
- #REGGIE LEVEL EDITOR STAGE FOLDER HOW TO#
- #REGGIE LEVEL EDITOR STAGE FOLDER FULL#
- #REGGIE LEVEL EDITOR STAGE FOLDER WINDOWS#
#REGGIE LEVEL EDITOR STAGE FOLDER FULL#
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). Apply and the result should look like the third picture on the image.FuSoYa's Niche - Lunar Magic SMW Editor Introduction.Give this user new permissions for the folder by ticking the boxes as shown in the image below.Add a new user via the "Add User, Group, or Built-in security principal" window.Remove all the users that have permission.

#REGGIE LEVEL EDITOR STAGE FOLDER WINDOWS#
Protecting the Stage folder against unwanted Changes on Windows Inside the Stage folder is always another folder called Texture Folder, which holds all the tilesets used in the game.
#REGGIE LEVEL EDITOR STAGE FOLDER HOW TO#
See Obtain Original Game Files for more information on how to get this folder.ĭifferent games have their own Stage folders.

Reggie Level Editor needs this folder to work properly. The Stage folder contains all levels from a NSMBW game.
