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Lunar Magic/Custom Level Sizes

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Since Lunar Magic 3.00, you can specify custom level sizes thanks for Vitor Vilela's Dynamic level patch. The table below contains all possible size combinations for the patch and some annotations about it.

Mode Verical screen size Total horizontal screens Effective Area Comments
0x00 0x01B0 pixels 0x20 screens $3600 Original game layout.
0x01 0x01C0 pixels 0x20 screens $3800 Optimal size.
0x02 0x01D0 pixels 0x1E screens $3660 -
0x03 0x0200 pixels 0x1C screens $3800 Optimal size.
0x04 0x0220 pixels 0x1A screens $3740 -
0x05 0x0250 pixels 0x18 screens $3780 -
0x06 0x0260 pixels 0x17 screens $36A0 -
0x07 0x0280 pixels 0x16 screens $3700 -
0x08 0x02A0 pixels 0x15 screens $3720 -
0x09 0x02C0 pixels 0x14 screens $3700 -
0x0A 0x02F0 pixels 0x13 screens $37D0 -
0x0B 0x0310 pixels 0x12 screens $3720 -
0x0C 0x0340 pixels 0x11 screens $3740 -
0x0D 0x0380 pixels 0x10 screens $3800 Optimal size.
0x0E 0x03B0 pixels 0x0F screens $3750 -
0x0F 0x0400 pixels 0x0E screens $3800 Optimal size.
0x10 0x0440 pixels 0x0D screens $3740 -
0x11 0x04A0 pixels 0x0C screens $3780 -
0x12 0x0510 pixels 0x0B screens $37B0 -
0x13 0x0590 pixels 0x0A screens $37A0 -
0x14 0x0630 pixels 0x09 screens $37B0 -
0x15 0x0700 pixels 0x08 screens $3800 Optimal size. Maximum area possible.
0x16 0x0800 pixels 0x07 screens $3800 Optimal size. Maximum area possible.
0x17 0x0950 pixels 0x06 screens $37E0 -
0x18 0x0B30 pixels 0x05 screens $37F0 -
0x19 0x0E00 pixels 0x04 screens $3800 Optimal size.
0x1A 0x12A0 pixels 0x03 screens $37E0 -
0x1B 0x1C00 pixels 0x02 screens $3800 Optimal size. Same as vertical level layout.
0x1C 0x3800 pixels 0x01 screen $3800 Optimal size. Maximum possible vertical level size.
0x1D 0x0100 pixels 0x38 screens $3800 Optimal size. Will cause glitches because SMW has not enough tables to store 0x38 horizontal screens.
0x1E 0x00F0 pixels 0x3B screens $3750 Will cause glitches because SMW has not enough tables to store 0x3B horizontal screens.
0x1F 0x00E0 pixels 0x40 screens $3800 Optimal. Maximum possible horizontal vertical level size. Will cause glitches because SMW has not enough tables to store 0x40 horizontal screens.