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https://w.atwiki.jp/geomagneticfield/
このページでは、Raspberry Piを使って地磁気を測ってみることを目標に試行錯誤したことを記録していきます。
https://w.atwiki.jp/darkfallinfo/pages/44.html
Water Magic 影が薄い 風と同じでややダメージが低いものの、スタミナダメージは2倍与える。 水中戦においてGillsは優秀。skill1で取れるので覚えておいて損はない 必要スキル Greater Magic 50.0 以上 価格 1000.0gp Water Magic Skills 名称 概要 必要スキル 価格 Durable Spells Water Magic Water Magic Spells の持続力を増加 Water Magic 25.0 以上 250.0gp Mana Effciency Water Magic Water Magic Spells のマナコストを減少 Water Magic 50.0 以上 500.0gp Quicken Spells Water Magic Water Magic Spells の詠唱時間を短縮 Water Magic 75.0 以上 1000.0gp Intensify Water Magic Water Magic Spells の効果を増加 Water Magic 100.0 以上 1000.0gp Water Magic Spells 名称 概要 秘薬 必要スキル 価格 Delayed Shot 対象の弓矢の攻撃速度が低下 Rasin 1 Water Magic 1.0 以上 350.0gp Gills 自分の潜水時間を増加 Mandrake 2 Water Magic 1.0 以上 350.0gp Icicle Cold damage のミサイルを発射する Nacre 2 Water Magic 1.0 以上 350.0gp Weakening Chill 対象の Cold 抵抗をさげる。 Nacre 1 Water Magic 10.0 以上 400.0gp Frostbite Cold 属性のダメージを与える魔法の光線を発射する。ターゲットに命中しないと効果が発生しない。 Nacre1, Ashes 1 Water Magic 20.0 以上 400.0gp Cold Shield 自分の Cold 抵抗を上げる。 Mandrake 1Sulfur 1 Water Magic 25.0 以上 400.0gp Cold Ward 対象の Cold 抵抗を上げる。 Sulfur 1 Water Magic 30.0 以上 450.0gp Water Breathing 対象の潜水時間を増加。 Mandrake 2 Water Magic 40.0 以上 450.0gp Shards Cold 属性のダメージを与えるミサイルを発射する。着弾点を中心とした中範囲のAoE-DDスペル Nacre 1, Bone 1 Water Magic 50.0 以上 450.0gp Slow 対象のmelee攻撃速度をを低下させる。 Ash 1 Water Magic 60.0 以上 500.0gp Clear Thoughts 自身のintellgenceを上昇させる. Mandrake 1 Water Magic 70.0 以上 500.0gp Ice Storm Fires a magical ray which summons a storm of intense Cold upon hitting its target. ? Water Magic 75.0 以上 500.0gp Toxic Rain Fires a ray that conjures forth a magical rainstorm dealing Poison damage. ? Water Magic 90.0 以上 700.0gp Blizzard あたると相手は死ぬ. ? Water Magic 100.0 以上 700.0gp 名前 コメント
https://w.atwiki.jp/mega_glest/pages/14.html
特徴 クセがありやや上級者向け。 「EP」というステータスが存在し、殆どのユニットの攻撃または移動に必要となる。(RPGで良くあるMPのようなもの) 「EP」を必要とするユニットの場合、「EP」が0になると攻撃または移動ができなくなるため注意が必要。 メインユニットはバランスの良いBattlemage。 一撃が大きいArchmage、変身・召還用&拠点守備隊としてSummonerがサブとなる。 その他のユニットは一長一短であり戦略と好みによりけり。 近距離攻撃ユニットよりも遠距離攻撃ユニットを量産する傾向にあるため、対空性能は自然と高くなる。 Dragon系、Golem系を生産する場合は石が大量に必要となるので資源採掘のバランスに注意。 また、食糧ではなく「エネルギー」の消費によりユニットの生産が行われる。 「エネルギー」が0になるとユニットの生産ができないので余裕を持ってEnergy Sourceを建てた方が良い。 戦闘ユニット Name名前 Resource requirements必要資源 Hit Points体力 Regenerate回復力 Armor Strength防御力 Armor Type防御属性 Sight Range視覚範囲 Move Speed移動速度 Air / Ground飛行 / 地上 etcその他特記事項 Attack Strength Land / Range / Type / Speed / Splash対地攻撃力 / 射程 / 属性 / 速度 / 範囲 Attack Strength Air / Range / Type / Speed / Splash対空攻撃力 / 射程 / 属性 / 速度 / 範囲 Initiate 75 1 450 --- 0 leather 9 150 Ground 最大EP=50(自然回復1)攻撃時EP消費(10)Battlemageへ変身可能 攻撃力 100 +- 40 /射程 4 /属性 energy /速度 40 /範囲 --- --- Battlemage 75 1 700 3 30 leather 12 250 Ground 最大EP=500(+500)(自然回復15)攻撃時EP消費(40)Archmageへ変身可能 攻撃力 140 +- 40 (+50) /射程 7 /属性 energy /速度 60 /範囲 --- 攻撃力 140 +- 40 (+50) /射程 7 /属性 energy /速度 60 /範囲 --- Archmage 150 2 450 5 15 leather 12 140 Ground 最大EP=3000(+500)(自然回復30)攻撃時EP消費(1000 or 300) 攻撃力 700 +- 50 (+50) /射程 8 (+1) /属性 energy /速度 40 /範囲 5攻撃力 280 +- 90 (+50) /射程 9 (+1) /属性 energy /速度 75 /範囲 4 攻撃力 700 +- 50 (+50) /射程 8 (+1) /属性 energy /速度 40 /範囲 5 Summoner 150 1 500 4 0 leather 10 150 Ground 最大EP=500(+500, +500)(自然回復5)攻撃時EP消費(80)Daemon, Ghost Armor, Dragonを召還可能Drake Riderへ変身可能 攻撃力 170 +- 50 (+50) /射程 8 (+1) /属性 energy /速度 60 /範囲 1 攻撃力 170 +- 50 (+50) /射程 8 (+1) /属性 energy /速度 60 /範囲 1 Daemon 50 1 500 0 10 organic 12 250 Ground 攻撃力 90 +- 40 /射程 1 /属性 slashing /速度 100 /範囲 --- --- Ghost Armor 175 1 900 2 30 metal 11 160 Ground 攻撃力 150 +- 40 /射程 1 /属性 slashing /速度 100 /範囲 --- --- Drake Rider 100 25 2 1300 2 50 organic 10 540 Ground 最大EP=500(+500)(自然回復5)攻撃時EP消費(100 射程8のみ) 攻撃力 170 +- 50 /射程 8 /属性 energy /速度 70 /範囲 1攻撃力 185 +- 50 /射程 4 /属性 energy /速度 70 /範囲 --- 攻撃力 170 +- 50 /射程 8 /属性 energy /速度 70 /範囲 1 Dragon 250 100 100 2 1400 3 20 organic 15 250 Air Evil Dragonへ変身可能 攻撃力 250 +- 40 /射程 8 /属性 energy /速度 40 /範囲 1 攻撃力 250 +- 40 /射程 8 /属性 energy /速度 40 /範囲 1 Evil Dragon 100 200 50 2 1700 3 20 organic 15 350 Air 最大EP=1000(自然回復200)攻撃時EP消費(1000) 攻撃力 450 +- 40 /射程 10 /属性 magic /速度 40 /範囲 1 攻撃力 450 +- 40 /射程 10 /属性 magic /速度 40 /範囲 1 Golem 250 250 2 2000 3 45 stone 10 50 Ground 最大EP=1000(自然回復10)移動時EP消費(100) 攻撃力 200 +- 150 /射程 10 /属性 impact /速度 50 /範囲 --- --- Power Golem 3 2000 3 45 stone 10 50 Ground 移動時EP消費がないGolem 攻撃力 200 +- 150 /射程 10 /属性 impact /速度 50 /範囲 --- --- Behemoth 250 2 5000 5 50 organic 10 170 Ground 攻撃力 325 +- 25 /射程 1 /属性 impact /速度 75 /範囲 --- --- Tower of Souls 200 250 3 6000 --- 0 stone 16 --- Ground --- 攻撃力 200 +- 50 /射程 15 /属性 energy /速度 80 /範囲 3 ※各ユニットの高ステータス(研究含む)には色をつけてあります。 基準値は【体力1500over】【防御30over】【移動速度300over】【攻撃力x攻撃速度/100が120over(攻撃射程1~3)】または【攻撃力x攻撃速度/100が100over(攻撃射程4~)】 基準値の2倍を超えるステータスにはさらに濃い色をつけてあります。 ワーカーユニット Name名前 Resource requirements必要資源 Hit Points体力 Regenerate回復力 Armor Strength防御力 Armor Type防御属性 Sight Range視覚範囲 Move Speed移動速度 Air / Ground飛行 / 地上 Initiate 75 1 450 --- 0 leather 9 150 Ground 建築物 Name名前 Resource requirements必要資源 Hit Points体力 Regenerate回復力 Armor Strength防御力 Armor Type防御属性 Sight Range視覚範囲 Storage資源保管 Mage Tower 150 350 50 8000 --- 0 stone 15 1800 1400 1200 Energy Source 100 100 -14 1400 --- 0 stone 5 Summoner Guild 100 150 50 7000 --- 0 stone 10 200 Library 100 250 100 5000 --- 0 stone 12 Archmage Tower 200 300 100 10000 --- 0 stone 15 Wicker Behemoth 200 1400 --- 0 wood 5 Tower of Souls 200 250 3 6000 --- 0 stone 16 研究(グレードアップ) Name名前 Resource requirements必要資源 研究施設名 Effects効果 / 効果対象 Ancient Summoning 50 100 Summoner Guild 最大EP + 500 SummonerDrake Rider Ghost Armorの前提条件 Energy Compression 150 Library 最大EP + 500 BattlemageArchmageSummoner Energy Sharpening 250 150 200 Library 攻撃力 + 50射程 + 1 BattlemageArchmageSummoner Hell Gate 200 200 Library Wicker Behemothの前提条件 Dragon Call 250 150 Archmage Tower Dragonの前提条件 Golem Power 200 200 Archmage Tower 最大EP + 1000 なし Power Golemの前提条件 名前 コメント
https://w.atwiki.jp/sm4wiki_mix/pages/130.html
ここは? Lunar Magicのページが長くなってきたので、LunarMagicのバージョン情報を独立ページにしてみました。 どれ使えばいいの? 日本語化パッチがあるver1.65、ver1.71、ver2.01がお勧め? 2.43 (2016/12/25公開) 本体:lm243.zip + 更新点(英文) 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. + 作者の説明 This release of Lunar Magic just has a few minor tweaks, though it also adds the ability to copy the color of any pixel under the mouse to the clipboard in the palette editors. Check the "What s New" section of the help file for more info. Merry Christmas! 2.42 (2016/02/09公開) 本体:lm242.zip 2.40の背景レイヤー2エディタで特定の状況下で発生する可能性があるクラッシュバグを修正。 「AddObjects / Spriteswindows」のプレビューアイコンツールチップを追加。 「AddObjects」リストに見落とされていた2つの森林タイルセットの特定の棚(?)の縁のサブオブジェクトを追加。 可能な最大DM16サイズを考慮するために、オブジェクトごとにトラッキングタイル限度を増加。 2.41からのスーパーFX RAMのリマップの残りの部分を有効化。 + 更新点(英文) fixed a crash bug from 2.40 that could occur under certaincircumstances with the Background Layer 2 Editor. Thanks goes outto Luks for reporting this. added tooltips for the preview icons in the Add Objects/Spriteswindows. added 2 forest tileset specific ledge edge subobjects to the "AddObjects" list that had been overlooked. Thanks goes out toyoshifanatic for reporting this. increased the tile tracking limit per object to account for largestpossible DM16 size. Thanks goes out to yoshifanatic for reportingthis. enabled rest of SuperFX RAM remap from 2.41. + 作者の説明 This is another minor release of Lunar Magic that fixes a crash issue from 2.40 that could occur under certain circumstances and has a few other adjustments. The "What s New" section of the help file has the details. 2.40 (2015/09/24公開) 本体:lm240.zip Overworld Editerに拡張アニメーション機能を追加また、8x8タイルの塗りつぶしが出来るようになった。 ズーム機能を強化。 レベルエディタで、Z位置に関するコマンドを改善。 などなど・・・ + What s New 翻訳中 + 作者の説明 This release of Lunar Magic adds support for ExAnimation on the overworld, more overworld exit path indexes, .palmask files to specify which colors in the palette should be imported into your level, more zoom levels, 8x8 tile fill in the overworld editor, improved Z-order related commands in the level editor, and other small changes and features. Check the "What s New" section of the help file for the full list. Note that this version also adds an option that scans the user area of the ROM for nested RATs on Full Restore Point creation. This can sometimes help detect corruption caused by third party tools and patches soon after it happens, rather than having it go unnoticed for long periods of time. If you d rather not get this notification, you can turn it off in the restore options. By the way, today is the 15th anniversary of the day Lunar Magic was first released! It also happens to be the 40th release of Lunar Magic. Hard to believe it s been so long, but I m pretty happy with how the program has turned out over that time. Anyway, have fun! 2.32 (2015/01/01公開) 本体:lm232.zip ROMのロックが正常に作動していなかったバグを修正。他細かな修正。 + 更新点(原文) 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. + 詳細 This is a minor release of Lunar Magic to fix an issue with locking that appeared in 2.30. Anyway, merry Christmas and happy new year! 2.31 (2014/10/31公開) 本体:lm231.zip + 更新点(原文) 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. + 詳細 This release of Lunar Magic mainly just fixes a few small issues from 2.30, one of which could result in some corrupt animated tiles being temporarily shown on the overworld. Check the "What s New" section of the help file for more details. 2.30 (2014/09/24公開) 本体:lm230.zip + 更新点(原文) 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. + 詳細 This release of Lunar Magic adds support for displaying and editing layer 3 tilemaps, bypassing layer 3 graphics and tilemaps, replacement "Add Object" and "Add Sprite" windows, a new background editor with x2 zoom and undo/redo, undo and redo buttons for the level and overworld editor, an option for the overworld that allows merging GFX slots FG1 and FG2 into SP3 and SP4 to create room for 2 more FG slots, graphics reloading on the overworld for exit tiles and player swapping, and several other minor changes and features. Check the "What s New" section of the help file for a full list. Note that if you have already used third party ASM code for bypassing layer 3 GFX, it should be removed prior to using this version to avoid compatibility issues. Today is also the 14th anniversary of the day Lunar Magic was first released! 2.22 (2014/02/09公開) 本体:lm222.zip スタート地点と中間地点の座標が自由になった! + 更新点(原文) 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. + 詳細 This release of Lunar Magic has a few more minor tweaks and fixes, the most significant of which is to remove a small bug in the VRAM patch and a reoccurring warning message in the overworld editor. The "What s New" section of the help file has more details. 2.21 (2013/12/25公開) 本体:lm221.zip + 更新点(原文) 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. + 詳細 This release of Lunar Magic only has a few minor tweaks and fixes this time. As usual, check the "What s New" section of the help file for details. And Merry Christmas! 2.20 (2013/09/24公開) 本体:lm220.zip スプライト編集モードでスーパーマリオの位置を変えられるようになったので、スタート地点やルーム移動先の座標を設定しやすくなった。 + 更新点(原文) 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. + 詳細 This release of Lunar Magic adds support for Vitor Vilela s SMW RAM remap for SA-1 ROMs, makes it possible to drag/copy/delete/alt-right click level entrances as part of sprite editing mode, adds a few new ASM hacks that allows screen exits to target midway entrances and allows midway entrances to have settings separate from the main entrance, and a few other minor changes. Check the "What s New" section of the help file for more details. Today also marks the 13th anniversary of the day Lunar Magic was first released. The years just keep on rolling... Edit There was a minor issue with the file, so if you re one of the handful that downloaded it within the first couple hours of release, just redownload. 2.12 (2013/02/16公開) 本体:lm212.zip 2.11のメッセージボックスのメッセージ、ボスを倒したときにでるメッセージ、およびステージ名を編集すると、メインマップのGFXのリストが変更されてしまうバグが修正されたようです。 + 詳細 This release of Lunar Magic is to fix a bug that appeared in 2.11 where using the "Edit Boss Sequence Text", "Edit Message Box Text", or "Edit Level Names" dialogs in the overworld editor would cause the GFX list for the main overworld map to be changed. 2.11 (2013/02/09公開) 2.10からですが、マップを拡大して編集できます。 ワールドマップも拡大して編集できます。 8×8 Overworld Tile Selector/Tools が、強化されました。 + 詳細 This version of Lunar Magic fixes a couple of minor issues in the new 8x8 tile selector for the overworld editor. For a complete list of changes, check the "What s New" section of the help file. 2.10 (2012/12/25公開) + 詳細 This version of Lunar Magic contains mostly overworld editor updates, such as the ability to use x2 zoom and a new 8x8 tile selector that allows for multiple tile selection and controls similar to the new Map16 editor. For a complete list of changes, check the "What s New" section of the help file. Merry Christmas! 2.01 (2012/05/20公開) 本体:lm201.zip 日本語化パッチ:http //www21.atpages.jp/nonoshimu/src/smw_0325.zip VIPマリオ6用です。 + 詳細 This version of Lunar Magic fixes a crash bug that could occur in certain situations with the internal emulator in the last release along with a few other minor fixes. You can find the full list in the "What s New" section of the help file. 2.00 (2012/05/05公開) 本体:lm200.zip + 詳細 This version of Lunar Magic adds the ability to load a DLL from Alcaro which allows using an emulator to play levels within LM itself (downloaded separately). It also adds 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). There s also a few other minor tweaks and fixes included (no ASM changes this time), which you can find listed in the "What s New" section of the help file. 1.91 (2011/12/25公開) 本体:lm191.zip + 詳細 This version of Lunar Magic has a couple fixes submitted by smkdan for his VRAM patch, which was added to LM in version 1.70. There are also a few other minor tweaks and additions to the program, which you can find listed in the "What s New" section of the help file. Merry Christmas! 1.90 (2011/09/24公開) 本体:lm190.zip + 詳細 This version of Lunar Magic replaces the extremely old Map16 editor (originally from an editor made before LM) with a new easier to use 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, a new .map16 format, etc. There are also some minor bug fixes, and a few ASM additions. Check the "What s New" section of the help file for more details. Today is also the 11th anniversary of the day Lunar Magic was first released. That year seemed to go by rather fast... 1.82 (2010/10/31公開) 本体:lm182.zip + 詳細 This version of Lunar Magic fixes an end of the game crash bug from 1.81, a few SMAS+W issues, and adds a couple compression options for graphics. As usual, check the "What s New" section of the help file for more details. 1.81 (2010/09/24公開) 本体:lm181.zip 1.80のバグ修正版です。 OW周りの問題などが解消され、アニメーションタイル設定も、従来の物を使うか1.70からの物を使うか選択できます。 + 詳細 Errrr, yeah... oops. The 1.80 release doesn t actually install the Direct Map16 ASM upgrade due to a change that was made a week ago that wasn t caught. Anyway, here you go, sorry about that. 1.80 (2010/09/24公開) 本体:lm180.zip + 詳細 While this release of Lunar Magic isn t as major a release as 1.70 was, the highlights of this version include a new restore feature that tracks changes and lets you return your ROM to previous states, upgraded Direct Map16 Access which enables pasting multiple tiles as one object, conversion to FastROM for the original game based on the address list from Ersanio s FastROM patch, and custom overworld palettes. Check the "What s New" section of the help file for more details. Today also marks the 10th anniversary of Lunar Magic s first release!! Yeah, I can t entirely believe it either... a whole decade? Has it seriously been that long? I can still remember when I first posted back on Challenge Game s forum a few days before the release to announce it, which is when most of the community first learned it even existed. And the days later spent at Acmlm s... fun times. I also recall those first few days of looking at the stat counter I was using and being a bit startled to see hits from Nintendo and Sony. In fact, while I was typing this I remembered I had saved the page back then, so after spending some time digging around in my files I managed to turn up this, which is kind of cool. And speaking of digging up history, since the file is already online due to a request by Smallhacker some time ago, you can take a look for yourself what version 1.00 of Lunar Magic was actually like! (Warning do NOT play around with that old version on any file you actually care about!) But anyway, enough with the nostalgia. Have fun with the new release! ^^ 1.71 (2010/04/17公開) 本体:lm171.zip 1.70のバグ修正版です。 1.65以前のROMで使用する際は必ずROMのバックアップを作成し、何が起こっても自己責任で。 + 詳細 This version of Lunar Magic mostly just fixes a couple minor display glitches from 1.70, along with a bug that wouldn t allow a user to initialize the new Manual Frame Triggers 1-F without crashing the game. 非公式日本語化パッチ LM1.71をちょっとだけ日本語化v0.2 メニューやほとんどのダイアログは日本語化されていますが、各種メッセージはまだそのままです。 追記 旧Uploaderが閉鎖して消えてしまったので→でここ 非公式日本語化パッチの更新内容(0.2) オブジェクトとスプライトの一覧とツールチップ バイナリ弄り少し開始 1.70 (2010/04/01公開) 本体:lm170.zip 1.70はいろいろな機能が拡張されていますが、過去の改造支援パッチなどとの互換性はほとんどありません。まだベータ版という感じです。 1.65以前のROMで使用する際は必ずROMのバックアップを作成し、何が起こっても自己責任で。 更新点(「マリオワールド改造しようぜ! World74」の46より抜粋)[#cea3d854] 1つのマップにおいて、オブジェクト用に使えるGFXファイルが4ファイル→6ファイルの1.5倍に 背景が高さ512ピクセルまで設定可能に。背景が縦スクロールしすぎてバグる心配が無くなった 16x16タイルの容量が4倍のに 今までは、16xタイルの2ページ目は、グラフィックのインデックスの設定で変化してたが、これを、オプションで変化するかしないかを選択出来るように 今までは、1つのレベルの背景に使える16xタイルは1ページ分のみだったが、64ページの中から選んだ16ページ分の16xタイルを、1つのレベルの背景に使えるように 拡張アニメーションの機能や性能を色々とパワーアップ FastROMに対応 ゴール時に全てのパレットが黒くなるように修正 オリジナルのマップデータを削除するメニューを増やし、実質的にROMの空き容量を増やした ワールドマップで選択出来るOWスプライトの種類を10個から255個に(カスタムOWスプライト用?) VRAM関連の更新が多い + 詳細 This version of Lunar Magic has smkdan s VRAM modification patch integrated, which gives an extra 2 GFX slots to use for levels. It also introduces 4x Map16 space, 512 height backgrounds, and completely rewritten ExAnimation code along with other enhancements. And as an added bonus, it comes complete with a mind control module, the perfect way to design those hard-to-express levels, the perfect ASM hack, and persuade herds of cats to attack your mortal enemies!1 Check the "What s New" section of the help file for more details. Note that it s been a while since a new version of LM has been released with significant ASM changes. In that time, a lot of people have made their own custom ASM hacks. Therefore it s highly recommended that you backup your existing hack before using the new version of LM on it, in case you have incompatible 3rd party ASM hacks installed. 1 - Neural interface for mind control module sold separately. Export restrictions apply, check with your local government for details. Sorry, we don t currently offer shipping to earth. 1.65 (2009/10/01公開) 本体:lm165.zip + 詳細 This version of Lunar Magic fixes a couple of issues saving to MWL files that a few people noticed in the last version. Also, you may want to check that other SMW editing programs you use support RATs crossing bank boundaries, which LM now uses fairly often (for example, SpriteTool 1.35 doesn t appear to, but the unofficial 1.40 version apparently does). 1.65用日本語化パッチ(2009/12/05更新、日本語化バージョン0.20) 1.65本体 日本語化パッチはここからダウソできます。(注意 リンク切れ) 解凍して出てきたファイルをLunar Magicがあるフォルダに移動させる。 実行ファイルを実行。 注意:日本語の表現や動作がおかしな所があれば、バシバシ指摘してください。 まだまだ不完全なので、待ちきれない人は過去のバージョンを使ってください。 更新内容(0.20) [#r098f248] バイナリ弄り開始 ヘルプの目次とか訳したのを付けてみる 後は本文の単純作業 日本語化進行状況(中の人の進行状況-気まぐれ更新-うpは更に気まぐれです) [#a258ab41] リソースハッカーの範囲 → 完了 ヘルプの目次 → 完了 バイナリ弄り 9B527/B004E ワールドマップ編集の日本語化がほぼ完了 8×8タイルマップエディタと16×16タイルマップエディタの日本語化がほぼ完了 1.64 (2009/09/24公開) 本体:lm164.zip おそらく日本語化は未来永劫に出ることは無いでしょう。きっと。 + 更新点(本スレより抜粋) 前バージョンまでのシステムバグ(メモリリーク、一部のマウスジェスチャー、拡張アニメーションを1Fまで使うとおかしくなるetc)の修正 slopeバグへの対応 ドッスン・コトンのグラフィック、OWの波アニメの修正 8 MB ExLoROMを読み込んだ時にタイトルエディタがおかしくなるバグを修正 カスタムスプライトの配置に対応 OWのパレットエディタで、自動グラデーションセットのコマンドを、Ctl右クリから、ALT右クリへ OWエディタで、マップ間移動タイルをレベルタイルに直接繋いだ時に挙動がおかしくなるバグを修正 OWエディタで、移動タイル、土管、ワープスターのペアどうしの連結を、Alt左クリで簡単に出来るように レベル24マップで、コインや時間によってワープ先が変わるか変わらないかを、オプションで切り替えられるように オリジナルのボステレサのように、(コクッパなどの)ボスを倒した時に隠しゴール扱いに出来るかどうか設定出来るように 1.62以前に既に完成してた、縦スクロールマップのカスタムブロックがスプライトで動作する処理をなぜかずっと入れ忘れてたので、今回改めて導入した。 マリオがカスタムブロックの角に触れてる時、顔がカスタムブロックの中にいる時、体がカスタムブロックの中にいるときはブロックが動作しないバグを、これも入れ忘れてたので導入した mw0, mw1,…への関連づけを止めた ヘッダが無いROMにヘッダを付けられるように スプライトのMap16データを拡張し、2つのファイルに分けた。 これによってカスタムスプライトは専用のファイルを使えるように。使い方はヘルプを見ろ ↑どういう意味だろ?実際に使ってみないと分からない。 WinXPで、ルナマジの16x16アイコンがおかしくなるバグを修正 admin権限以外やVistaで、mwlがおかしくなるバグを修正 性能が悪いRATsタグの付加処理を、LunarCompressでも使われてる性能がよいものに変更 FG Map16データを保存する際は、RATsタグで保護するように ヘルプファイルをHTML形式に ↑日本語化中の人的には非常にありがたくない修正です(´・ω・`) + 詳細 This version of Lunar Magic mostly contains minor fixes, but also a few small updates such as support for customizing the display of custom sprites in the editor. Check the readme.txt file or the help file for a full list of changes. Today also marks the 9th anniversary of the day Lunar Magic was first released. Happy birthday LM. ;) 1.63 (2005/09/24公開) 本体:lm163.zip 日本語化パッチ:lm163_jp.zip(1.63専用) 1.62 (2004/04/11公開) 本体:lm162.zip 日本語化パッチ:lm162_jp.zip(1.62専用)(Lufia3.net中の人作成) 1.62の日本語化はソースレベルでいじられているようです。 + 詳細 This is a bug fix update for a few minor things, although one bug in particular involving the "Count Sprites" option introduced in version 1.60 may be more serious. If the maximum sprites exceeded warning message was displayed, it could cause various issues. Read the help file or the update list in the readme.txt file for more information. 1.61 (2003/12/25公開) + 詳細 This release is mostly just to fix a few minor bugs. But it also has one or two new features, such as a few Opera-style mouse gestures. Merry Christmas! ^^ 1.60 (2003/09/24公開) + 詳細 Lunar Magic version 1.60 has been released! This version includes the new tile and palette animation features used in DWTLC, a new sprite editing mode for the overworld editor, and several other various updates and fixes. You can download the new version here. Today marks LM s third birthday, not including the months before the first release. The program has gone far beyond what I had originally planned, and consequently I ve worked on it far longer than I would of expected when starting out. But with the overworld editor complete, I m hoping that this will be the last major version of Lunar Magic, except for possible bug fix releases. So I d just like to thank everyone who s contributed over the past few years to Lunar Magic s development by pointing out bugs, giving suggestions, etc. Especially the Acmlm SMW forum members, for their support and... umm, patience... (Ok guys, it s released. You can stop reloading the page now. -_^) And of course a big thank you goes to Acmlm for providing the forum that gave birth to the SMW community. With that said, I now intend to take a break and do a few things that have been put off for the last couple of months due to working on DWTLC and LM. Then after that... well, who knows? ^^ 1.51 (2002/09/24公開) 本体:lm151.zip + 詳細 This version of Lunar Magic fixes the crashing problem on startup for WinNT based systems. Gomen nasai... 1.50 (2002/09/24公開) + 詳細 On this day exactly two years ago, Lunar Magic version 1.00 was released for the first time. So to celebrate LM s 2nd year anniversary, I ve released a new version of the program. ^^ Probably the most noticable change in this version is the new tool bar, which should make saving levels to the ROM less time consuming. The background editor has also been updated to include multiple tile selection and drag/drop support, which is something that s been overdue for a while now. And there s the usual minor bug fix and update here and there... check the "What s new" section of the help file or readme file for the whole list. 1.43 (2002/06/15公開) + 詳細 This is a relatively minor update that fixes a few things here and there. There are a couple new features though, such as dumping a level to a bitmap file and the addition of a recently used files list in the file menu. And the Easter egg for support of SMW in the Mario All Stars + World ROM has been turned into a standard feature. In other news, I ve updated the Lunar Compress documentation, since apparently Lufia 1 uses the same compression format as Lufia 2. While I was at it I rearranged some of the comments in the header file to make them a bit easier to read. 1.42 (2002/01/09公開) + 詳細 This release should fix the few remaining bugs left over from version 1.40, and adds level name and message box text editing support to the overworld editor. As usual, check the "What s New" section of the help file for more details. 1.41 (2002/01/01公開) 本体:lm141.zip + 詳細 This release fixes a few bugs that found their way into version 1.40, such as the old style secondary exits not behaving properly. It also corrects a couple bugs that can affect saving the overworld. Check the "What s New" section of the help file for more details. Happy new year! ^^ Note I ve been informed that F2S is pulling the plug on all their free accounts at the end of February. This means FuSoYa s Niche will once again have to find a new home... So if you haven t bookmarked the fusoya.cjb.net URL redirect address, now may be a good time to do so, just in case. 1.40 (2001/12/25公開) + 詳細 The main focus of this release is the new layer 1 editing modes of the overworld editor, which now make it possible to alter both the level layout and the paths mario can walk on. You can also control which events are activated by passing each level, when levels are revealed, when castles/switch palaces/fortresses are destroyed, etc. You can even shut off things like using Start-Select to exit passed levels. Check the "What s New" section of the help file for more details. I ve also gone and updated the screen shots page, to show off the new animated tile feature that you can see below. Merry Christmas, everyone! ^_^ 1.31 (2001/10/01公開) 本体:lm131.zip + 詳細 There s a rather nasty bug in Lunar Magic Version 1.30 that can potentially erase modified non-level data (such as BG Map16 data and overworld data) when saving a level. Version 1.31 fixes this, as well as a few other smaller bugs... check the "What s new" section of the help file for more details. 1.30 (2001/09/24公開) + 詳細 n this day exactly one year ago, Lunar Magic version 1.00 was released for the first time. So to celebrate its 1st year anniversary, I ve released a new version of the program. ^^ The most notable change in this version is the newly added support for the Japanese version of the SMW ROM. Additionally, both the FG and BG Map16 data areas have been expanded to 16 pages each (up from Nintendo s limit of 2 pages each). There have also been several other minor bug fixes and enhancements...as usual, check the "What s new" section of the help file or readme file for more details. Update There was a small mistake in the help file involving the Page Up/Down and Arrow Up/Down keys for the 16x16 and 8x8 editors, which has been corrected and updated in the zip file. 1.20 (2001/05/20公開) + 詳細 This versions adds clipboard support, an optional ASM enhancement to extend the animated tile area, and various other minor fixes. It also adds partial support for SNES layering and color addition so that interesting translucent level modes like 1E and 1F will now show up correctly in the editor. Check the readme.txt file for more details on the updates. Since the program documentation is now included in a standard windows help file, the online documentation has been taken down. Warning Crosswinds is having problems, as usual. If you try to download the zip file and the server doesn t respond or it kills the connection before it s finished (leaving you with an incomplete/invalid zip file), just try downloading it again. Update Crosswinds is getting even worse, and it apparently isn t serving the file at all now. An alternative download link for LM 1.20 has been provided, curtesy of Emuz (thanks! ^^). 1.11 (2001/02/09公開) + 詳細 Version 1.11 of Lunar Magic is out! This version has a couple minor fixes and changes a few cosmetic things. I also left the "Open Level from Address" menu in there from the debug version, for anyone that wants to play with it. And since today happens to be a special day for me, I ve included a small "Yoshi egg" in the program this time around. See if you can find it! ^^ 1.10 (2000/12/25公開) + 詳細 Well, it s finally out! I actually ended up doing a few more 65816 ASM enhancements to Super Mario World, in addition to the background and palette editor updates... you now have the option of custom palettes for each level, the ability to insert the graphics as 4bpp tiles instead of 3bpp, and support for inserting 0x80 additional graphics files into the ROM for level use (called ExGFX). And of course the documentation section for Lunar Magic has been updated accordingly. Merry Christmas! ^^ 1.03 (2000/10/28公開) + 詳細 This update just fixes a bug that DarKnight13 noticed in the "Sprite Header" menu dialog. You can get it from the Lunar Magic download section. 1.02 (2000/10/10公開) + 詳細 This version fixes a nasty overlapping level bug, and also has a new level management option to make life a bit easier. Check the readme.txt file for details. And to all fellow Canadians....Happy Thanksgiving! (even though I m a day late ^^) 1.01 (2000/10/02公開) 本体:lm101.zip + 詳細 This is just a small update to fix a couple things and include a few more options. Check the readme.txt file for details on the changes in this version. The online documentation has also been updated accordingly. Till next time... 1.00 (2000/09/24公開) 本体:lm100.zip + 詳細 The Super Mario World Level Editor is finally out! Be sure to read the "More Information" section for descriptions of the menus and operations, which I just updated to correct a few mistakes. And thus ends my unusual frenzy of updates. For now. ^^ 過去バージョンはこちらから拝借させて頂きました→http //www.smwcentral.net/?p=section a=details id=9531
https://w.atwiki.jp/bzspirit/pages/204.html
通常盤 初回限定盤 リリース 2009年11月18日 特典DVD ドキュメントムービー「マジカルバックステージツアー2009」 収録時間 45分42秒 レーベル VERMILLION RECORDS プロデュース 松本孝弘 『MAGIC』(マジック)は、2009年11月18日にリリースされたB zの通算17枚目のオリジナルアルバム。 前作『ACTION』からベストアルバム『B z The Best ULTRA Pleasure 』『B z The Best ULTRA Treasure 』を挟んで約2年ぶりにリリースされた。2009年に発表されたシングル「イチブトゼンブ」「DIVE」「MY LONELY TOWN」を含む全13曲を収録。なお、前年発売のシングル「BURN -フメツノフェイス-」は未収録。 初回限定盤には、2009年1月からB zを追ったドキュメントムービー「マジカルバックステージツアー 2009」を収録したDVDが付属。DVDにはタイトル曲「MAGIC」のレコーディング映像、シングル曲「イチブトゼンブ」「DIVE」「MY LONELY TOWN」のPVのメイキング映像、同年7月から8月にかけて開催された「B z SHOWCASE 2009 -B z In Your Town-」、8月に参加した「SUMMER SONIC 09」のライブ映像を収録している。 本作の制作前に、稲葉浩志からいつもの東京から場所を変えたいとの要望があり、1月には博多で、2月にはハワイでプリプロが行われた。アルバムタイトル『MAGIC』について松本孝弘は、「(楽曲「MAGIC」の制作中、)そのメロディーに“MAGIC”という詞がついたときに、この“MAGIC”っていう言葉はすごくいいという話になった」と語っている。稲葉は、「何もしないでそういうこと(魔法)が起きるわけではない、というか。最終的には自分で起こすものなんだよ、というのがテーマとしてあります」と語っている。 本作のカラー広告が、2009年9月28日付の読売新聞と朝日新聞、中日新聞、静岡新聞、北海道新聞、河北新報、山陽新聞の朝刊に、2面に及んで掲載された。その他に、先行シングル「MY LONELY TOWN」の発売、「B z LIVE-GYM 2010 Ain t No Magic 」ツアーについての告知も記載されていた。その後、発売日である11月18日付の読売新聞の朝刊にもカラー広告が2面に及んで掲載された。 参加ミュージシャン 松本孝弘:ギター・全曲作曲・編曲 稲葉浩志:ボーカル・全曲作詞・編曲・ブルースハープ(#8) 寺地秀行:全曲編曲 シェーン・ガラース:ドラム(#3.4.7-13)・コーラス チャド・スミス:ドラム(#2.5.6) バリー・スパークス:ベース(#3.4.7-13)・コーラス ホアン・アルデレッテ(ジョン・アルデレッティ):ベース(#2.5.6) 増田隆宣(*1):オルガン(#2.8.9) 小野塚晃:ピアノ(#10) 仲兼一郎:トランペット(#9.12.13) 上石統:トランペット(#9.12.13) 渡辺ファイアー:サックス(#9.12.13) 東條あずさ:トロンボーン(#9.12.13) Lime Ladies Orchestra(*2):ストリングス(#4.10) KOZUE HAYASHI:ストリングス(#4.10) 樋口宗孝(LOUDNESS):スペシャルサンクス 収録曲 Introduction DIVE Time Flies MY LONELY TOWN long time no see イチブトゼンブ PRAY MAGIC Mayday! TINY DROPS だれにも言えねぇ 夢の中で逢いましょう Freedom Train 外部リンク "MAGIC" 特設サイト 名前 コメント
https://w.atwiki.jp/geomagneticfield/pages/10.html
I2Cを使えるようにする /etc/modulesの編集 次のように/etc/modulesにi2c-devの一行を加える。 % sudo vi /etc/modules # /etc/modules kernel modules to load at boot time. # # This file contains the names of kernel modules that should be loaded # at boot time, one per line. Lines beginning with "#" are ignored. # Parameters can be specified after the module name. snd-bcm2835 # Added on 2014/05/25 i2c-dev /etc/modprobe.d/raspi-blacklist.confの編集 i2cのブラックリスト宣言をコメントアウトする。 % sudo vi /etc/modprobe.d/raspi-blacklist.conf # blacklist spi and i2c by default (many users don t need them) blacklist spi-bcm2708 # Commented out on 2014/05/25 ###blacklist i2c-bcm2708 確認 システムを再起動した後、 % sudo reboot i2cデバイスモジュールが読み込まれているか確認する。 % dmesg | grep i2c 次のようなログが残っていればOK。 [ 5.610982] bcm2708_i2c_init_pinmode(0,0) [ 5.745891] bcm2708_i2c_init_pinmode(0,1) [ 5.907390] bcm2708_i2c bcm2708_i2c.0 BSC0 Controller at 0x20205000 (irq 79) (baudrate 100000) [ 6.112551] bcm2708_i2c_init_pinmode(1,2) [ 6.221454] bcm2708_i2c_init_pinmode(1,3) [ 6.304421] bcm2708_i2c bcm2708_i2c.1 BSC1 Controller at 0x20804000 (irq 79) (baudrate 100000) [ 14.069487] i2c /dev entries driver i2c-toolsのインストール bashからi2cデバイスへのアクセスを行うためのツールをインストールする。 % sudo apt-get install i2c-tools 無線ネットワークIPの固定 IPアドレスを固定しておけば、Raspberry Piにリモートログインできるので、USB接続のキーボードやマウスおよびHDMIによる外部ディスプレイが不要になる。 % sudo vi /etc/network/interfaces 以下の例では、IPアドレスを192.168.1.200に固定している。 auto lo iface lo inet loopback iface eth0 inet dhcp allow-hotplug wlan0 iface wlan0 inet manual wpa-roam /etc/wpa_supplicant/wpa_supplicant.conf #iface default inet dhcp iface default inet static address 192.168.1.200 netmask 255.255.255.0 gateway 192.168.1.1
https://w.atwiki.jp/japanesehiphop/pages/2607.html
Format Title Artist Label Model Number Release Press 7 ILLSON MAGIC BOYZ HMV RECORD SHOP,STARDUST RECORDS HSC0019 2015/07/25 - Side Track Title Produce A 1 ILLSON feat.NIPPS,オカモトレイジ NABEPRO B 2 調子乗ってる⤴ TAICHI MASTER PERTAIN CD MAGiC SPELL ~かけちゃうぞ! ぴっぴっぴっ~ (限定盤) (DVD付)
https://w.atwiki.jp/sm4wiki_mix/pages/16.html
Lunar Magicとは お知らせ 初心者お勧め習得コース はじめに 基礎 補助 中級 マップ編集 準上級 上級 その他 ダウンロード 3.40 (2023/09/24) 現在推奨バージョン 3.33 (2022/10/01) 3.32 (2022/09/24) 3.31 (2021/09/24) 3.30 (2021/05/01) 3.20 (2020/09/24) 3.11 (2020/02/09) 3.10 (2019/09/24) 3.01 (2019/01/01) 2.43 (2016/12/25) 2.01 (2012/05/20)(日本語化パッチあり) それ以前のバージョン コメント欄 Lunar Magicとは 正式名称「Lunar Magic Super Mario World Level Editor」、略称「LM」 これがなきゃ何もできない、マリオワールドを改造するエディターソフト。作者はFuSoYa氏。 ステージやグラフィック、マップ、テキスト、音楽などの編集が可能。コピペにも対応。 元は英語版だが、日本語化パッチも出ており、視覚的に分かりやすいインターフェイスで初心者でも使いやすい…? ダウンロードはこちら。readme.txtに書いてあるVerごとの修正点を翻訳して下さる方募集中。 お知らせ Lunar Magic関連のページを作成した際は下の目次に追加お願いします。 Wikiの情報を新しくしよう 初心者お勧め習得コース 英語ですが、SMWCによるチュートリアルのほうが情報が新しいです。 Q A はじめに ビギナーズガイド 基礎 用語集(Lunar Magicの項のみでOK) Lunar Magicの基本的な使い方 ゲームの日本語化 補助 チラシの裏 小技集 敵の基本設定 ルーム移動 中級 マップモードとレイヤー2 BGMを挿入する スプライトの設定を変更する オリジナルブロックを挿入する 現在主流ツール(GPS) 旧ツール(Blktool) 旧ツール(blite) 旧ツール(Blocktool Super Deluxe) コースにカスタムスプライトを挿入する 現在主流ツール(pixi) 旧ツール(Sprite Tool) スプライトリスト一覧表 LMにカスタムスプライトを表示する方法 マップ編集 Overworld Editor(LMの城アイコン) 使い方 Overworld Editor用語集 音楽の追加 ページを作るまでもない小技集 マップ画面にスプライトを挿入するツール ツール1(OW Sprite Tool) ツール2(Overworld SpriteTool) 準上級 グラ改造とアニメーションタイル 各GFXの早見表 タイルの効果番号一覧 BGM作成 レイヤー3 上級 音楽上級 上級者向けの情報 SFCプログラミング 65C816プログラミング講座 65c816資料 xkasについて 上級ASMコーディング HDMA入門 オリジナルブロックの作り方 新型スクロール土管の作り方 特定のコースや特定のタイミングでプログラムを実行する 現在主流(UberASM) 旧ツール(levelASM) その他 みんなのFAQ 良ステと呼ばれるステージの作り方 LMのツールバーにボタンを作る 音楽変更資料集 SMB3Music+SMB1MusiパッチBGM番号表 バイナリ&ASM一覧 効果音一覧 スプライトの挿入方法(手動) スクロール土管の作り方(旧) ダウンロード 作者のサイト 更新内容の詳細はReadmeを読もう 3.40 (2023/09/24) 現在推奨バージョン 約一年ぶりの更新。詳細は(ry 3.33 (2022/10/01) 前回の更新一年も空いたのに今回早くね?とかは触れない方がいいのかもしれない。 詳細は作者の(ry 3.32 (2022/09/24) 一年ぶりの更新。詳細は作者のサイトへGO 3.31 (2021/09/24) 細かいバグの修正なんかがされています。 3.30 (2021/05/01) GFXの設定になんか機能が追加されました。 詳細は作者のサイト読んでください 3.20 (2020/09/24) メインウィンドウでDirectXを使用するためのオプションが追加され、ズームフィルターの使用やズームレベルの増加が可能になった。さらに、これらのウィンドウでズームイン/ズームアウト(Ctrl+スクロールホイール)を使用すると、DirectXが使用可能な場合は、+/-10%単位でズームイン/ズームアウトできるようになる。また、外部グラフィックスやパレットを使ってエディタにスプライトを表示する機能も追加。 3.11 (2020/02/09) いくつかのバグを修正。 レイヤー3のスクロールの設定に1.2 1スクロールレートを使用する"Fast"を追加。 レイヤー1よりも速く動くようになる設定で、ヨッシーアイランドに使われていたような前景を再現することができる。 3.10 (2019/09/24) レイヤー3の水の効果を設定できるようになった。 (城の溶岩・洞窟の溶岩など) また、水面の初期位置を問題なく変更できるようになった。 File Levels Analyze....から特定のスプライト・GFXファイル・ブロックがどのレベルで使われているか・使われている数を確認できるようになった(使われている数は16進数表示)。 3.01 (2019/01/01) 横面設定の時、面の縦の長さと横の長さを設定できるようになった。(普通に縦面設定にした時より縦に長くする事も可能。) 土管・扉に入ってOWに戻ったりコースクリアしたりできるようになった。LEVELスタート時にマリオが左を向くように設定できるようにもなっている。 また、2.50から16x16タイルの容量が2倍になっている。(FG・BGそれぞれ32768タイルまで) 2.50からマップ途中へのルーム移動パターンの容量が16倍になって8192パターン設定出来るようになっている。数値入力でパターン番号を指定できるようにもなっている。 2.43 (2016/12/25) + 更新点(英文) 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. + 作者の説明 This release of Lunar Magic just has a few minor tweaks, though it also adds the ability to copy the color of any pixel under the mouse to the clipboard in the palette editors. Check the "What s New" section of the help file for more info. 2.01 (2012/05/20)(日本語化パッチあり) 本体:lm201.zip 日本語化パッチ:http //www21.atpages.jp/nonoshimu/src/smw_0325.zip(リンク切れ) VIPマリオ6用です。 + 詳細 This version of Lunar Magic fixes a crash bug that could occur in certain situations with the internal emulator in the last release along with a few other minor fixes. You can find the full list in the "What s New" section of the help file. それ以前のバージョン Lunar Magicのバージョン コメント欄 最高 (2018-03-24 11 34 18) あっぷろだえっくすのパスワードってどこに書いてありますか? (2018-12-10 16 29 01) 2.01の日本語化パッチリンク切れしてますね (2020-10-10 02 03 18) 最近停滞してきてるな 新参の俺も頑張るから今も生きてる人たち情報増やしていきましょ (2021-08-11 20 50 43) なー!なんだのここはー!みんな頑張れー!!! ux.getuploader.com/Kaizousaikouwww88888_uploader/ (2023-09-13 23 32 03) もはやマリオでも何者でもない曲を使って ちょっとえっちなゲームを作ろうプロジェクト! www.smwcentral.net/?p=section a=details id=28430 (2023-09-13 23 35 03)
https://w.atwiki.jp/darkfallinfo/pages/40.html
Fire Magic 火さえあればいいというぐらい、有用な攻撃spellがそろっている Fireball・Magma Storm・Infernoには強烈なノックバック効果がついており、空中にいる相手に対し真上や横方向に強烈に吹き飛ばす 必要スキル Greater Magic 50.0 以上 価格 1000.0gp Fire Magic Skills 名称 概要 必要スキル 価格 Durable Spells Fire Magic Fire Magic Spells の持続力を増加 Fire Magic 25.0 以上 250.0gp Mana Effciency Fire Magic Fire Magic Spells のマナコストを減少 Fire Magic 50.0 以上 500.0gp Quicken Spells Fire Magic Fire Magic Spells の詠唱時間を短縮 Fire Magic 75.0 以上 1000.0gp Intensify Fire Magic Fire Magic Spells の効果を増加 Fire Magic 100.0 以上 1000.0gp Fire Magic Spells 名称 概要 秘薬 必要スキル 価格 Firebolt Fire ダメージのミサイルを発射する高威力、casttime早い、割と連射出来るが範囲が狭いため当てにくいのが難点 Sulfur 2 Fire Magic 1.0 以上 350.0gp Impetus 自分の Quickness が増加放置上げにいいんじゃないかなーコスト安いし。 Mandrake 1 Fire Magic 1.0 以上 350.0gp Smoke Signal 対象に煙が立ち昇る火柱(狼煙)を発生させるいまいち使い道が謎過ぎるスペル? Ashes 1 Fire Magic 1.0 以上 350.0gp Weakening Blaze 対象の Fire 抵抗を下げる.対人じゃ使うこと無いんじゃないだろうか、強いmob相手に撃ち込むのは有りかね Sulfur 1 Fire Magic 10.0 以上 400.0gp Dragonbreath 火炎ビーム?を対象に向かって発射する派手さはあるが射程は短い、対象に直撃しないとスペルが発生しないので微妙 Sulfur 1Ash 1 Fire Magic 20.0 以上 400.0gp Fire Shield 自分のFire抵抗を上げるFire使いは結構多いので余裕があったら掛けるといいだろう。効果時間は長め Nacre 1 Fire Magic 25.0 以上 400.0gp Haste 対象のメレー攻撃の速度を上昇させる効果時間は短めだが、マウント攻撃も早くなるのでmob狩りにいいかな。お勧め Mandrake 1Ash 1 Fire Magic 25.0 以上 400.0gp Explosion 自分を中心に周囲の敵に爆発を起こす範囲魔法もちろん自分も爆発する。レベルが上がると範囲威力ともに広がるが使い所が難しい。COOLは長めなので連射不可 Sulfur 1 Fire Magic 30.0 以上 450.0gp Fire Ward 対象のFire抵抗を上げる.大変お世話になります。スキル上げにコストも安くcoolも短めです Nacre 1 Fire Magic 40.0 以上 450.0gp Fireball 着弾点で爆発するFireAoeダメージのミサイルを発射するBoltよりcoolは長め、範囲は広くなっている。parryしている相手にも着弾を地面等に当てることで貫通できる。主力級スペル Sulfur 1Nacre 1 Fire Magic 50.0 以上 450.0gp Rapid Shot 対象の弓攻撃の速度を上昇させる効果時間は短め。弓スキル上げている人の補助にいいかな Mandrake 1Ash 1 Fire Magic 60.0 以上 500.0gp Wall of Fire DOTダメージを与える火の壁を発生させる範囲魔法.射程は短かめ。レベルを上げると範囲がものすごく広がる。炎の壁に包まれると視界が遮られる。かなり派手なエフェクトであり、ダメージを受けると足元が燃え相手がひるみやすい。多数相手の主力スペル Sulfur 2Bone 1 Fire Magic 70.0 以上 500.0gp Magma Storm 着弾点で爆発するFireAoeダメージのマグマの塊を発射する。重力の影響を受ける為、放物線を描いて飛んでいくFireballより範囲は広く弾速も速い。壁の向こう側に居る敵にも当てることが出来る。 Sulfur 1Resin 2 Fire Magic 75.0 以上 500.0gp Inferno Fireダメージのミサイルを発射する。Fireballよりスプラッシュ範囲は広くダメージも高い。 Sulfur 2bone 1 Fire Magic 90.0 以上 700.0gp Volcano 中範囲の設置型AoE。ダメージも高い Sulfur 2Resin 2 Fire Magic 100.0 以上 700.0gp 名前 コメント
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ゲーム情報(登録されているタグ) ジャンル>アーケード&アクション ジャンル>タイムマネージメント 製作会社>Playrix Entertainment 製作会社>未確認 言語>英語 コメント欄へ移動 ゲーム配布ページ 英語 http //www.bigfishgames.com/download-games/2809/magic-seeds/index.html 日本語 紹介文 Jane leased a lot of land and started her business of growing plants and vegetables. She has little money, few Magic Seeds but a big desire to grow plants. Help her make some money. Grow plants, take care of them, and protect them from mice and crows. Cross plants in order to get new varieties. By selling plants you can make money to cultivate your land, buy the lot and build your own house. Cultivate magic plants. Build up your home. Cross breed plants. 画像 « » var ppvArray_0_f0e82aaaf1919b80dd85155c45160ba0 = new Array(); ppvArray_0_f0e82aaaf1919b80dd85155c45160ba0[0] = http //w.atwiki.jp/bfgmatome/?cmd=upload&act=open&page=Magic+Seeds&file=en_magic-seeds-screen1.jpg ; window.onload=function(){ ppvShow_0_f0e82aaaf1919b80dd85155c45160ba0(0); }; function ppvShow_0_f0e82aaaf1919b80dd85155c45160ba0(n){ if(!ppvArray_0_f0e82aaaf1919b80dd85155c45160ba0[n]){ alert( 画像がありません ); return; } ppv_0_f0e82aaaf1919b80dd85155c45160ba0$( ppv_img_0_f0e82aaaf1919b80dd85155c45160ba0 ).src=ppvArray_0_f0e82aaaf1919b80dd85155c45160ba0[n]; ppv_0_f0e82aaaf1919b80dd85155c45160ba0$( ppv_link_0_f0e82aaaf1919b80dd85155c45160ba0 ).href=ppvArray_0_f0e82aaaf1919b80dd85155c45160ba0[n]; ppv_0_f0e82aaaf1919b80dd85155c45160ba0$( ppv_prev_0_f0e82aaaf1919b80dd85155c45160ba0 ).href= javascript ppvShow_0_f0e82aaaf1919b80dd85155c45160ba0( +(n-1)+ ) ; ppv_0_f0e82aaaf1919b80dd85155c45160ba0$( ppv_next_0_f0e82aaaf1919b80dd85155c45160ba0 ).href= javascript ppvShow_0_f0e82aaaf1919b80dd85155c45160ba0( +(n+1)+ ) ; } function ppv_0_f0e82aaaf1919b80dd85155c45160ba0$(){ var elements = new Array(); for (var i = 0; i arguments.length; i++){ var element = arguments[i]; if (typeof element == string ) element = document.getElementById(element); if (arguments.length == 1) return element; elements.push(element); } return elements; } ボリューム レス一覧 186 名前: 名無しさんの野望 [sage] 投稿日: 2010/01/24(日) 17 08 26 ID UtcqVPj4 . 184 入院ライフを楽しめるようなゲームに出会えていますよう。お大事にね。 magic seeds買ってみた。time managementなのにまったりし過ぎw コメント 名前 コメント トップページに戻る