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

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Michael
Posted on 09-21-08 04:32 AM (rev. 2 of 09-21-08 04:33 AM) Link | Quote | ID: 90883

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I am Michael and I approve this message.

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This makes me wonder how nintendo did it with miyamoto and people always asking when games will be done...

Edit: it will be just as good. my 1st thing would be to test it in wine.

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Xeruss
Posted on 09-21-08 06:38 AM Link | Quote | ID: 90899


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Posted by Michael
This makes me wonder how nintendo did it with miyamoto and people always asking when games will be done...

Not making announcements until everything is outlined in detail. By that point its probably not his duty anymore...

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SuperWario427
Posted on 10-03-08 04:43 PM Link | Quote | ID: 91641


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i'm waiting...

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It's all over now...

Sukasa
Posted on 10-03-08 05:03 PM Link | Quote | ID: 91642


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Keep waiting, it'll be done when it's done.

Omega45889
Posted on 10-08-08 03:50 AM Link | Quote | ID: 91903


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When people act as though they are owed something and complain about "waiting", its insulting. There is a big difference between asking a question about status and saying "i'm waiting...". Learn what that difference is.

For those supporting us with their patience, we do take notice. Me and Giangurgolo have been practically drowning in work for the past 2 weeks. I have probably never been so burnt out in my life. Before this avalanche we were preparing something special, and we will pick that back up when things calm down. The editor is essentially complete. I can only think of a couple things that need to be polished, but the rhetoric still stands. It will be released when we are satisfied that we really cant improve it any more. A major feature that has evolved was the previewer, which with the click of a button can now demo levels, monster AI (including entire boss battles), and events, and is an unbelievably large help when actually creating content.

Posted by messiaen
I'm still a bit curious about the "map" (level) editor. Last time Omega posted about it he said it took him about an hour to create a simple map, but that the "paste" function wasn't working.

With it being corrected, how much can it boost productivity? By the way, I'm wondering how that copy and paste feature woks in an isometric setting.

The paste function was broken because before it was like a "click to paste here" function, which as you can imagine is sorta lacking. We revised it so that you now paste, and then drag your selection around to select the location. As you can imagine, the paste function is huge when creating the base of a level. It cuts the time in half easily. Also, you should note that the hour included the physical layer editing (defines where Mario can walk) which wasn't viewed in that image, and probably took about 30 min.

The actual tiles are orthographic, but when arranged create a isometric image. The physical tile layer is actually isometric which when overlayed with the level image gives the game its isometric style. So, copy and paste works just as you would imagine.

Something we want opinions on:

One feature that we have been debating about is an automatic level-generator. The idea is that you provide it with some rough details about the level (like how many platforms, lower and upper limits, water on/off, perhaps a seed value, etc. ) and it creates a basic level which you then fine-tune to what you want. You would probably just randomly generate levels until you see something you can work with, then stick with it. Not sure if it will work out or if we even want to spend the time on it, but its something to consider.

Sukasa
Posted on 10-08-08 06:56 PM Link | Quote | ID: 91948


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I think that would provide too little return for too much work, myself. I think what would be better is to create premade 'templates' of things like platforms or such, that we could insert into levels (as if they were copypasted) to help speed up level design.

Also, another note: Any post which makes any reference to 'waiting' for Lazy Shell from this post on will be deleted on sight.

Buu-Huu
Posted on 10-08-08 07:43 PM Link | Quote | ID: 91959


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Posted by Omega45889
The editor is basically complete (99.9%). Were just working on a couple finishing touches. I thought I would have had more time this summer to work on it, but instead I did a lot of important work for my career. Hopefully we can release it soon.

Here is an incomplete level that im working on.

For those wondering about the productivity of the editor, this took about an hour, and with experience, that could probably be done in about 20 min. Using the editor to create levels really shows you just how much all the extra features boost productivity.


Didn't follow the progress lately but looking at this image makes me want to hack SMRPG for the lulz.

This may sound a stupid question and I don't think it could be done but would it be possible to basically "delete" the whole data and completely start from scratch? Yet again, this may sound stupid so please don't flame me. xD

Anyways, good luck with this editor. ^.^

Sukasa
Posted on 10-08-08 07:45 PM Link | Quote | ID: 91960


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Not really, about the closest you could probably go is to manually clear all the data apart from basic enemy definitions or whatever, then start from there

That's just a guess though.

Omega45889
Posted on 10-09-08 01:29 AM Link | Quote | ID: 91975


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Posted by Buu-Huu

This may sound a stupid question and I don't think it could be done but would it be possible to basically "delete" the whole data and completely start from scratch? Yet again, this may sound stupid so please don't flame me. xD



Yeah, thats all really easy to do. Every editor (Stats, Levels, Scripts, Sprites) has a menu like this

where you can clear each individual component or just clear all data relevant to the editor for the current level, or for all levels.



Levesque
Posted on 10-09-08 01:34 AM Link | Quote | ID: 91976


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Posted by Omega45889
Posted by Buu-Huu

This may sound a stupid question and I don't think it could be done but would it be possible to basically "delete" the whole data and completely start from scratch? Yet again, this may sound stupid so please don't flame me. xD



Yeah, thats all really easy to do. Every editor (Stats, Levels, Scripts, Sprites) has a menu like this
IMAGE
where you can clear each individual component or just clear all data relevant to the editor for the current level, or for all levels.





That is a really useful tool.

Great job so far, btw.

GreyMaria
Posted on 10-09-08 01:39 AM Link | Quote | ID: 91978

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I'm waiting.

Very patiently, considering my head is all but melting right now from the suspense. How much work (i.e. how many features need to be finalized/fixed/tweaked, how close the paste function is to being complete, etc) would you say is left until we can break the space-time continuum with a concentrated beam of pure awesome?

Also, I'll drop a "no" on the idea of a random map generator, a "shit yes :D" on the Clear menu, and a question: what about the climb up the cliff in Land's End(?)? Will that be editable?

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PressAdob
Posted on 10-09-08 02:07 AM Link | Quote | ID: 91979


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Ive always wodnered if it was possible to make it so that Geno was walking around by changing mario's sprite into him, and then settign geno as the default party member.

Is it possible to do that? Or is mario hardcoded?

Xeruss
Posted on 10-09-08 04:15 AM Link | Quote | ID: 91988


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It's unlikely that you're looking at a one-byte hack.

If you were to swap the graphics manually and change the palettes, moves, learned moves, etc... it would likely be possible.

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Heimdallr
Posted on 10-09-08 04:23 AM (rev. 3 of 10-09-08 04:25 AM) Link | Quote | ID: 91989

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Probably a stupid question, but most stats cap at 255 on SMRPG, right? How difficult would it be to raise this cap (if it's possible)?

PressAdob
Posted on 10-09-08 04:57 AM Link | Quote | ID: 91994


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Posted by Xeruss
It's unlikely that you're looking at a one-byte hack.

If you were to swap the graphics manually and change the palettes, moves, learned moves, etc... it would likely be possible.


It was mroe of a question of is Mario Hardcoded in the battle system.

Sorry. ;

GreyMaria
Posted on 10-09-08 05:23 AM Link | Quote | ID: 92000

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Posted by Heimdallr
Probably a stupid question, but most stats cap at 255 on SMRPG, right? How difficult would it be to raise this cap (if it's possible)?


Stats are likely only one byte. It would be very difficult, as you'd likely have to rewrite half the battle system to work with stat values of more than one byte.

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DiscoPeach
Posted on 10-09-08 05:32 AM (rev. 2 of 10-09-08 05:33 AM) Link | Quote | ID: 92005


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I'd rather have a random level generator than templates. People will just abuse the templates and make pretty generic levels just either slightly adjusting the already existing levels or slightly adjusting the templates. Random levels are great for when you have editor's block and don't know what to do. Sometimes seeing something pop up from nothing can help you construct something new and fresh that was hidden somewhere in your subconscious.

But yes, I do agree. If it's not too difficult to program, then make a custom level generator. If this becomes an obstacle, then scratch the idea. But yeah, Omega. By all means make a random level generator.

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Heimdallr
Posted on 10-09-08 06:44 AM Link | Quote | ID: 92009

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Posted by Grey Mario
Posted by Heimdallr
Probably a stupid question, but most stats cap at 255 on SMRPG, right? How difficult would it be to raise this cap (if it's possible)?


Stats are likely only one byte. It would be very difficult, as you'd likely have to rewrite half the battle system to work with stat values of more than one byte.


I see. Figured as much.

KP9000
Posted on 10-09-08 06:58 AM Link | Quote | ID: 92010


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Posted by Omega45889
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
I've yet to see this patch. It proves its possible though, and opens up the possibility of creating a hack where the values are much more open. Thing is, the whole battle system would need to be recalculated to accommodate for the larger values. Something that needs to be done to justify this ASM hack in the first place.

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blackhole89
Posted on 10-09-08 10:55 AM Link | Quote | ID: 92018


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Having observed similar situations with RO modders to a sufficient degree, I am fairly sure that a lot of newcomers will be more than happy to use that patch without bothering to do any balance adjustment, following a kind of "who cares about gameplay, as long as the numbers are big it's awesome" philosophy.

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

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