Ce vénérable éditeur de niveaux de Super Mario World fête ses 23 ans d'existence avec une nouvelle version. Les améliorations sont les suivantes: - added support for language packs, which allows displaying Lunar Magic's interface in a different language if a translation is available (these can be downloaded separately from FuSoYa's site in the future). The language can be set from the "Options", "Language" menu. If no language has yet been set, LM will automatically detect and set it the first time it finds the language pack folder. - added basic table file support for the overworld editor's "Edit Level Names", "Edit Message Box Text", and "Edit Boss Sequence Text" dialogs that can be used for editing and displaying the text in different languages. -added support for MultiChar tiles in the overworld editor's "Edit Level Names" dialog that allows for easier editing and display of names that used squished tiles like for "Yellow Switch Palace" and "Forest of Illusion" in the original game. Also added an option to turn this off. - added an option to the restore options that will compress new restore points created, which is on by default. Note that previous versions of LM do not support restoring from compressed restore points (attempting to make an older version do so doesn't actually harm anything, though it may give you a scary message claiming the restore file is corrupt). - added support for importing palettes from Snes9x save state files. - added "Copy Overworld to Another ROM" menu item to the overworld's "File" menu, which is just a shortcut to the command line function for the same thing. - added throw block sprite 53 to the sprite list, updated its appearance in LM, and added a tweak by Kevin that makes it usable when placed directly in a level. - fixed a bug from 1.30 where Mario's fireballs would not trigger custom block ASM for blocks on layer 2 in layer 2 levels. The fix will be installed when the Map16 is saved. Thanks goes out to Kevin for reporting this. - fixed a bug from 1.40 where the "Future Layer 1 Tiles" view option in the overworld editor did not correctly display a tile as "revealed" in cases where a layer 1 tile could be revealed by more than one event and the first event was not passed while the second one with a higher event number was. Thanks goes out to MarioFanGamer for reporting this. - fixed a bug from 1.40 where opening mwl files created before 1.40 could give you incorrect settings for the main/midway entrance. - fixed a bug from 3.20 where if the DirectX option was on and animation was off and you deleted objects/sprites in the level editor that were covered by a tooltip, the area under the tooltip might not be refreshed until the screen was refreshed. - fixed a bug from 3.30 where the "Auto-Enable custom palette on edit" setting didn't enable using a custom palette soon enough before doing a gradient, which could result in only a partial gradient being done. - made it possible to do vertical gradients in the palette editors using Alt+Shift+Right-Click. - the "Conditional Direct Map16" command in the edit menu will now display the existing settings of the selected object(s), when possible. - changed how the current directory and relative paths are handled for command line functions, which should make it more consistent. Thanks goes out to Ragey for bringing this up. - when using command line functions, standard GUI message boxes will no longer be displayed and will instead output their message on the command line. If they request input, ok/yes will automatically be used. - changed the "-ImportMultLevels" command line function a bit so that it will return a fail code if 1 or more levels fail to insert. - added "-ChangeCompression" to command line functions. Make sure to read the warning in the help file before using it. -added a warning message for when an ExAnimation destination is set to a disabled slot or you've assigned the same one shot trigger number to more than one slot. Also added a "More ExAnimation Checks" option to "General Options" to disable the warnings. - moved the spacebar shortcut for "Preview Layer 3 in Level" in the Overworld Editor window to `. - made it possible to hold down spacebar when using the mouse scroll wheel to scroll at x3 speed in several editor windows. - made it possible to use Ctrl+Left-Click in the Overworld Editor window to select/deselect sprites in sprite editing mode. - added "Select All" with Ctrl+A to the Background Editor window and some modes of the Overworld Editor window. - added a tile grid to the Background Editor and the 8x8 Tile Editor windows (F8 key). - made the tile grid in the main level editor and the Background Editor somewhat translucent when the "Translucent Text and Outlines" option is on. - renamed the "Variable" and "Normal" scroll speeds to "Medium", as it's more consistent with the others and makes more sense. - added "Medium 3", "Medium 4", "Slow 2", "Auto-Scroll Fast 3" and "Auto-Scroll Fast 4" scroll settings to the Layer 3 Settings dialog. - added "Fast" and several "Auto-Scroll" settings for Layer 2. - added a setting that lets you use separate settings for vertical and horizontal layer 2 scroll instead of using the preset paired settings of the original game. - moved the "Auto-Set Number of Screens" option from "General Options" to the "Change Properties in header" dialog, as this is now a per-level setting. - removed the "Auto-Set Number of Screens" setting from the "Import Multiple Levels from Files" dialog and the "-ImportMultLevels" command line function as it's now been made obsolete by the per-level setting. - tweaked a few of the original levels so the "Auto-Set Number of Screens" option doesn't have to be turned off for them. - made it possible to type the number of screens for the level in the drop down list box in the "Change Properties in header" dialog. - moved the "Vertical Level Positioning" and the "Disable No Yoshi Level Intro" options from the "Change Other Properties" dialog to the "Change Properties in header" dialog. - renamed the "Change Other Properties" dialog to "Change Layer 1/2 Properties". - moved the layer 1 scroll setting from "Change Properties in header" dialog to the "Change Layer 1/2 Properties" dialog. - saving the credits will now save the full viewable area in the editor, which can be used in the game with some tweaking. It should also now use less space most of the time. |
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