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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Super Mario RPG Hacking - Lazy Shell - Super Mario RPG Editor New thread | Thread closed

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blackhole89
Posted on 08-18-08 05:10 PM Link | Quote | ID: 89121


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The place he posted the tutorial in isn't accessible to the public yet either, I think...

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Levesque
Posted on 08-18-08 06:13 PM Link | Quote | ID: 89125


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Posted by Omega45889

Everyone else, its tough to say without access to Lazy Shell, but whats your opinions on the tutorial(s)?


I like the seeing tutorials posted, I think it helps show off the capabilities of the editor.

Omega45889
Posted on 08-18-08 08:23 PM Link | Quote | ID: 89132


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Posted by blackhole89
The place he posted the tutorial in isn't accessible to the public yet either, I think...


It was also posted in this thread, on the previous page.

feeldawrath
Posted on 08-18-08 10:52 PM Link | Quote | ID: 89144


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regarding the editor is there an option to create a new room other than just editing an old one? i would really like that.

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Omega45889
Posted on 08-18-08 11:08 PM Link | Quote | ID: 89145


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No, the editor doesnt support expanding of rom data beyond the original 4 megs because the SA-1 chip can't address beyond 4 megs (pretty sure about this, but not 100%). Besides, if anyone can use up the original 512 areas I will be very impressed

feeldawrath
Posted on 08-18-08 11:11 PM Link | Quote | ID: 89146


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can you change where an exit leads out to? so you go from mario's pad to nimbus land or something? or do you have to edit the original exit only?

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KP9000
Posted on 08-19-08 12:28 AM (rev. 2 of 08-19-08 12:41 AM) Link | Quote | ID: 89148


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Posted by feeldawrath
can you change where an exit leads out to? so you go from mario's pad to nimbus land or something? or do you have to edit the original exit only?
Congratulations on being the first SMRPG Lazy Shell n00b.
I think a sticky thread should be made stating what can be edited. (Actually, stating what can't be edited would probably be easier.)
Posted by Omega45889
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)?
I'll do my best, I only knew what I wrote my guide about, but I'm sure that in time I'll know this thing like the back of my hand. Eventually I'd like to get many more guides up. I wonder if we could put up a wiki?

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Levesque
Posted on 08-19-08 02:08 AM (rev. 4 of 08-19-08 02:34 AM) Link | Quote | ID: 89151


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Posted by KP9000
Posted by feeldawrath
can you change where an exit leads out to? so you go from mario's pad to nimbus land or something? or do you have to edit the original exit only?
Congratulations on being the first SMRPG Lazy Shell n00b.


Lmfao.

Damn, I thought I had that title.

Posted by Omega45889

I wonder if we could put up a wiki?


Oh hell, I'd do that.

Its a great idea.

EDIT ONE: Here it is, very basic.

http://lazyshell.wetpaint.com/

feeldawrath
Posted on 08-19-08 02:49 AM Link | Quote | ID: 89152


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sorry, levesque, i'm the history making N00B, i just learned about lazy shell 2 days ago.

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Sukasa
Posted on 08-19-08 03:26 AM Link | Quote | ID: 89159


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Posted by Omega45889
No, the editor doesnt support expanding of rom data beyond the original 4 megs because the SA-1 chip can't address beyond 4 megs (pretty sure about this, but not 100%). Besides, if anyone can use up the original 512 areas I will be very impressed


Actually, the SA-1 contains bankswitching hardware allowing it to access up to 8MBytes of ROM. I'd have to double-check though whether that was 65c816-only though, or if the SA-1 can also access the upper 4 MBytes.

MathOnNapkins
Posted on 08-19-08 04:35 AM Link | Quote | ID: 89160


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This of course assumes that existing emulators properly emulate said bank swapping. Which I find unlikely given that no SA-1 game even uses feature. In other words, you'd probably need a special emulator (at least for a while) just to play SMRPG hacks if that sort of thing was enabled.

I also don't know if it was ever confirmed whether the bankswitching even works on real hardware. I know the manual says it's a feature but sometimes documentation is wrong or outdated.

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Sukasa
Posted on 08-19-08 04:36 AM Link | Quote | ID: 89161


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Tales of Phantasia used it, although there it was only 6MBytes of 8 actually implemented. That said, in order to support 6mbytes a system would also be able to support 8 due to bit widths and power of two.

MathOnNapkins
Posted on 08-19-08 05:27 AM Link | Quote | ID: 89162


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I don't know who told you that, but you are mistaken. Tales of Phantasia uses no special add on chips*, it just has a memory mapping chip that can address the full 48 megabits of the rom simultaneously. Star Ocean, on the other hand, uses the S-DD1 chip which is mainly used for fast decompression (similar to the SPC7110 used in FEOEZ). In any case, all SNES carts have a memory mapping chip. Having one that can address 48 megs is nothing special, it's just exotic.

*reference http://wiki.pocketheaven.com/SNES_games_with_special_chips

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Sukasa
Posted on 08-19-08 05:32 AM Link | Quote | ID: 89163


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Posted by MathOnNapkins
I don't know who told you that, but you are mistaken. Tales of Phantasia uses no special add on chips*, it just has a memory mapping chip that can address the full 48 megabits of the rom simultaneously. Star Ocean, on the other hand, uses the S-DD1 chip which is mainly used for fast decompression (similar to the SPC7110 used in FEOEZ). In any case, all SNES carts have a memory mapping chip. Having one that can address 48 megs is nothing special, it's just exotic.

*reference http://wiki.pocketheaven.com/SNES_games_with_special_chips


I do believe I read it in ZSNES's cartinfo

Number77
Posted on 08-26-08 01:50 AM Link | Quote | ID: 89454


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....nobody is saying anything.

Levesque
Posted on 08-26-08 01:54 AM Link | Quote | ID: 89455


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They killed the thread on their talk about Cartridge Chips >.<

boingboingsplat
Posted on 08-26-08 01:55 AM Link | Quote | ID: 89456


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If you don't like the technicalities about rom hacking, why the hell are you doing it.

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Delmaru
Posted on 08-26-08 01:59 AM Link | Quote | ID: 89457


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Good point Boing.

Anyway, on the topic of the SMRPG editor, I never actually said anything about KP9000's tutorial. That's a really nice, detailed tutorial you have made. I'm sure it will help most that are fairly new to rom hacking or have been rom hacking for a while. I'm really looking forward to the release of this editor, I've loved Super Mario RPG since I was a kid.

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KP9000
Posted on 08-26-08 02:02 AM Link | Quote | ID: 89458


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Yeah, it was inspired by days of throwing shit around due to lack of clarity (understatement of the year, folks) in PSP modding guides. I never want people to feel so fucking frustrated reading guides, so I made sure things were clear and easy to read. Thanks, I appreciate it. I actually made it on a whim, and it turned out to be this huge thing going on.

Also, none of you caught that extremely minor easter egg in there...

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GreyMaria
Posted on 08-26-08 02:10 AM Link | Quote | ID: 89460

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Posted by KP9000
If you can't handle the heat...


<img src="http://img.photobucket.com/albums/v409/KP9000/smrpg_tut_ss.png" alt="If you can't handle the heat...">

HMM

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

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