LM was updated to allow for far more ExGFX files, and a new feature was added for level-specific tile and palette animation. It wasn't until mid-2003 that we started trying to get it done in time for LM's next release. This was also around the same time that I and Zero-G started working on Demo World TLC, but it also stalled early in 2003. Development on the program slowed to a crawl. But by mid-2002, Lunar Magic's development finally began winding down.Īfter releasing version 1.51 in September 2002, there was a long period where I was busy with other things. In early 2002, text editing for the overworld level names, the castle event sequences, and the message boxes had also been implemented.
REGGIE LEVEL EDITOR 2018 FULL
In that time I had added extra graphics, 4bpp support, custom palettes, clipboard support, extended animated tiles, bypass dialogs, Japanese ROM support, layer 2 editing for the overworld, and all sorts of other minor enhancements.īy the end of 2001, the overworld editor had full layer 1 support, making it possible to redesign the level layout and overworld paths of SMW. Before I knew it, it was already September 2001, a full year since Lunar Magic had first been released. And then some extra ASM enhancements to the game. Well, there were indeed a few revisions and fixes. At that point I thought my job was pretty much complete, other than perhaps for a few minor revisions that could be added as needed. In late September it was finally released to the public for the first time. I quickly wrapped up most of the loose ends by early September. So I put in sprite support, as well as an "Add Sprites" GUI and a couple small ASM ROM modifications. Which was finished sometime in mid-August.īy then of course I was horrified by the sheer amount of time it had taken to build the silly program, but I was more horrified still to realize that the whole thing would be a waste if I didn't put in the sprite support to finish it off. I also created the MWL format, put in layer 2 support, and added a bunch of other dialogs and what-nots that were essential to changing the properties of a level. Then came implementing an "Add Object" GUI, without which editing Mario Levels would become an exercise in extreme tediousness. I implemented the drag/drop support I had originally planned for SMRPG's editor, and rewrote the GFX routines to handle Mario World's format. Then I reused the old GUI for the unfinished prototype of the Sailor Moon Map Editor to begin constructing the level editor. I went on to decode the level layout data, which required disassembling a fair portion of the ROM's ASM code. I started out in February 2000 by figuring out the compression format for the graphics and building the necessary decompression and recompression tools. I began looking into making an editor for SMW shortly after releasing the SoM VWF patch, mostly on a whim to see how hard it would be. It wasn't originally intended to be a long term project, but things turned out otherwise.
During its 19 year span of being the only level editor available for this classic game, it's inspired the creation of countless modifications of SMW by fans and casual players alike. Lunar Magic is a level editor I created for Super Mario World (SNES). FuSoYa's Niche - Lunar Magic SMW Editor Introduction