約 2,668,771 件
https://w.atwiki.jp/tasdouga/pages/480.html
色 名前 地形効果 備考 床 0% 柱 20% 宝箱 0% 扉 0% 開けるまで移動不可 開けると床になる 玉座 30% 目的地 止まっているとHP回復 移動不可 - 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 A Tr Ar B 魔 Md Ms ボ Ar C To 盗 盗 D E F AK G H AK I AK 盗 J 盗 K L M N O P 5 Q 3 4 6 R 1 S 10 9 8 T 11 2 7 U ジ V W ス 司 ボ 司 X Y Z a マ b ソ c ソ d 魔 魔 ソ - 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 右メニューぶち抜いて見づれーよ っていう人のための画像 クリア後 パルティア 自軍 数字 出撃順 Md ミディア ボ ボア Tr トーマス Ms ミシェラン To トムス 敵軍 ボ ボーゼン ジ ジェネラル AK アーマーナイト マ マムクート 司 司祭 魔 魔道士 ス スナイパー Ar アーチャー ソ ソルジャー 盗 盗賊 R-09 宝箱 オリオンのや S-10 宝箱 10000G T-11 宝箱 マニュアル U-12 宝箱 ぎんのつるぎ U-14 宝箱 めがみぞう c-27 宝箱 ブーツ 敵データ ボス W-16 ボーゼン しさい HP 28 XP 70 持物 ボルガノンの書 ボルガノンの書 移動 6 攻撃 22 力 6 命中 82 技 6 回避 5 速さ 5 必殺 6 幸運 -- 攻速 0 武器 -- 特効 54 守備 5 氷竜 魔防 12
https://w.atwiki.jp/tasdouga/pages/515.html
ズレていたので無し movie end 前回 208355 今回 211957 成長 LV HP 力 技 速 運 武 守 魔 マルス 20 36 20 10 20 17 20 11 1 シーダ 14 26 10 15 20 16 19 11 7 消費 グラディウス 1 ワープの杖 1 自1ターン シーダ突撃マルスワープ 定石通り ここは特になし
https://w.atwiki.jp/xopsfan/pages/24.html
map16の換装マップ。制作者はDarkness氏 マップ全景 コメント欄 名前
https://w.atwiki.jp/smasma/pages/304.html
SMAP・モア山 ※岩山のセットにメイクして顔だけ出してるメンバー達 アメリカ中西部のとある村に6人の偉人達の顔を彫刻した山がある。 人々はそれをSMAPモア山と呼ぶ・・・・らしい。 1996.4.22 山の天候は変わりやすい 1996.5.6 恐竜出現(イグアナ)
https://w.atwiki.jp/tasdouga/pages/511.html
ズレていたので無し movie end 前回 165073 今回 181518 成長 LV HP 力 技 速 運 武 守 魔 マルス 17 34 19 8 20 15 20 11 1 シーダ 12 25 10 14 20 15 18 11 6 消費 ぎんのつるぎ 3 ぎんのつるぎ 6 ぎんのつるぎ 2 レイピア 1 鉄系は省略 自2ターン 配置とターン終了を調節して敵の盗賊を突破可能な形に 自3ターン カインで戦闘の盗賊を撃破 空いたスペースにザガロを詰めて封鎖 6歩以上移動できるキャラはいっぱいいるが このメンツを選んだ理由は 最初のキャラ選択で早く選べる 足が普通の速さ 武器を持っている という3点 より早く選べるジェイガンは、異様に足が遅いので却下 ミディアは武器なし シーダは出撃調整で手間取るのでダメ ジュリアン扉に到着 敵3ターン 魔法は避けたかったが無理だった 部屋からでてこないよう調節 自4ターン 念願の大地のオーブを手に入れる マルスは銀の剣を入手 乱数調整のついでに入れ替えておく 自5ターン 星と光のオーブを持った盗賊が逃げてくる このターンと次のターンで倒すチャンスあり チキ戦はオフでも戦闘画面に移ってしまう仕様らしい リアルに設定し、レイピア必殺で少しでも短くする 早送りを何度も使うとズレるような気がするので 早送りとQLを何度も使用して試す場合は 何度もエミュを再起動しながらのプレイとなった (これでもズレる時はズレると思うけど) 光のオーブはいらないっぽいので放置 大地の支援効果に全てを賭ける とびらのかぎ要員をもう1人いれるという案もあったが ジュリアンのみでもそんな手間取ってないのでやらなかった ブーツがあれば早くなるだろうが、盗賊がうまいこと移動してくれないと厳しい その辺はやってみないとわからないとこだろう
https://w.atwiki.jp/rerise00wiki/pages/2.html
メニュー トップページ イベント一覧 開催中イベント 新キャラ 不具合 よくある質問 コミュニティ 雑談・質問 フレンド交換 ギルメン募集 初心者向け キャラ強化方法 装備強化方法 チーム編成 ギルド 小技集 おすすめキャラ おすすめ強化手順 【無課金向け】キャラの揃え方 毎日やることリスト 中級者向け 主要キャラの対策 データベース キャラ図鑑火 水 木 光 闇 装備図鑑N R SR SSR UR スキル図鑑バフ物理攻撃力UP 魔法攻撃力UP 物理防御力UP 魔法防御力UP 敏捷UP デバフ物理攻撃力DOWN 魔法攻撃力DOWN 物理防御力DOWN 魔法防御力DOWN 敏捷DOWN その他火傷 反射 拘束 回復 敵スキルを自身に集中 HP1で耐える 反射無効 回復無効 HP1耐え無効 行商報酬ランク別駆け出しの行商人 普通の行商人 やり手の行商人 一流の行商人 伝説の行商人 ストーリー・クエスト MAP1 MAP2 MAP3 MAP4 MAP5 MAP6 MAP7 MAP8 MAP9 MAP10 MAP11 MAP12 MAP13 MAP14 MAP15 MAP16 恒常イベント 攻城戦 討伐隊 闘技場 カルミラ島 APボーナス ログインボーナス その他 ゲーム仕様※検証中ステータス仕様 ステータス順序判定基準 各種データランクアップ必要経験値一覧 レベルアップ必要経験値一覧 装備レベルアップ必要経験値一覧 魔宝石情報 装備進化情報 関連サイト 公式Twitter 公式サイト ここを編集
https://w.atwiki.jp/atrainmap/pages/16.html
テンプレート 題名 作者 投稿日 画像 #ref error :ご指定のページがありません。ページ名を確認して再度指定してください。 DLリンク コメント (※DLリンクに付いて…このページにアップロードするか、外部アップローダを使用してください。基本的に直リンク推奨です。 また、画像の大きさは1MB以下かつ、400*500以下まで下げてください。基本的にはサテライト画像推奨です。ご協力お願いします。) 題名 街を再開発せよ 作者 https //twitter.com/TsRockfield 投稿日 2014/3/15 画像 DLリンク コメント Ver.2.0 南伊・甲越地方は自動車輸送に圧されて列車運行本数が激減した。多くの運輸区を見直さなくてはならない。運輸区を廃止して空き地を再開発せよ パスワード:nani 創作ゲームマップファイル 保存場所//ARTDINK→A-Train9→save→make 題名 月咲特別区 作者 かつき 投稿日 2013/11/3 画像 #ref error :ご指定のファイルが見つかりません。ファイル名を確認して、再度指定してください。 (nolink) コメント Ver.2.0 月咲市特別区(月咲府月咲市) パスワード:tsukisaki 大都市 通勤型 マップ人口237万8578人 創作ゲームマップファイル 保存場所//ARTDINK→A-Train9→save→make 題名 ライバルに差をつけろ! 作者 六九一 投稿日 2013/10/01 画像 コメント 複線化プロジェクトを進行させるもよし駅改良計画に乗り出すもよし、再開発はみなさんの自由です!!保存場所:A-Train9→save→edit A9ver.2.0 build60, 1 1モード15倍です。 題名 つり橋わたれ 作者 Suma 投稿日 2013/8/6 画像 コメント Version 1.00 Build 160のマップです。海峡を跨ぐ大きな橋が見所のマップです。保存場所:A-Train9→save→game 題名 陰陽連絡MAP 作者 吹田 投稿日 2013/08/01 http //www.nicovideo.jp/watch/sm21485413 DLリンク 岡山~松枝を模した陰陽連絡MAPです。MAPコンセプトは1MAPで無理のない長距離路線を作るです。陰陽連絡MAP.rarをDLしてください。特典のヨドバシカメラを使用しています。2 1MAP A9v2 build60 題名 絶海の孤島 作者 いど 投稿日 2013/7/1 画像 #ref error :ご指定のファイルが見つかりません。ファイル名を確認して、再度指定してください。 (nolink) コメント 大海原に浮かぶ島です。ゲームモードとマプコンを用意しています。改変などご自由にお使い下さい。 題名 都桜特別区(みやこさくらとくべつく) 作者 かつき 投稿日 2013/5/1 画像 #ref error :ご指定のファイルが見つかりません。ファイル名を確認して、再度指定してください。 (nolink) コメント Ver.1 マップ人口268万5580人(100k㎡)大都市 人口密度 26,855人/k㎡ある国の首都、世界最大都市を想定。湖と城郭を中心とした城下町から発展した都市。保存場所:A-Train9→save→game 題名 浜名湖×西大寺 作者 いど 投稿日 2013/04/29 #ref error :ご指定のファイルが見つかりません。ファイル名を確認して、再度指定してください。 (nolink) 平面交差に列車を詰め込んでみました。二つの本線に枝線が数本分岐しています。他、2層高架駅や高架化工事など。1 1モード30倍です。マプコンで開いてください。 題名 大坂 作者 吹田 投稿日 2013/04/28 http //www.nicovideo.jp/watch/sm17611645 建物キット2nd時代のMAPをV2でセーブしなおしたものになります。大阪~京都風のMAPです。特典のヨドバシカメラを使用しています。 題名 地域総合開発計画 作者 投稿日 2013/04/28 #ref error :ご指定のファイルが見つかりません。ファイル名を確認して、再度指定してください。 (nolink) なだらかな丘が広がり、北部に川が流れる地域。交通の結合点としての開発が期待されています。A9ver.2.0, 1 1モード30倍, ファイル形式:a9d2 です。30倍で遅かったら修正して下さい。創作ゲームです。A列車ファイル保管庫様をお借りしています。 題名 湾岸の街 作者 HKS 投稿日 2013/04/28 画像 コメント 国際空港開港から数年後の街を想定してみました。まだ煮詰められる部分はありますがひとまずの公開とさせて頂きます。 題名 客車普通の走る街 作者 急行西武球場前 投稿日 2012/12/04 #ref error :ご指定のファイルが見つかりません。ファイル名を確認して、再度指定してください。 (nolink) DLリンク コメント 『山と海に、囲まれて』シリーズで使用したマップです。V1で保存されたデータのため、V1の方でもデータを開くことができます。 題名 山に汽笛を響かせて 作者 投稿日 2013/05/20 #ref error :ご指定のファイルが見つかりません。ファイル名を確認して、再度指定してください。 (nolink) 新たな資源が見つかりました。既に輸送と生産も始まっています。山に汽笛を響かせながら、資源を運び、鉄道建設費用の返済と地域の発展を目指しましょう。A9ver.2.0, 1 1モード30倍, ファイル形式:a9d2 です。創作ゲームです。A列車ファイル保管庫様をお借りしています。
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/tcemap/pages/16.html
初めてのMAP作成 ここで残念なお知らせです。 管理人のPCではどうしてもRadiantが(CPU辺り?)エラーを吐いて使えないので、 画像を使った解説ができません。 以前公開されていたmdkを置いておきますので、それを参考にして下さい。 tce_mdk 最低限必要なことについて ブラシ関連 外装が箱になっている。(穴があるとコンパイルできません。) エンティティ関連 info_player_deathmatch →Spectatorが最初に見る視点の設定になります。 script_multiplayer →確かTC Eのゲームのスクリプトを読む為のものです。 エンティティ設定で、keyに「scripcname」、valueに「game_manager」を入れて下さい。 team_CTF_bluespawn →Specopsの配置場所になります。人数分用意しないと、上に他のプレイヤーが乗ります。 エンティティ設定のinvulnerableとstartactiveにチェックを入れて下さい。 team_CTF_redspawn →Terroristsの配置場所になります。人数分用意しないと、上に他のプレイヤーが乗ります。 エンティティ設定のinvulnerableとstartactiveにチェックを入れて下さい。
https://w.atwiki.jp/tasdouga/pages/510.html
ズレていたので無し movie end 前回 146961 今回 165073 成長 LV HP 力 技 速 運 武 守 魔 マルス 15 32 17 8 19 14 18 11 1 シーダ 12 25 10 14 20 15 18 11 6 消費 アーマーキラー 1 ぎんのつるぎ 5 ぎんのつるぎ 2 デビルソード 1 自1ターン マルスとジュリアンは右へ マルスはドーピングで念願の守備を上げる シーダとアストリアは左へ 待機場所を間違うと上の魔道士が迷走しない 自2ターン マルスとジュリアンは扉の1マス前で待機 左部隊はここから銀の剣ラッシュ 惜しげもなく使う マムクートは忘れよう アストリアは弓を避けれないので厳しい 自3ターン 扉を開け、マルス突撃 横にいるAナイトを倒して成長 守備をひいておく アストリアは部屋の入り口に陣取りつつ魔道士撃破 シーダは突撃して魔道士撃破 次ターンで丁度盗賊が来る位置 自4ターン ワープの杖とデビルソード両方持ってきてくれた良い盗賊を撃破 ジュリアンはスナイパーの範囲から逃げる デビルマルスでボス撃破 敵4ターン アストリア気合避け といってもスナイパーは避けれない 一度14章クリアまでやったのだが 自2ターン目に記録がズレてしまうという事故発生 だが、その時は攻略が間違っていたのだが 丁度間違ったとこからズレているという奇跡 不幸中の幸いとそこからやり直していたのだが ……なんかマルスの力が下がってませんか? どうやら14章開始以前にズレていたらしい 怪しいのは13章の最後 マルスがDナイト倒してLVうpしてた気がする それでも一応再生されるので続行 これも不幸中の幸い