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Main - Super Mario RPG Hacking - Lazy Shell - Super Mario RPG Editor New thread | Thread closed

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Omega45889
Posted on 01-18-08 03:01 AM Link | Quote | ID: 73909


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For those who dont know, Lazy Shell is an editor for Super Mario RPG created by myself and Giangurgolo. Its taken a lot of work to get this far, but its looking great. Its almost bug free, which took also a lot of work. We feel that its ready to be unveiled, so ive created this thread to show off some screenshots and take constructive criticisms/suggestions. Comments are welcome. I have included the large images so that people can get a feel for how it will perform on their system.

This has also been posted at romhacking.net and acmlm.org. This info is somewhat outdated, but the editor has only improved since.


Shortly after released, this editor WILL be made open source in the hopes that the community can learn from and improve it. Its well designed and would make a good model for people to base other editors off of. If your interested, it is written in C# using the .NET 2.0 framework which will be a requirement.

A couple unique features:
- Level Image exporting for all levels and current level, allows users to quickly show off their latest work without worrying about cutting and pasting into MS paint.
- Image importing into tileset is a possible feature in the works
- Level data Importing/Exporting for all levels and current level. Easily allows hackers to work in teams, and pool their work into a single rom, or just post levels online for others to use.
- Preview system for Monsters, Battle Formations, Dialogue and more make it extremely easy and convienient to edit these aspects of the game without having to load an emulator after every change and find it in game to see how it looks.
- Aspects of the GUI are able to be hidden while not being used in order to gain a larger view of the main level
- Fully integrated notes system which loads automatically and is specific to each rom. This allows the user to keep track of their progress without having to worry about other windows, and keeping track of their notes separately. This is great especially the user decides to take a break from editing. They can just make notes about their current progress, what they edited last, and their plans for each of the games aspects in their respective notes packages. Having it fully integrated into the editor will undoubtedly be a very handy feature, and if you decide you dont want to use this feature, you can just disable it in the settings and not be bothered anymore.

* Recommendations for features are always welcome *

Screenshots:

Finally, the editor in full use on a dual monitor system. It looks great and works great. I think this image shows it off the best.


http://img.photobucket.com/albums/v366/Omega45889/Main.png
The main window which is used for file management and launching editors for specific game aspects. It also manages editor-wide settings.


The Level editor in action


The Level editor with the Physical layer toggled on

These next 3 images are all from the Stats editor.

http://img.photobucket.com/albums/v366/Omega45889/StatsMonster.png
The Monster tab which edits all monster stats.


http://img.photobucket.com/albums/v366/Omega45889/StatsFormations.png
The Formations tab which edits battle formations for monsters.


http://img.photobucket.com/albums/v366/Omega45889/StatsDialogue.png
The Character/Dialogue tab which edits all Character stats as well as the game and battle dialogue. Has a unique feature where it provides you with a preview of what the text will appear as in-game in real time as you type. This makes writing dialogue for the game much simpler. It will reflect any graphical changes you make to the text as well, so if you go and rework the game text, it will still show you what it appears as in game. It also shows you the number of bytes of empty space remaining, which is useful.



http://img.photobucket.com/albums/v366/Omega45889/Scripts.png
The Scripts editor which will be used to edit all Battle and Event scripts. This allows for custom battles with bosses, as well as custom events to be scripted. Events can be placed in levels using the Level editor.


http://img.photobucket.com/albums/v366/Omega45889/Graphics.png
A fully integrated Graphics editor for the game. This feature may not appear in the final release for a couple reasons. 1) It would take a lot of extra work, and 2) There are already great apps out there that do this sort of editing.

I hope you are all looking forward to its release. Expect it sometime early 08.

Delmaru
Posted on 01-18-08 03:50 AM Link | Quote | ID: 73912


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WOW! Does this edit most everything? I've been waiting for one of these.

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Metal Knuckles
Posted on 01-18-08 05:22 AM Link | Quote | ID: 73918


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When this comes out, I think I might start hacking again...

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boingboingsplat
Posted on 01-18-08 06:21 AM Link | Quote | ID: 73919


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Looks nice, but in my opinion RPGs take way to long to hack. :/

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troopa pride
Posted on 01-18-08 01:04 PM (rev. 2 of 01-18-08 01:06 PM) Link | Quote | ID: 73939


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I recommend spc porting XD
Joking.
(Would be a nice feature though..)

Once this is released I may start hacking more often.But can someone explain to me the level image exporting/importing thingy?

Omega45889
Posted on 01-18-08 01:41 PM Link | Quote | ID: 73940


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Level Images are Only export. You cannot import Level Images. Basically what it does is generates a .png image of the levels and writes it to disk. It really just stores what your levels look like as an image file.

There are however Level Data Import/Export where you can build a level, export it, and then load it into another rom. This is probably most useful for stuff like group hacks, where multiple people need to work on the same rom. It would allow people to work independently, and then pool their levels into a single rom easily.

An idea that might make it into the editor is "Import Image as Tileset" where you would be able to import an image of the correct colors and size into the rom as a tileset. Might come in an update after release.

Any other questions?

Raccoon Sam
Posted on 01-18-08 03:34 PM (rev. 2 of 01-18-08 03:39 PM) Link | Quote | ID: 73946


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This is interesting! You might remember me as the guy who PMed you back years ago asking for possible ports of the editor
But enough of that, this is so much more interesting. It looks very good, in my opinion.. I'm glad I've got an 1280 x 800 monitor, it looks very big and I feel a bit bad for all the 800 x 600ers out there.
I especially like the text editor.

Keep up the good work!

EDIT: Be sure to take your time to write a readme. I don't want to see the forum drown into any 'plz help with lazy shell' topics..

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smkdan
Posted on 01-18-08 03:51 PM Link | Quote | ID: 73947


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Looks incredibly comprehensive (and pleasing to the eye). Nice work.

I'd be surprised if there are people still using 800x600 displays. I'd figure even 1024x768 displays would be very uncommon at this time...

Raccoon Sam
Posted on 01-18-08 04:02 PM Link | Quote | ID: 73948


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As far as I'm aware, 1024 x 768 is the primary resolution, 1280 x 800 is the 'new' resolution which is now pretty common and growing.

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Omega45889
Posted on 01-18-08 04:36 PM Link | Quote | ID: 73950


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The Level editor is slightly larger than 1024x768. I use on my laptop which is 1024x768, and its maybe 10 pixels too large vertically. A larger monitor is made use to view more of the level. It might be annoying to use at 800x600, but you should be used to that by now if you run that res.

And yeah, the readme's are good. There will also be a short video explaining the features and how to use the editor.

knuck
Posted on 01-18-08 04:45 PM Link | Quote | ID: 73951


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Wow. And I was thinking romhacking was dead.
This is the Lunar Magic of SMRPG. =o

What is it coded in? How many years have you worked on it?

Omega45889
Posted on 01-18-08 04:51 PM Link | Quote | ID: 73952


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Its coded in C# and uses the .NET framework.

Its been developed for around 9 or 10 months now I think. Just completed the Level editor today actually. Shouldn't be too long till release, but I wont be posting a release date.

knuck
Posted on 01-18-08 05:35 PM Link | Quote | ID: 73955


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Release dates are evil.
Hey does the editor load the images from the ROM?

Delmaru
Posted on 01-18-08 06:00 PM Link | Quote | ID: 73956


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Posted by knuck
Release dates are evil.

I agree
So can you edit the levels that you get the characters at? (A.K.A. change Toadstool's starting level to 2)

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Legomen
Posted on 01-18-08 10:23 PM (rev. 2 of 01-18-08 10:25 PM) Link | Quote | ID: 73986


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Posted by Raccoon Sam
As far as I'm aware, 1024 x 768 is the primary resolution, 1280 x 800 is the 'new' resolution which is now pretty common and growing.

I have 1280x1024 resolution, but I think laptops just got 800x600 or 1024x7268 reslution, but my laptop can show 1280xsomething (I not sure) / 1024x728, but screen are too small (13" ? ) to show it on sceen completely, so its showing 800x600 at once, and that annoying, so I use on my laptop 800x600....

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Surlent
Posted on 01-18-08 11:21 PM Link | Quote | ID: 73989


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There are still some 800x600ers, but as the trend "goes up" with sinking prices for TFTs (at least the cheaperv ones), bigger resolutions are used.
With Firefox' NoSquint add-on and a compact theme it is possible to surf the web quite conveniently in that low resolution, but as working with applications is hard.

The shown images this thread don't reach or exceed 800x600. I think this is to prevent scrollbars on lower resolutions, but as many applications start out windowed I also think, working with the editor is technically no problem.
The editor seems to have fixed sizes of each component (stat dropdown-box, level preview window etc.), relative to the user-defined window size of the editor.

As for the editor, its GUI looks superb from fancyness and really seems to be easy to use - again, it also depends on how to work with it; like if you have to go through five menus to edit basic stuff, it might be tedious

But nevertheless, this thing looks very, very promising and great.

Omega45889
Posted on 01-19-08 12:36 AM Link | Quote | ID: 73992


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So can you edit the levels that you get the characters at? (A.K.A. change Toadstool's starting level to 2)


Yeah, you can edit all the characters starting stats. IE. the stats at which they join your party.


Hey does the editor load the images from the ROM?


Yeah, all graphics are loaded from the rom, so if you make any changes to palette's or graphics, they are represented in the editor. Even the text in the Dialogue Preview's are loaded, so if you were to change those, you would see what it would look like.

Delmaru
Posted on 01-19-08 01:39 AM Link | Quote | ID: 73996


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Posted by Omega45889

So can you edit the levels that you get the characters at? (A.K.A. change Toadstool's starting level to 2)


Yeah, you can edit all the characters starting stats. IE. the stats at which they join your party.


Hey does the editor load the images from the ROM?


Yeah, all graphics are loaded from the rom, so if you make any changes to palette's or graphics, they are represented in the editor. Even the text in the Dialogue Preview's are loaded, so if you were to change those, you would see what it would look like.


Wow, that's awesome. Another question I've waited to ask: Are you able to edit the item GFX?

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Omega45889
Posted on 01-19-08 02:04 AM Link | Quote | ID: 73997


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No, there is not graphic editing functionality yet. It might happen, and it might not. You can export the decompressed graphic sets and edit them with a tile editor though.

boingboingsplat
Posted on 01-19-08 02:13 AM Link | Quote | ID: 73998


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I honestly don't see the point of a built in Graphic editor, other than to keep n00bs from going "OMG HOW DO I CHANGE TEH GRAPHICS!????!??!"

One of the curses of really good editors is that they attract a lot of n00bs. Hopefully the SMRPG hacking community won't end up like the SMW community.

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Main - Super Mario RPG Hacking - Lazy Shell - Super Mario RPG Editor New thread | Thread closed

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