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Tyty |
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Vire Jizz Danmaku Level: 77 Posts: 418/1381 EXP: 4053045 Next: 138084 Since: 04-20-07 From: Canada Last post: 4469 days Last view: 3741 days |
Posted by Raccoon Sam http://www.spriters-resource.com/nintendo/mario/rpg/smrpg/display.php?file=roomtiles.png Theres probably more out there somewhere. ____________________ |
Raccoon Sam |
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Cobrat Level: 56 Posts: 392/672 EXP: 1382400 Next: 15776 Since: 02-19-07 From: Hi Last post: 3489 days Last view: 2720 days |
Posted by TekorPosted by Raccoon Sam Your point being..? ____________________ |
Omega45889 |
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Red Paratroopa Level: 31 Posts: 18/178 EXP: 183413 Next: 1950 Since: 01-18-08 Last post: 5504 days Last view: 4811 days |
The level graphics are composed of 16x16 tiles, each composed of 4 8x8 tiles. The sprite graphics are composed of 8x8 tiles organized in 2 different ways.
Not really, Lazy Shell does support decompressed Graphic Set importing and exporting, thus you could just export the decompressed graphic sets that you want to edit, edit them with something like YYCHR, and the import them back.
Yeah, pallets are fully editable for levels, and battlefields. Sprite pallets arent editable yet, but I hadnt considered it until now.
A beta could be released right now. Me and Giangurgolo have discussed it, but decided against it because its really not all that far off, and releasing a beta would put a bunch of different versions out in the wild which we dont want. And, no, that video wasnt produced with LazyShell. |
Omega45889 |
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Red Paratroopa Level: 31 Posts: 41/178 EXP: 183413 Next: 1950 Since: 01-18-08 Last post: 5504 days Last view: 4811 days |
Haha, I didnt know we still did awards. Thats great, but I doubt ill win. People tend to remember the latest and greatest. Something will come up before 09.
For an update, roughly whats left to complete before release: * Finalize Author Stamp * Event Script Editor - Probably the most complicated thing left * World Map editor * Sprite Editor - Edits the grid layouts of sprites and animations Not sure about time frame. Ill figure that out when I have a chance to talk to Giangurgolo. For now, i really should be studying for my Discrete Math midterm in 5 hours. Not looking forward to it. |
giangurgolo |
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Level: 34 Posts: 2/219 EXP: 249995 Next: 3656 Since: 02-01-08 Last post: 3269 days Last view: 3269 days |
The battle scripts are finished. The event scripts are the next obstacle to completion. There have been updates to the gui for the sprite editor which accomodate for editing the dialogue font graphics, window frame graphics, and the world map points.
Also there are screenshots here and the program's help topics are online if you want to look at those too. Everything that you can modify with the program (in the stats and level portions only so far) is explained there. |
troopa pride |
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Koopa Level: 26 Posts: 102/117 EXP: 99747 Next: 2528 Since: 05-15-07 Last post: 5752 days Last view: 5589 days |
Posted by giangurgolo Awesome.Good work! I can tell its close to release >=D |
Yakibomb |
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Level: 28 Posts: 5/137 EXP: 123183 Next: 8155 Since: 03-21-08 Last post: 793 days Last view: 793 days |
I have a question, can you create palette swaps of enemies using empty space? Say I want another Terrapin enemy, could you just copy the tilemap, attacks, and palette to a different sprite number?
Another question relating to one but simpler: Can you do something like they did with Croco and Belome? They have a bunch of counterparts, same graphics, but different attack patterns. Can you do that for other enemies, but make it more customizable? I thought you'd just make it load a different routine, but I really don't know what I'm talking about. The reason I ask is because I want to make two different types of Hammer Bros. So there could be a regular hammer brother, then there would be a fire brother, however, the graphics/palette would be different... Is that possible..? ____________________ Layout by Erik557 & LDA.
Thank you! |
giangurgolo |
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Level: 34 Posts: 4/219 EXP: 249995 Next: 3656 Since: 02-01-08 Last post: 3269 days Last view: 3269 days |
Event editing is more or less finished, now. This portion of the editor is probably the most complex and difficult after level editing, which is why it took so long. The last part left is the sprite editor, window editor, font editor, and world map editor. These should not take nearly as long because the coding structure is very similar to much of the parts that have already been finished. Look for a public release within the next 2 months.
Posted by Yakibomb You should be able to create new palettes from empty palettes (blocks of zeros) that exist in the same region of the ROM as the regular palettes, and set a monster's palette to point to the new palette. You can also set the graphics, tilemap, and animation pointers to the same as another monster if you wish. The two Belomes are basically two completely distinct monsters that simply point to the same graphics, tilemap, and animation data. They point to different battlescripts and stats, of course. Same with the Croco's. On question 3, you just set the other monster to the same graphics and tilemap but just set it to a different palette. |
Omega45889 |
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Red Paratroopa Level: 31 Posts: 73/178 EXP: 183413 Next: 1950 Since: 01-18-08 Last post: 5504 days Last view: 4811 days |
Its been a while since an update, so here's the latest.
Giangurgolo has done a wonderful job on the sprites editor, which is comparable to a fully fledged Tile Editor specifically for SMRPG. It allows every sprite and animation in the game to be easily edited. This makes it possible to create completely new animations, rather than trying to work with current animations in a tile editor. Here's an image of what it looks like for anyone wondering. So, the only remaining major component is the Fonts / Windows / Maps editor which deals with static data, so it should be reasonably simple. Also, as previously mentioned, the Event Editor is complete. Its very comprehensive as well. Allows every event in the game to be edited. Its also surprisingly easy to use. Here's an image of it. Questions and comments are always welcome. |
GreyMaria |
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>implying even the Japanese understand the Japanese Level: 105 Posts: 1042/2851 EXP: 11941794 Next: 320466 Since: 07-13-07 Last post: 4519 days Last view: 4488 days |
Posted by Raccoon Sam What would be your motives for ever needing to hack the japanese SMRPG? Unused sprites or something? ____________________ we're currently experiencing some technical difficulties |
Raccoon Sam |
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Cobrat Level: 56 Posts: 502/672 EXP: 1382400 Next: 15776 Since: 02-19-07 From: Hi Last post: 3489 days Last view: 2720 days |
Posted by Grey MarioPosted by Raccoon Sam I wouldn't necessarily need to hack the Japanese ROM. I was just thinking of someone who would, like maybe, I dunno, the Japanese people? ____________________ |
Yakibomb |
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Level: 28 Posts: 6/137 EXP: 123183 Next: 8155 Since: 03-21-08 Last post: 793 days Last view: 793 days |
Can you expand the animation mold and tilemap of sprites? ____________________ Layout by Erik557 & LDA.
Thank you! |
giangurgolo |
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Level: 34 Posts: 6/219 EXP: 249995 Next: 3656 Since: 02-01-08 Last post: 3269 days Last view: 3269 days |
You can thank (or fault) me for the GUI design. Before the release I'm going to go through the entire interface and try to achieve some sort of consistency that will make it easier to use. I can't completely eliminate the learning curve, but I'll try to give it a more user-friendly design. I'll agree that the sprites editor needs some work, and of all the 4 parts of the editor it probably has the worst GUI. As of now, most of the time and effort has be focused on the editor's functionality rather than its interface so please forgive us at the moment if it doesn't possess a high enough aesthetic quality for your tastes--I'm working on this. Contrary to what one might think we are actually almost finished, relatively (it's been in production for 17 months).
I appreciate any criticisms on the GUI or general appearance, since that's the only aspect that's been revealed. |
giangurgolo |
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Level: 34 Posts: 8/219 EXP: 249995 Next: 3656 Since: 02-01-08 Last post: 3269 days Last view: 3269 days |
You can change the backgrounds for the dialogues. There's the option to import an image in .gif, .png, or .jpg format of any size, although it's recommended to import images that are already 64x56 pixels (the size of the dialogue graphics). You can't edit the dialogue background tileset (it's automatically generated by the game engine) but you can edit the battle dialogue background tileset.
I considered adding the option to edit the scrolling window backgrounds before but I discarded the idea. Now that the sprites editor has been organized and the import / export methods written it should probably be very easy. I might look into it. This screen cap image from snes9x wasn't doctored in any way. There's not enough space for any more font sets. There's several font characters that don't contain any pixels that you might be able to create new characters for. But there's only three font sets, all of which are used explicitly for the three formats of menus, descriptions or dialogue. I'm not sure what you mean by your question on the tile editing. Levels are composed of 16x16 tiles. Generally things like crates are on layer 2, and separate from the floorboards which for the most part are on layer 1. Mirroring tiles, as well as palette changing, would require individual editing of the four 8x8 tiles that compose a 16x16 tile, a feature that is included in this editor. |
Omega45889 |
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Red Paratroopa Level: 31 Posts: 103/178 EXP: 183413 Next: 1950 Since: 01-18-08 Last post: 5504 days Last view: 4811 days |
Hey guys, Ive been completely mute for like a week. Working on a very important work project. Anyways, I figure that Ill reveal that final major feature that i have mentioned a few times.
The feature is a patch server, accessible from within Lazy Shell. Whenever anyone completes a patch, they always come here to Board2, and make a post about it. What happens then? It gets buried, and we end up with people asking for patches. Even worse, its an ASM patch that adds a cool feature, but it gets completely forgotten by everyone and is never put to good use. This patch server (hosted by me and Giangurgolo) will instead host hacks that the community create. To access them, all you do is load up the HACKS feature in Lazy Shell, and it will download and list for you every hack available. For a complete game hack you can select which one you want and just hit "APPLY PATCH", save the ROM, and your good to go. The patch server shows the Hack Name, Author, Publish Date, Patch Size, a Description, and an Image. There are 2 different types of hacks that the server hosts. Game Hacks, and Assembly Hacks. Hacks can be flagged for "Apply only to fresh rom", which means that in order to work correctly they should only be applied to an unmodified rom. The real power of this tool becomes apparent when you consider the applications towards hacking SMRPG. For instance, Giangurgolo created a few ASM hacks before we began the Lazy Shell project, Custom Items - Introduces 6 new items that enhance Mario and other characters' abilities in/out of battle. 5-Digit Damage - Displays 5 digits when 9999+ damage is dealt; attack has been increased 17x Muscle Patch - Same effects of 5-digit damage patch, plus 4-digit HP These will all be available on the server for anyone hacking SMRPG to easily use. Say someone goes and creates a low-gravity level attribute hack, they can now share that with everyone else hacking SMRPG. Another idea that occurred to me is an add-on to this feature where you can host levels, Event Scripts, Sprite Graphics that you have created for the entire community to browse and use in their hacks. Lots of will probably want to hack SMRPG, but wont have the time to create a complete game. So they go and create a few cool levels, or events and upload them for someone else to use. Some people just like to create graphics. This would allow them to easily share them with everyone who hacks SMRPG. For obvious reasons, I cannot allow anonymous access the patch server. People can request that their patch be added to the server in their release post, via email, or via PM. This will also weed out the crappy hacks. I wrote this one night on a whim. I hope you guys like it and put it to good use. On a side note, you can change the patch server yourself. |
Omega45889 |
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Red Paratroopa Level: 31 Posts: 106/178 EXP: 183413 Next: 1950 Since: 01-18-08 Last post: 5504 days Last view: 4811 days |
Yup, any Level, any Monster, Item, Event, Sprite,Tileset, etc. can be exported from a rom and imported into any rom.
Im thinking that the Team Server feature is something that Ill add if a group of people get together and request it. Ill probably add a footnote in the Hack viewer about it, but it wouldn't be worth the time unless a group plans to use it. |
KP9000 |
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Boomboom Level: 90 Posts: 381/1975 EXP: 6965311 Next: 223298 Since: 02-19-07 Last post: 3601 days Last view: 3225 days |
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KP9000 |
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Boomboom Level: 90 Posts: 383/1975 EXP: 6965311 Next: 223298 Since: 02-19-07 Last post: 3601 days Last view: 3225 days |
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Omega45889 |
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Red Paratroopa Level: 31 Posts: 112/178 EXP: 183413 Next: 1950 Since: 01-18-08 Last post: 5504 days Last view: 4811 days |
What do you guys think about maybe KP9000 doing a series of these tutorial's covering topics like Scripting, Sprite Editing, and Level Editing? I personally am very happy with the quality and depth of the New Monster tutorial (which sorta covers Stats, Sprites, and Scripts all briefly)?
While the help files are quite in-depth, they are not as interesting as tutorials. Tutorials would probably complement the help files nicely too. In fact, KP, I know we had some other plans in mind, but if your willing to create them, im sure that Giangurgolo and myself would be happy to embed them in the Lazy Shell package. Let me know. Everyone else, its tough to say without access to Lazy Shell, but whats your opinions on the tutorial(s)? |
KP9000 |
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Boomboom Level: 90 Posts: 389/1975 EXP: 6965311 Next: 223298 Since: 02-19-07 Last post: 3601 days Last view: 3225 days |
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