Prefer Saving in 2MB+ ROM area" option to the options menu,


which is on by default. This will cause Lunar Magic to first try saving data and code past the 2MB mark in the ROM before using earlier space, but only if the ROM is already larger than 2MB. This will help save space below bank 40 for less versatile 3rd party ASM patches/tools to use, as many of them unfortunately do not take bank 40+ into account and will malfunction without warning when installed there.

  • added a new "Check Object Placement on Save to ROM" option to the options


menu, which will warn if an object is placing tiles beyond the viewable level area into unsafe SNES RAM locations which could cause various issues during gameplay.

  • added a new "Export Title Moves Playback Data" menu command to the overworld


editor, to allow exporting existing title screen playback data from a ROM back into a Zsnes savestate, so it can be transferred to a different ROM.

  • added a new "Edit Manual" command to the edit menu, which allows manually


modifying existing objects/sprites. You can also Alt-Right click on an object or sprite to use this.

  • added the ability to remap 16x16 gameplay "act as" settings in the new Map16


editor using the remap button.

  • added a warning message to be displayed when attempting to use Lunar Magic


on a ROM that has already been edited by a newer version of the program.

  • saved the new Map16 editor's zoom setting to the registry.
  • enabled the new Map16 editor to use the "translucent text and outlines"


option from the main editor, but set the translucency level a bit lower than what's used in the main editor.

  • enabled using Ctrl+Z/Ctrl+Y keyboard shortcuts in the new Map16 editor for


undo/redo.

  • tweaked some code so that the new double clicks introduced in LM 1.90 also


count as regular clicks.

  • added text search to the Add Sprite/Object windows, which you can activate


just by typing.

  • added support for non-256 color bitmaps when using custom toolbar images,


and support for using images larger than 16x16 for the toolbar buttons.

  • added sprites A0, A1 and A9 (Bowser Scene, Bowser's Bowling Ball, Reznor) to


sprite list.

  • added a few alternate sprite GFX file suggestions to tileset specific


sprites in Add Sprites window.

  • adjusted sprite 33 (Vertical Fireball) in LM to include some bits of fire


dropping off it, at Zeldara109's suggestion.

  • horizontally flipped sprite 2C (Yoshi Egg) in LM so it will appear the same


way in the editor as it will in the game. Thanks goes out to Wiimeiser for discovering this.

  • adjusted palette used for sprite 45 (Directional Coin) in LM so it will


appear the same way in the editor as it will in the game. Thanks goes out to andy_k_250 for reporting this. 

2.00 May 5, 2012
  • 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. 

2.01 May 20, 2012
  • fixed a bug from 2.00 where if the LMSW DLL requested a level switch there

was a chance LM could crash. Thanks goes out to TRS for discovering this.

  • set LM to automatically leave sprite editing mode when starting the internal


emulator.

  • fixed a bug from 2.00 where the LM_NEWIMAGE directive for user toolbars


wouldn't reset the base index right away like it should. Thanks goes out to jimbo1qaz for discovering this.

  • fixed an odd bug from 1.00 in the "Add Sprites" window where if a sprite's


tiles in that window were placed at certain locations and in a certain order, LM would refuse to paste the sprite into the level. While in LM's sprite lists this was only evident in version 2.00 with sprite 66 (upside down chainsaw), user supplied sprites in the "Custom Collections" list could trigger it in previous versions as well. Thanks goes out to Wiimeiser for reporting this.

  • fixed a small display issue from 1.00 where the back area color was dimmed


in certain level modes. Thanks goes out to Epsilon for reporting this.

  • corrected the descriptions for sprites 41 and 42 (jumping dolphins), as they


were switched around. Also changed the direction they face. Thanks goes out to Zeldara109 for reporting this. 

2.10 December 25, 2012
  • added x2 zoom to both the level editor and the overworld editor.
  • added a new 8x8 tile selector to the overworld window. The new selector

allows multiple tile selecting, is x2 zoomed by default, and has controls similar to the level editor's new map 16 editor for manipulating the current selection in the main overworld window (including a remap button).

  • added a new "Auto-Deselect on Editor Select" option to the overworld's


option menu, which causes tiles in the main overworld editor to be deselected automatically if you make a selection in one of the selector windows.

  • removed the "Modify Selected 8x8 Tiles" menu item from the overworld menu,


as the new 8x8 tile selector makes it redundant.

  • removed the "Exit Path Tile Settings" and the "Star and Pipe Tile Settings"


buttons from the toolbar, to discourage their use in linking tiles in favour of the alt-left click or link button methods. They can however still be found in the overworld menu.

  • added the ability to create one-way links when using alt-left clicks to link


2 star/pipe/exit tiles together.

  • added "Show Star/Pipe Numbers" and "Show Exit Path Numbers" to the


overworld's view menu.

  • added a warning message when trying to link Star and Pipe tiles placed at


X=0 with Y>=0x20, as they don't function correctly from there due to a limitation with one of SMW's tables.

  • fixed a bug in the overworld editor that's been around forever, where if you


placed an exit tile that goes left/right at X=0 with Y>=0x20 then moved it, the tile would partially unlink from its destination tile and would have to be relinked.

  • fixed a bug in the overworld editor that's been around forever, where if you


changed certain settings of a selected tile then moved that tile without first deselecting it, the tile would either revert to its previous setting or not move the setting to the new location. The settings affected by this were the Star/Pipe/Exit tile settings, the "Reveal this level tile on any of these events" setting, and the "Destroy Castle/Fortress/Switch Palace tile" setting.

  • fixed a bug in the overworld editor that's been around forever, where if


Star/Pipe/Exit tiles were selected then you copied or inserted new Star/Pipe/Exit tiles without first deselecting the old ones, the settings of the previously selected Star/Pipe/Exit tiles were vulnerable to getting attached to the new Star/Pipe/Exit tiles if they happened to get dragged over the old ones.

  • fixed a bug in the overworld editor that's been around forever, where if a


level tile was placed in the main map at the same layer 1 VRAM location as another tile placed in the submap area, the "Reveal this level tile on any of these events" setting would be changed for both tiles whenever you tried to change one of them. Thanks goes out to Gamma V for discovering this.

  • fixed a display bug in the overworld editor that's been around forever,


where the overworld animation tiles in the second half of GFX file 0x14 were supposed to be shown using only the first 8 colors in a palette but LM wasn't enforcing it. Thanks goes out to Shurik Kid for reporting this.

  • fixed a bug from 1.80 where if someone who was keeping all their GFX at 3bpp


inserted the GFX, the overworld 4bpp modifications for FG3/4 might still be applied, causing overworld layer 1 tiles to use the wrong colors.

  • you can now clear the entry for a Star/Pipe/Exit location by deleting the


tile at the location it's currently assigned to (for exit locations, there must be an actual exit tile there).

  • increased the animation rate in the overworld editor to 15 fps, to better


match the game.

  • added support for LMSW's SwitchFlags function, to allow viewing state


changes to the switch palace blocks in the emulator.

  • upgraded the level editor's "Add offset to Background Tiles" dialog to a


full remap dialog.

  • made some adjustments so that the restore system can deal with ROM files


marked as read-only/hidden on its own when possible during a restore operation.  

2.11 February 9, 2013
  • fixed an issue in the new overworld 8x8 tile selector, where it wouldn't

show the correct colors for title screen or credits editing. Thanks goes out to Zeldara109 for pointing this out.

  • fixed an issue in the new overworld 8x8 tile selector, where the overworld


controls did not enable the save button when used. Thanks goes out to Zeldara109 for pointing this out.

  • made an adjustment to the new overworld 8x8 tile selector, where it will


paste tiles with priority enabled by default for title screen and credits editing, at Zeldara109's suggestion.

  • changed the "Modify Secondary Entrances" dialog, so that changes to the


current entry aren't lost when you switch which entrance you want to edit.

  • added a "Clear Slot" button and a "Clear All Slots" button to the "Modify


Secondary Entrances" dialog.

  • added a new option when importing multiple levels from files, to clear all


existing secondary entrances in the ROM before importing.

2.12 February 16, 2013
  • fixed a bug from 2.11 where using the "Edit Boss Sequence Text", "Edit

Message Box Text", or "Edit Level Names" dialogs in the overworld editor then saving the overworld would change the list of GFX files to load for the main overworld map. Thanks goes out to Wiimeiser for reporting on this.

  • added a save prompt for Windows logoff/shutdown events. Thanks goes out to


Vitor Vilela for bringing this up.

  • removed the "Allow Fragmentation" option from the options menu, as it's a


very advanced option that's been sitting there since version 1.00 but no one is really going to want to turn it off anyway.

  • removed the "Level Insertion Complete!" message box that pops up after using


the "Save level to ROM as..." command, as it's another holdover from version 1.00 and not really necessary. 

2.20 September 24, 2013
  • made the previously unofficial support for the SA-1 ROM map official, and

added 6 & 8 MB expansion menu items for SA-1 ROMs (see the help file on emulator compatibility with large SA-1 ROMs).

  • added support for Vitor Vilela's RAM remap for SA-1 ROMs.
  • made it possible to drag/copy/delete/alt-right click level entrances as part


of sprite editing mode. Dragging an entrance automatically updates its FG/BG init position (except for the BG init position in vertical levels), copying an entrance creates a new secondary entrance in a free slot, deleting a secondary entrance clears the slot, and alt-right click lets you modify the entrance properties and change which slot a secondary entrance should use.

  • changed the "Add/Modify/Delete Screen Exits" dialog so that changes to the


current entry aren't lost when you switch which screen you want to edit, and renamed it to "Modify Screen Exits".

  • added a "Clear All Screens" button to the "Modify Screen Exits" dialog and


renamed the "Delete" button to "Clear Screen".

  • the "Modify Screen Exits" dialog now displays information about exits that


have been set for each screen.

  • changed the definition of a "free" secondary exit slot to be more than just


an exit that points to level 0 or 100. If you have secondary entrance slots that you manually cleared in the past by only changing the level destination, you will need to use the "Clear Slot" button or delete them so they'll show up as unused again.

  • level entrances are now displayed using the player graphics from the game.
  • replaced the mostly redundant "Screen Boundaries" item in the view menu with


a new "Game View Screen" option. This creates a draggable SNES-sized screen that you can use when designing levels to figure out what will be visible on the screen. It also optionally has highlighted areas for locations Mario will be during scrolling in different directions, to aid in determining where the screen will be during gameplay.

  • made it possible to have Lunar Magic load external files in place of


GFX32.bin and GFX33.bin for display purposes in the editor. Just place files called ExternalGFX32.bin and ExternalGFX33.bin in the Graphics folder for your ROM.

  • added a new ASM hack where you can set the midway level entrance to


coordinates separate from the main level entrance.

  • added a new ASM hack where a screen exit can go to a level's midway entrance


if it's using the new separate coordinates option.

  • fixed an issue in Nintendo's original code, where if the midway entrance was


set to screen 0 the game would not record obtaining the midway point for that level.

  • adjusted the control+delete keyboard shortcut to also delete all secondary


entrances in the current level.

  • added the ability to set the Koopa Kid teleport locations in the overworld


editor, and a menu item to view them (check the help file for more info on the Koopa Kid sprites). Thanks goes out to Wiimeiser for providing the test patch to examine these.

  • added the ability to view sprite data to the overworld's view menu, as it


helps in showing which slot and subslot a sprite on the overworld belongs to.

  • set LM to pause the internal emulator if viewing animations is turned off.


Thanks goes out to MarioFanGamer659 for reporting on this.

  • added tile/page jump in place of text search for the Direct Map16 list in


the Add Objects window. Thanks goes out to telinc1 for bringing this up.

  • made conditional Direct Map16 objects appear translucent in the editor if


the "Other Invisible Objects" view menu option is on and "Conditional Direct Map16 On" option is off. Translucency will not be applied to objects using the +100 option.

  • adjusted tiles used for sprite 4D (Monty Mole) in LM so it will appear the


same way in the editor as it will in the game. Thanks goes out to Wiimeiser for pointing this out.

  • changed the name of the "Cloud Ledge" for ghost houses to remove the "Ledge"


bit as you can't stand on it. Thanks goes out to Wiimeiser for pointing this out. 

2.21 December 25, 2013
  • fixed a bug from 2.20 where the new "view sprite data" menu item in the

overworld editor would display black squares for the sprite data text if the editor had not yet loaded an overworld that wasn't using a custom palette. Thanks goes out to Wiimeiser for helping to figure this out.

  • fixed a bug from 1.40 (which became more noticeable in 2.10) where changes


to the last 8 entries in LM's "Destroy Level Tile Settings" dialog could cause Ghost House/Castle/etc tiles to no longer give the player a save prompt when the event had already been cleared. This is partly due to a mistake in Nintendo's code, as it treats the list as 0x18 bytes long when it's really only 0x10 bytes. This version of LM relocates the table so it can safely have all 0x18 entries, and repairs the other 8 bytes that may have been changed in previous versions. Thanks goes out to Wiimeiser for helping to figure this out.

  • fixed a minor entrance label display positioning issue from 2.20 when


switching between vertical/horizontal level layouts. Thanks goes out to Koopster for pointing this out.

  • fixed a small bug that's been around forever, where if the save prompt for


castle/ghost house/etc tiles was disabled and the player passed a level using one of those tiles, the player would move off the level even if the event had already been passed.

  • added a new ASM hack to fix a timing issue in Nintendo's code, where there


was a chance that the game could turn the screen on a frame too early during black screen transitions, resulting in a brief full screen flash of color.

  • disabled some Nintendo ASM that apparently served no purpose, which was


preventing ExGFX from being used in tiles 4A-4F and 5A-5F of SP1. This also now makes these tiles 4bpp.

  • added some filtering and warning messages to detect and remove bad event


data in the overworld in case people corrupt it with external tools/patching.

  • made it so that pressing Page-Up in the overworld editor in event editor


mode while on event 0x77 will cause the event to be shown as passed, so you don't have to advance through each step with Home/End for that event. Thanks goes out to Everest for bringing this up.

  • added a small bypass warning in the old GFX bypass dialogs and the tileset


change dialog when Super GFX Bypass is enabled, at Alcaro's suggestion. 

2.22 February 9, 2014
  • fixed a bug from 1.70 in smkdan's VRAM patch where sprite 49

(growing/shrinking pipe end) could cause a few pixels of some tiles to be corrupted if the sprite was near enough to the entrance to be processed during fade in. Thanks goes out to WhiteYoshiEgg for reporting this.

  • fixed a potential bug that's been around forever where if your overworld had


no silent events at all and was not yet using the new format, LM would create a single entry for the table as required by the game's original ASM, but the contents weren't specified so it could end up holding something invalid/harmful. Note that while LM now sets it to "no event" and recognizes that as valid, the entry created by previous versions still has a chance to trigger the new "silent event corruption" warning added in 2.21. In that case simply resaving the overworld in this version will remove the offending entry. Thanks goes out to Wiimeiser for reporting about this.

  • fixed an issue from 2.20 where opening a level from the "Open Level Address"


menu would result in the main and midway entrance not being displayed although the labels still were.

  • corrected the "Mario Path" displayed for overworld layer 1 tile 0x36, which


is actually a water version of tile 0x1C. Thanks goes out to Wiimeiser and mariofreak4500 for drawing attention to this.

  • increased the allowed number of sprites for the sprite count warning to 255


if Vitor Vilela's RAM remap for SA-1 ROMs has been used.

  • added some code to prevent attempts at opening a second overworld window


under certain conditions. Thanks goes out to Hinalyte for reporting this.

  • made a minor tweak to the optimized LZ2 and LZ3 ASM code to not attempt


decompression if the GFX file has not been inserted, to aid with ASM debugging. Will only take effect once you switch compression formats with this version.

  • moved most of the options in the options menu to their own "General Options"


dialog.

  • removed the "Highlight Mouse Cursor in BG Editor" option, as it doesn't seem


likely that many people turn it off anyway.

  • added a new "Check if Vertical Fireball has Buoyancy" option to the general


options dialog, at Alcaro's suggestion. 

2.30 September 24, 2014
  • made it possible for the level editor to display layer 3.
  • made it possible for the overworld editor to edit layer 3 tilemaps for

levels and submaps and store them in an ExGFX file (check the file menu).

  • added a new ASM hack to allow layer 3 GFX and tilemap bypassing on a per


level and per submap basis. Note that if you have already used a third party ASM hack for bypassing layer 3 GFX, it should be removed prior to using this version to avoid compatibility issues.

  • added a new "Change Layer 3 Settings" dialog, which can modify layer 3


scrolling and some other advanced options. Also moved the Layer 3 Priority option from the "Change Properties in header" dialog and the Layer 3 Options setting from the "Change Other Properties" dialog into this new one.

  • for anyone using only 3bpp tiles (which is probably nobody, but anyway): the


ExGFX file range of E00-FFF has now been set aside for files to be inserted/extracted "as is" so they can be excluded from 3bpp/4bpp conversions. This range should be used only for layer 3 GFX and tilemap files, and for files intended for slot AN2 in the level editor. If you already have other files in that range, you should move them prior to using this version. But those that are using 4bpp tiles (likely everyone) can disregard this and continue using any file as they wish.

  • added a new ASM hack for the overworld to allow setting the sprite GFX slots


and the animated AN2 slot on a per submap basis. You can also now access all the ExGFX files for use on the overworld, not just the ones from 80-FF.

  • added a new ASM hack for the overworld to reload the overworld (which


includes the GFX) when swapping players that aren't on the same submap.

  • added a new ASM hack for the overworld to reload all the GFX when using an


exit tile. You must insert the GFX as 4bpp using this version then save the overworld for the hack to be enabled.

  • added a new ASM hack for the overworld that allows merging GFX slots FG1 and


FG2 into SP3 and SP4 to create room for 2 more FG slots. This option is off by default, but can be turned on in the "Extra Options" dialog of the overworld menu.

  • added a new ASM hack for the overworld to remove the 3bpp limit on the


overworld animated tiles, so they can now be 4bpp.

  • added a new ASM hack for the overworld so that silent layer 2 event steps


can appear below regular steps of higher event numbers. While Lunar Magic had always displayed it this way, apparently the original game couldn't quite do it as it would place layer 2 silent steps above all regular steps once the overworld map had been refreshed. Thanks goes out to Falconpunch for drawing attention to this.

  • made a couple minor optimizations to smkdan's VRAM patch.
  • made a couple minor optimizations to LM's block gameplay ASM, which will be


installed when you save the Map16.

  • added undo and redo buttons to the level editor and overworld editor


windows. Since this can affect the amount of RAM the program uses, you can change the max number of undo operations in the "General Options" dialog.

  • replaced the "Add Objects" and "Add Sprites" windows with new ones that


include a separate find text field and options for x2 zoom, displaying preview icons beside each item, hiding objects/sprites based on tileset/GFX files loaded, turning the preview area on/off, and horizontal/vertical layouts. The window can also now be resized both vertically and horizontally.

  • made it possible to delete entries from the "Custom Collections of Sprites"


list in the "Add Sprites" window, and to move entries by holding down shift and using the arrow keys.

  • replaced the "Background Tile Map Editor" window with a new one that


includes x2 zoom, undo/redo, and uses a regular window instead of the tool window in previous versions so it can be maximized/minimized as well as resized.

  • moved the "Change Background Map16 Bank", "Remap Background Tiles", and


"Copy Background Image" menu items from the level menu of the level editor to buttons in the new Background Editor window.

  • added a new fill operation that can be used with control+shift right click


to fill an enclosed area of the level with Direct Map16 tiles from the Add Objects window. This can be useful for quickly filling in non-rectangular areas within ledges built with Direct Map16. You can also add the alt key to do it from the Map16 editor instead (which can be skipped if the Add Objects window is closed or isn't in the Direct Map16 Access list).

  • made it possible to use control+alt right click in the level editor to copy


FG tiles from the Map16 editor. You can also just use a right click if the Map16 editor is open and the Add Objects window is closed.

  • made it possible to copy FG tiles from the Map16 editor into the level


editor through the windows clipboard.

  • made it possible to copy tiles from the Background Editor into the Map16


editor through the windows clipboard.

  • made it possible to copy tiles between the Background Editor and the


overworld editor through the windows clipboard when the latter is in a compatible mode that supports it.

  • made it possible to copy tiles between the Map16 editor and the overworld


editor through the windows clipboard when both are in compatible modes that support it. This was already possible if the Map16 editor was in 8x8 mode, but it has now been expanded to include 16x16 mode.

  • added windows clipboard support to the layer 1 editing mode of the overworld


editor.

  • added "Auto-Deselect on Editor Select" options to the main level editor,


Background Editor, and Map16 Editor.

  • made it so that double clicking a tile in the Background Editor to select it


in the Map16 editor will also open the Map16 editor if it isn't already open.

  • added a new "Edit Reveal Tile List" menu item to the overworld editor, which


allows changing which layer 1 tiles are revealed into another tile when you pass an event. This was used in DW:TLC for creating red star levels.

  • marked a few "Mario Path" tiles in the overworld editor with a black X, to


indicate that Mario cannot enter them as levels even though he can stop there.

  • fixed a display issue in the overworld editor that's been around forever


where all sprites would always be shown with the palette of the main map without special world passed.

  • made it so that loading the title screen in the overworld editor will use


the layer 3 GFX files of the title screen level.

  • modified the overworld editor's "Edit Level Names" dialog to use x2 zoomed


tiles, DPI scaling, and added a new control for selecting which submap Layer 3 GFX and colors to use to display the preview.

  • modified the overworld editor's "Edit Message Box Text" dialog to use x2


zoomed tiles, DPI scaling, and added a new option for using the Layer 3 GFX and colors of the currently loaded level in the level editor to display the preview.

  • modified the overworld editor's "Edit Boss Sequence Text" dialog to use x2


zoomed tiles, DPI scaling, and to use the correct colors.

  • added the ability to export a level to a PNG image file.
  • made it possible to use Snes9x savestates for recording title screen moves.
  • changed the "Export Title Moves Playback Data" menu command to create a fake


ZSNES savestate rather than having it require an existing savestate to save into.

  • added the ability for programs launched from LM to make requests to LM to


reload the current level or ROM. Check the help file for more info.

  • fixed an issue from 2.20 where saving to a different level number would not


update the displayed secondary entrance sprites in the currently loaded level to reflect possible changes. Thanks goes out to Hinalyte for reporting this.

  • adjusted the auto-set number of screens feature so it ignores entrances, as


it did before 2.20.

  • adjusted the exit scan option so that for "clear the original level data


area" and "import multiple levels from file" operations, it will no longer give a warning for screen exits that are explicitly set to level 0/100. Thanks goes out to Wiimeiser for bringing this up.

  • made it possible to change the Mario sprite tile arrangement displayed in LM


for level entrances, using the same method as with custom sprites. Check the help file for more info.

  • added the mouse gestures for back/forward to the list of function commands


for custom user toolbars.

  • fixed a couple issues that have been around forever with trying to use the


"Copy BG" function with the TEST levels. Thanks goes out to Sokobansolver for bringing this up.

  • fixed a bug that's probably been around since 1.70, where if LM ever tried


to save a BG to a particular address the save would be aborted and a warning message saying "Could not save BG data in a bank-appropriate area" would be displayed. Thanks goes out to Mini-Tech for helping to identify this issue.  

2.31 October 31, 2014
  • fixed a bug from 2.30 where the flying switch blocks on the overworld that

appear when you pass a switch palace would temporarily corrupt part of the overworld's animated tile GFX in the game as the RAM they use overlapped with the extra space that the new 4bpp tiles take up. The fix will be installed when the GFX/ExGFX are inserted. Thanks goes out to 33953YoShI for reporting this.

  • fixed a bug from 2.30 with the M16-7k dialog, where it wouldn't draw/behave


correctly.

  • fixed a minor issue from 2.30 where the layer 3 CGADSUB checkbox would not


always be disabled when it should be. Thanks goes out to Hinalyte for reporting this.

  • fixed a minor issue from 2.30 where if x2 zoom was already enabled in the


Add Object/Sprite windows when the program was started, the list height was shorter than it should be. Thanks goes out to Underway for reporting this.

  • fixed a minor issue from 2.30 where closing the Add Objects/Sprites windows


would not let you use the level history mouse gestures without having to hold down the Shift key. Thanks goes out to Wiimeiser for reporting this.

  • added the ability to set custom sprite appearances and tooltips in the


editor based on the last 1, 2, 3, or 4 bits of the sprite's X and/or Y position. Check the help file for more info.

  • expanded the Map16 space for custom sprites in the editor from 8 to 0x10


pages.

  • tweaked the "Insert all Slots" button of the "Edit ExAnimated Frames"


dialogs so that it will insert starting at the currently selected slot instead of always from the start. 

2.32 January 15, 2015
  • fixed a bug from 2.30 where ROM locking wasn't working correctly. Thanks

goes out to S.R.H. for reporting this.

  • fixed a minor issue that's been around forever with other windows being


activated when closing windows from the toolbar. Thanks goes out to Ruberjig for pointing this out. 

2.40 September 24, 2015
  • 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".

2.41 December 25, 2015
  • fixed sprites not triggering custom block ASM when touched from the side in

layer 2 levels on layer 2. Apparently it's been this way for as long as custom blocks have existed (version 1.30). The fix will be installed when the Map16 is saved.

  • added proper medium auto-scroll sprite F3 with extra bit of 1 to the sprite


list and updated the tooltip about using other Y positions. Thanks goes out to imamelia for reporting this.

  • added the ability to make custom Map16 tiles in the level editor appear


translucent using the custom tooltips for Direct Map16 file. Check the help file for more info.

  • added an option that will display a warning when using sprite 19 (display


level message 1) in a level other than level 0xC5 when the fix for it has not yet been installed.

  • added an option that allows toolbar buttons in the main level editor and


overworld editor windows to wrap if there isn't enough room to display them on one row.

  • added "All Objects" list and "All Sprites" list to the Add Objects and Add


Sprites windows.

  • added another area for SuperFX RAM remap. 
2.42 February 9, 2016
  • fixed a crash bug from 2.40 that could occur under certain circumstances

with the Background Layer 2 Editor. Thanks goes out to Luks for reporting this.

  • added tooltips for the preview icons in the Add Objects/Sprites windows.
  • added 2 forest tileset specific ledge edge subobjects to the "Add Objects"


list that had been overlooked. Thanks goes out to yoshifanatic for reporting this.

  • increased the tile tracking limit per object to account for largest possible


DM16 size. Thanks goes out to yoshifanatic for reporting this.

  • enabled rest of SuperFX RAM remap from 2.41. 
2.43 December 25, 2016
  • added a new keyboard shortcut of F3 to the palette editors to allow copying

the color of any pixel on the computer screen to the windows clipboard. Note however that the palette editor must have the window focus, and it may not work on all windows or protected media.

  • enabled undo/redo keyboard shortcuts in palette editors.
  • updated filter in Add Objects window for extended object 7F (skull and


crossbones) for ghost houses. Thanks goes out to imamelia for reporting this.

  • adjusted the appearance of sprite 0x7A (fireworks) in the editor to match


the game. Thanks goes out to Footsteps_of_Coins for reporting this.

  • made it so that if you attempt to go past the min/max level in the level


editor, it won't bother with bringing up the save dialog. Thanks goes out to Erik557 for noticing this.

  • saving level 0 or 100 to a different level number will no longer mark half


the available secondary entrances as used if the "transfer secondary entrances" option was on.

  • tweaked some code to workaround coordinate rounding issues in Microsoft's


DPI virtualization code that can occasionally violate ClipCursor functionality.

  • added "System DPI Aware" option to general options, to avoid DPI


virtualization done by Windows Vista and later when possible.

2.50 September 24, 2017
  • made it possible to resize objects from top/left and related corners, for

most objects that support it. Note that a few objects that resize in increments larger than 1 or in opposite directions may seem to resize a bit oddly.

  • Map16 space has been expanded to 2x the previous limit. There are now 0x80


pages for FG Map16, and 0x80 pages for BG Map16. Note that if you use a third party block tool type program, you shouldn't use the new FG tiles (0x4000-0x7FFF) in LM until your program has been updated to deal with the new max.

  • expanded the number of secondary exits in the game to 0x2000, up from 0x200.
  • changed the Modify Secondary Entrances dialog to allow typing full values


directly into the index combo box for faster selection.

  • added tooltips to sprites in the overworld editor.
  • added the ability to add custom sprites in the overworld editor with the


insert key. Note that these require an external third party patch to show up in the game.

  • made it possible to use alt-right click in the overworld editor to modify


custom sprites.

  • made it possible to use right click in the overworld editor to copy custom


sprites.

  • made it possible to customize sprite appearances and tooltips for sprites in


the overworld editor (editor display only).

  • added LM_FILE_RELOAD_ROM and LM_MOUSE_SCREEN_EXIT to function names for user


toolbars.

  • added VK_MBUTTON, VK_XBUTTON1, VK_XBUTTON2 (for middle mouse button, mouse


button 4, mouse button 5) to keyboard definitions for user toolbars.

  • fixed a bug from 1.70 where the ExAnimation dialog would limit the max


number of frames to 0x80 based on the slot's type when it was supposed to be based on the trigger. Thanks goes out to Skewer for reporting this.

  • fixed a bug from 2.43 that allowed saving with an invalid level number.


Thanks goes out to KDeee for reporting this.

  • fixed a bug from 2.30 where if you used LM's layer 3 auto-scroll on tide


levels with buoyancy enabled that were 3-8 screens long, sprites would tend to act like they were in water periodically even if they weren't (note that this still happens for levels 1-2 screens long, but the original game also does this). Thanks goes out to Thomas for reporting this.

  • adjusted some code so that closing the overworld editor while minimized


would no longer cause a few odd things on reopening. Thanks goes out to Erik557 for reporting this. 

2.51 September 25, 2017
  • fixed a crash issue from 2.50 with the 8x8 tile selector in the Map16

editor. Thanks goes out to yoshifanatic for reporting this. 

2.52 September 30, 2017
  • fixed a bug from 2.50 where SA-1/SFX ROMs upgraded from a previous version

of LM could use the wrong "Act as" settings during gameplay after the Map16 was saved. Resaving the Map16 in this version will correct the issue. Thanks goes out to Christian07 for reporting this. 

2.53 February 9, 2018
  • fixed a bug from 2.40 with ExAnimation on the overworld where if you tried

to use multiple slots for the same destination tile to do faster animations, the frames would not always appear in the order you'd expect. Thanks goes out to Noivern for reporting this.

  • if overworld ExAnimation is installed, it will also now fix a small issue


present in the original game where the bottom waterfall tile animation would not consistently match up with the main waterfall tile.

  • fixed a glitch in the original game where sprite 52 (moving ledge hole)


would appear in the wrong position if placed at the top of a sub-screen. Thanks goes out to Thomas for discovering this, and zacmario for reporting it.

  • fixed a minor issue from 1.70 where the timing of the victory pose at the


end of the level didn't really match up to the music in non-SA1 ROMs.

  • corrected info on sprite 45 (directional coin) as it does in fact have a


time/coin limit. Thanks goes out to Katerpie for reporting this.

  • replaced some non-standard apostrophe chars in some tooltips in the General


Options dialog that could get displayed oddly on non-english systems. Thanks goes out to Akaginite for reporting this.

  • fixed a small issue that's been around forever where using a mouse gesture


on a screen exit that goes to a vertical level did not scroll the screen for the corresponding entrance of that level into view.

  • made it possible to use Ctrl+Alt+F7 in level editor for advanced users to


edit more local ExAnimation slots by sacrificing global slots (when global animations have been disabled for level/submap).

  • made it possible to use Ctrl+Alt+Shift+F8 in overworld editor for advanced


users to enable editing more levels and events (the game does not currently support this at the moment, so don't enable it unless you're adding your own ASM for it).

  • added the ability to drag and drop a ROM, mwl, map16, or palette file into


the main level editor window to open the file.

  • made it possible to use Alt-Middle click to edit screen exits.
  • added LM_MOUSE_EDIT_SCREEN_EXIT to function names for user toolbars.
  • added an option to open levels at the main level entrance.
  • added an option to pause animations when the program loses focus.
  • added an option to display the ROM file name and path in the main window


title bar. 

3.00 December 25, 2018
  • 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. 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.

  • 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.

  • 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.

  • levels can now have up to 128 sprites instead of 84 for non-SA1 ROMs.
  • 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).

  • in vertical levels most objects will no longer break up on horizontal


subscreen boundaries (but they still will on vertical ones).

  • 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. 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 4 new vertical scroll settings for layer 2 (Variable 2, Variable 3,


Variable 4, and Slow 2). 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. 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.

  • added a new option for entrances to have Mario face the left direction.
  • 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 midway entrances to redirect a midway entrance to


another level. This allows you to have the midway entrance for an overworld level be in another level entirely.

  • added a new option for secondary entrances to make the level a water level.


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 exit to the overworld. 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 toolbar button to the overworld editor that can set secondary


exit teleport locations, which uses the same table as the Star/Pipe tiles.

  • made it possible for the overworld Star/Pipe index table to hold twice as


many entries (0x100), to accommodate secondary exit teleport locations.

  • made it possible to use Secret Exit 2 and Secret Exit 3 in the game. 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 change level tile settings for tiles 0x82-0x86 in the


overworld editor. 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.

  • 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".

  • 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.

  • added a new toolbar button to the level editor and overworld editor that


will insert all GFX and ExGFX then reload the graphics.

  • added a new view menu option that allows viewing tile surfaces. This is


mainly meant for showing the shape of slopes and for revealing if a tile is solid or not.

  • added a few basic command line functions for some common operations. See the


technical section in the help file for more info.

  • 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. Also made it so you can change the events that it gets shown on.

  • when linking star/pipe tiles, the program no longer requires that the second


tile be a star/pipe tile. This makes it easier to create warps from a star/pipe tile to tiles that you can't warp from.

  • changed the Modify Screen Exits dialog to allow typing full values directly


into the index combo box for faster selection.

  • changed how the "Insert Manual" dialog works for objects and sprites in the


level editor. Instead of specifying X/Y and the screen number, LM will now simply insert the object or sprite near the upper left corner of the level editor window.

  • made it so that the sprite size table is loaded on level load, not just on


ROM load.

  • added "Delete All" to the level editor's "Edit" menu, which was previously


only available through the Ctrl+Del keyboard shortcut.

  • moved Shift+Scroll Wheel for Bring to Front/Send to Back to Ctrl+Alt+Scroll


Wheel, added Ctrl+Shift+Scroll Wheel for vertical scroll, and made Shift+Scroll Wheel and Ctrl+Shift+Scroll Wheel unaffected by objects/sprites selected.

  • tweaked some code so that scroll bar thumbs are now sized proportionally


more like the way you'd expect. Thanks goes out to Vitor for pointing this out.

  • fixed a bug from 2.43 where the undo/redo/F3 keys in the palette editors


would not function while any other modal dialog window in the program was open at the same time.

  • fixed a crash bug from 2.30 that could occur under certain circumstances


when selecting tiles in the Layer 1 Event Editor Mode of the overworld editor. Thanks goes out to Wiimeiser for reporting this.

  • fixed a bug from 2.30 where if you saved a level then used undo to revert a


change to a secondary entrance then saved again without making any other changes to secondary entrances, LM would not save the reverted change for the secondary exit. Thanks goes out to Ramon for reporting this.

  • fixed a bug from 1.70 in smkdan's VRAM patch where if you rapidly scrolled


past the top of the BG image (such as by setting layer 2's vertical scrolling to constant), there was a chance you could get a brief 1 frame glimpse of a couple rows of pixels at the top or bottom of the screen showing the wrong tiles. Thanks goes out to Vitor and Super Maks 64 for reporting this.

  • fixed a bug from 1.10 where the program would not load/save/export/import


the last color of the Special World shared palettes for when Special World had been passed. Thanks goes out to yoshifanatic for reporting this.

  • corrected the description for Mario Action 7 of midway entrances to "Do


Nothing or Pipe Exit Down (Water Level)" and changed how it's displayed in LM. Normally midway entrances that use this setting skip the pipe exit part. It never came up in the original SMW levels, though it seems to have been used in SMA2. However it still acts as a pipe entrance if accessed via a screen exit. To avoid confusion, it may be better to instead use the "Vertical Pipe Exit Down" action with the separate "Make this a Water Level" setting.

  • renamed Layer 1 vertical scroll setting 2 to "No Vertical Scroll at Bottom


unless Flying/etc" to more accurately describe what it's for. Also adjusted the code for this setting to work for horizontal levels that have different heights and vertical levels.

  • fixed an issue in the original game where when switching between levels if


you entered a level with layer 2 horizontal scrolling set to None, the layer 2 X position was carried over from the last level instead of being reset to 0 like it does when entering from the overworld.

  • fixed an issue in the original game where if a "No Yoshi" entrance intro is


activated for a vertical level, the layer 2 Y position in the intro could be wrong and even possibly display garbage tiles.

  • fixed an issue in the original game where using a pipe exit at the very top


of a vertical level could malfunction if Mario's Y coordinate ended up being beyond the top of the level.

  • added a fix for the original game where the sprite load status for indexes


64-127 were not cleared between sublevels, leading to some sprites not appearing if a sprite at that index was killed in another sublevel.

  • adjusted tile 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 WhiteYoshiEgg for reporting this.

  • added a bit of info for sprite 70 (Pokey), as it can't detect if Mario is


riding Yoshi if it's within spawning distance of Mario entering the level. Thanks goes out to Wiimeiser for pointing out that something was up with this.

3.01 January 1st, 2019
  • fixed a bug from 3.00 where vertical levels with a "No Yoshi" intro

would have tiles missing in the intro. 

  • fixed a bug from 3.00 where if there was only a horizontal scroll


bar you couldn't use the scroll wheel to move objects
backwards/forwards by one.

  • fixed a bug from 2.41 where the warning for sprite 19 (display level


message 1) could be triggered in level 0xC5 when using the "Import
Multiple Levels from File" function.

  • fixed a bug in the original game where if you placed Mario's starting


position near the far right side of a horizontal level, the game
would not set the initial X scroll position correctly.

3.02 February 9, 2019
  • fixed a bug from 3.00 where ROMs upgraded from version 2.43 or earlier of LM

(meaning you had never used 2.5x on it) didn't convert secondary entrances that used method 2 for horizontal levels, resulting in their positions being reset to the top subscreen. If you've already used 3.00/3.01 on such a ROM, you can fix it for all levels by using Alt+Shift+F11 in this version then saving the current level.

  • fixed a crash bug from 2.50 that would occur if you imported a Map16 file in


the Map16 editor while the remap dialog in the BG Editor was open at the same time. Thanks goes out to MarioFanGamer for reporting this.

  • fixed a limitation in the original game with tileset specific object 33


(forest tree top) so that it will now work correctly at any Y offset instead of just Y=10 to 15. This also fixes it to work in horizontal levels that have different heights than the default. Thanks goes out to Shiny Ninetales for reporting this.

  • added "Line Guide Outlines" as an option in the view menu, for cases where


you want to use line guided tiles yet don't have the right graphics loaded to see them.

  • added the ability to set a rectangle of Map16 tiles to use a rectangle of


"Act as" settings with the specified base (such as R200-211,S25) in the Map16 editor's remap dialog. 

3.03 April 1, 2019
  • fixed an issue with some code in the original game where if Mario was above

screen 0 in a horizontal water level, there was a chance it could cause the game to freeze (with LM 1.30+) or crash (depending on code inserted by block tool programs). Thanks goes out to GreenHammerBro for reporting this.

  • fixed a bug from 2.43 where using F3 to copy then paste a color in the


palette editors would temporarily display the original PC color instead of the converted SNES color, and the converted SNES color could be slightly off from what it should have been. Thanks goes out to DPBOX for reporting this.

  • added "Block Contents" to the level editor's view menu to allow seeing the


contents of question blocks, etc in the level editor. You can also specify contents to show for custom blocks using the tooltip file.

  • combined viewing the main, midway, and secondary entrances into a single


menu item to simplify the view menu a bit and reclaim a couple keyboard shortcuts.

  • added "Analyze Resources in Levels" to the level editor's "File", "Levels"


menu that can check which Map16 tiles, GFX/ExGFX files, and sprites are used in which levels then generate a text file report.

  • added "Select All" to the level editor's "Edit" menu for selecting all


sprites or objects of the layer you're editing, depending on which mode you're in.

  • made the extension field in Add Object/Sprite Manual dialogs wider. You can


also now put optional spaces between the values.

  • coordinates in the status bar of the level editor are now in hex instead of


decimal. 

3.04 June 1, 2019
  • fixed a crash bug from 3.03 that could happen if the "Select All" command

was used on objects in the level editor that were then moved or deleted.

  • fixed a crash bug from 3.02 that would occur if you tried to do a remap in


the Map16 editor on pages A3+. Thanks goes out to Koopster for reporting this.

  • fixed a bug from 3.00 where if you went beyond the top of the level with


Yoshi, he could eat berries that were on the previous screen. Thanks goes out to Thomas for reporting this.

  • fixed a bug in the original game where if Mario flew beyond the top of the


level, he might interact with block numbers formed by the lower 8 bits of a block number that another sprite was interacting with. This was particularly noticeable if the resulting block number was for an invisible question block or jumping note block. Thanks goes out to Thomas for reporting the issue that led to figuring this out.

  • fixed an issue from 2.20 for SA-1 ROMs where if you re-enabled the path fade


effect and saved the overworld, a warning message about a failed pointer remap would appear (although the ROM would be fine). Thanks goes out to DPBOX for submitting the hack that revealed this.

  • made the "Block Contents" view option show the contents somewhat


translucent.

  • added a few extra options for the "Analyze Resources in Levels" menu command.
3.10 September 24, 2019
  • added support for tides in horizontal levels that are taller than in the

original game.

  • added support for having vertical scroll in tide levels when you use the

"Constant" vertical scroll option for layer 3.

  • made the layer 3 auto-vertical scroll options detect tides to support

vertical scroll of the level.

  • added support for negative Y scroll offsets for layer 3 and greatly expanded

the possible range of values (-400 to 3FF) to better allow for adjusting the tide height. The layer 3 scroll offsets are also now displayed in units of 16x16 tiles instead of pixels.

  • made it possible to have tides in horizontal levels that are 1-2 screens

wide if you enable the advanced bypass settings in LM.

  • added support for tides in vertical levels if you enable the advanced bypass

settings in LM (minimum level height of 2 screens required).

  • added a new setting for layer 3 that lets you make the tides act as water, 3

types of lava, solid, or tiles 0x200-0x20A.

  • added a new setting that makes sprites beyond level boundaries interact with

air instead of water, which should usually be turned on for tides.

  • added ExportSharedPalette, ImportSharedPalette, ExportAllMap16,

ImportAllMap16, ExportMultLevels, ImportMultLevels, TransferLevelGlobalExAnim, TransferOverworld, TransferTitleScreen, TransferCredits, ExportTitleMoves, ImportTitleMoves to command line functions.

  • added a separate "Auto-Set Number of Screens" option to the "Import Multiple

Levels from File" dialog.

  • added an extra 0x10 pages for custom sprite Map16 data.
  • added a new ASM hack to make it so that revealing/destroying overworld layer

1 tiles will show tiles from the same page instead of temporarily showing tiles from page 0.

  • fixed an issue in the original game where castle tiles placed at Y=0xF or

0x2F on the overworld would not collapse correctly when destroyed.

  • fixed a crash bug from 3.00 that happened if you tried to right click to

paste objects/sprites in a boss battle level that can't be rendered. Thanks goes out to TheBiob for reporting this.

  • fixed a bug from 2.30 where using the %5 placeholder in custom user toolbars

would cut off the rest of the string. Thanks goes out to SmokedSeaBass for reporting this. 

3.11 February 9th, 2020
  • fixed a bug from 1.70 in smkdan's VRAM patch where pipes on layer 2 may be

displayed with the wrong colors on level load, which changed to the right colors if the player left the initial screen and came back.

  • fixed a bug from 2.20 for SA-1 ROMs where Conditional Direct Map16 objects

could not read their RAM table. Thanks goes out to HammerBrother for bringing this up.

  • fixed a display issue in the overworld editor where it was still showing how

the original game handled destroying castle tiles placed at Y=0xF or 0x2F even though it was already fixed in-game for 3.10. Thanks goes out to Thomas for reporting this.

  • made it possible for 3rd party sprite programs to notify LM that the sprite

count limit per level has been increased to 255 to avoid the sprite count warning message appearing.

  • added an option to disable all the hardcoded default layer 1 paths to the

overworld's "Extra Options" dialog.

  • added a new "Fast" layer 3 scroll setting that uses a 1.2:1 scroll rate,

which goes faster than layer 1. This is intended for the type of foregrounds you can see in SMW2:Yoshi's Island.

3.20 September 24th, 2020
  • added an option to general options to use DirectX 9 in the main level editor

window, background layer 2 editor window, and the overworld editor window, which allows using a zoom filter. If DirectX is not available, it will automatically fall back to using GDI instead.

  • added a zoom filter option to the zoom menu for windows that use DirectX,

along with a few more zoom levels (125%, 150%, 175%). Also made it so that using Zoom in/Zoom out (Ctrl+Scroll Wheel) in those windows will go in increments of +/-10% when DirectX is available.

  • added a button to the main level editor that opens the overworld editor and

loads layer 3 of the level into it.

  • made it so that if layer 3 of the level is loaded in the overworld editor

and tile animation is on, changes in the overworld editor are reflected immediately in the level editor.

  • added the ability to display sprites in the editor using external graphics

by making it possible to set the base graphics for individual sprite Map16 tiles in the sprite tooltip file (see the help file for more details). The external graphics must be in the "ExternalGraphics" folder and be named "ExSpriteGFXxx.bin" where "xx" can be from 00-07 and the files can be up to 32KB in size (these files are currently loaded starting at page 0x20).

  • added the ability to display sprites in the editor using external palettes

using a setup similar to external graphics (see the help file for more details). The external palettes must be in the "ExternalGraphics" folder and be named "ExSpritePalette00.mw3" (or "ExSpritePalette00.pal") and can hold up to 0x400 palettes of 0x10 colors.

  • added an extra 0x18 pages for custom sprite Map16 data.
  • added an "Export Multiple Levels to Image Files" item to the "File",

"Levels" menu which can export multiple levels to images at once.

  • added an option to report on music tracks used in levels to the "Analyze

Resources in Levels" menu command.

  • added an option to use custom command line arguments for running the

currently loaded ROM in an external emulator.

  • added an option to "General Options" to show old/obsolete menu items, which

are now hidden by default.

  • added the ability to fill an area in the Background Editor with a pattern of

tiles from either a selected area in the Background Editor (with Shift + Right Click) or from the Map16 Editor (with Control + Shift + Right Click).

  • added the ability to resize an area in the Background Editor as a pattern of

tiles by using the mouse on resize borders, similar to how you can resize Direct Map16 objects in the level editor.

  • added the ability to resize an area in the Overworld Editor in Layer 1 16x16

Editor Mode or Layer 2 8x8 Editor Mode as a pattern of tiles by using the mouse on resize borders, similar to how you can resize Direct Map16 objects in the level editor. With 8x8 editing however, you must hold down the control key to get the mouse resizing cursor if zoom is below 200%.

  • added an option to the overworld editor that forces using the control key to

resize a group of tiles.

  • added buttons to clear text and clear all text to the "Edit Boss Sequence

Text", "Edit Message Box Text", and "Edit Level Names" dialogs of the overworld editor.

  • added LM_NO_CONSOLE_WINDOW as a button option for user toolbars, which can

be useful for running .bat files or other console programs without showing a console window if they never require user input.

  • updated the sprite 19 fix (for displaying level message 1) so it will no

longer cause the intro level to change from 0xC5/0x1C5 depending on the starting submap, and made it now install automatically on level/overworld save. However to avoid disruption for people with older hacks, it will not change the existing 0xC5/0x1C5 behavior if the old fix is installed. Also Shift+F8 will remain available to cause the 0xC5/0x1C5 behavior for those that still want it for porting older hacks.

  • removed the warning option for when sprite 19 is used without the fix, as

it's no longer needed.

  • added a new option to the overworld editor that can save the game after the

intro message with sprite 19 even if Mario's starting position on the overworld has been changed (normally that save gets disabled along with the intro march on the overworld if the position is changed).

  • fixed a small issue from 3.00 where the "Scan Exits on Save to ROM" option

didn't exclude exits to the overworld when checking the level destination. Thanks goes out to Ninja Boy for reporting this.

  • fixed a bug from 3.00 where if Mario did a cape spin while entering a pipe

he would do zigzags when shot out of a diagonal pipe. Thanks goes out to Aurel509 for reporting this.

  • fixed a bug in the original game with sprites 0xC9 and 0xCA (Bullet Bill

shooter and Torpedo Launcher) that can cause the game to keep reading right past the end of the level's sprite data which could cause lag, seemingly random sprites to appear, or a bunch of green Koopas without a shell to appear. Thanks goes out to Tattletale for reporting and submitting the fix for this. 

3.21 Soon...
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