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

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troopa pride
Posted on 03-15-08 01:23 AM Link | Quote | ID: 80374


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Posted by giangurgolo
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.

Awesome.Good work!
I can tell its close to release >=D

Yakibomb
Posted on 03-21-08 09:42 PM Link | Quote | ID: 80745


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I have some questions I'd like to ask if you don't mind:
1) Can you edit what your party gets when they level up? i.e. They gain defense and magic attack in one bonus, in another you can get attack and magic attack in another.

2) Could you make something to editing the menus' palette and/or tiles?

3) Can you edit the title screen, company names, and the credits?

4) Can you get rid of the casual Bowser taking Peach away with Mario chasing after them in the beginning?

5) Is there a way to disable your rewards at the end of battle (Experience, coins, item), so you immediately go back to the map?

6) Could you make something that counts all the flower boxing in the game? That would be useful to make sure you don't push too much or too less of flowers in the game.

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troopa pride
Posted on 03-26-08 08:04 PM (rev. 3 of 03-26-08 08:04 PM) Link | Quote | ID: 81019


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When will you at least make a video to hype the editor?
I want to see Lazy Shell in action!

Omega45889
Posted on 04-11-08 03:04 AM Link | Quote | ID: 81740


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Troopa Pride, I started making a video to demo Lazy Shell, but then I sounded stupid on video so I trashed it. Maybe ill give it another shot, this time when i havent been drinking that night.

Yakibomb
1) Yes, but for a more complete answer, see my response on acmlm 1.

2) Editing the menus, i doubt that will be in the initial release, however pallets and tiles are already fully editable.

3) You should be able to edit the title screen.

4) Yup, thats all done with the events editor, which is actually very capable. To get rid of that, you would just need to remove the event trigger using the level editor, or modify the event itself using the Event Script editor.

5) No, thats an ASM type hack. But it shouldn't be too hard to do, maybe well look into it.

6) Ill take it under advisement, but that will most likely be up to you to keep track of.

A Quick Update:
The Event Scripts Editor that we have been putting off due to its complexity is now well under way. Most of the difficult work has been completed. With finals coming up in the next 2 weeks, were gonna have to shelve it. However with summer free after that, it wont take long.

giangurgolo
Posted on 04-11-08 04:41 AM Link | Quote | ID: 81743


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Here is a really short < 2min demo video showing some level editing in Lazy Shell. It's subtitled with brief explanations of the features demonstrated.

Raccoon Sam
Posted on 04-11-08 05:35 AM Link | Quote | ID: 81745


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Posted by Omega45889
Troopa Pride, I started making a video to demo Lazy Shell, but then I sounded stupid on video so I trashed it.

Haha, I've been there... too many times.

Great job, though. I would've thought it'd be way more difficult to use, but the video enlightened me a lot.
Awesome.

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troopa pride
Posted on 04-11-08 05:37 AM (rev. 3 of 04-11-08 05:38 AM) Link | Quote | ID: 81746


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*drools*
LOLWUT?!
Oh my god..
[Insert Narutard here]: BELIEVE IT!!

Ailure
Posted on 04-11-08 02:08 PM Link | Quote | ID: 81751

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Posted by giangurgolo
Here is a really short < 2min demo video showing some level editing in Lazy Shell. It's subtitled with brief explanations of the features demonstrated.
Looks like it would have a slightly higher learning curve than your typical ROM hacking editor.

...which is kinda expected, due the way Super Mario RPG works.

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Omega45889
Posted on 04-11-08 03:05 PM Link | Quote | ID: 81755


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Looks like it would have a slightly higher learning curve than your typical ROM hacking editor.

Your right, but while it is higher than the average editor, it also demonstrates the power of the editor. No editor I have ever used has allowed such a range of freedom combined with extra features. For instance, if you use up too much level data, Lazy Shell will detect it and warn you that you wont be able to save all the levels. Then it will correctly save every level it can. However, rather than randomly removing stuff (which wont always help since level data is spread across multiple banks) you can use the "Space Analyzer" to view the resource usage for each and every level with errors highlighted in red. So rather than getting frustrated and giving up, you can clearly see whats wrong and fix it.

Heres a quick screenshot of the space analyzer

Its a feature that will only be used by the more advanced users, but its there none-the-less.

We also have done a lot of work making it easy to use, simple to navigate, and bug free. Im not sure how many versions the GUI has undergone, but im sure its at least a half dozen. Also, it is well documented, meaning as long as you know what you want to do you can just look up how in the docs rather than bashing your head against the wall. These combined with a couple demo videos to get people started should provide a good starting point.

Sure it'll be tough to use at first, but isnt anything worth doing?

Raccoon Sam
Posted on 04-11-08 03:24 PM Link | Quote | ID: 81756


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My god, you sure think of everything.. That's clever, and amazing!
On a related note, you didn't respond to my comment, so I'll repost it here.

That is very excellent. Is Are the objects always like that, or can you go for 'raw' editing as plain as 8x8 tiles?

Either way, you've done a great job. Hope to see more of this very soon.


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Squash Monster
Posted on 04-11-08 08:25 PM Link | Quote | ID: 81764


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Reading the documentation made me pretty excited about this project. I'm really curious about the scripting editor now too.

The editor's looking great, I can't wait until it's done.



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Omega45889
Posted on 04-12-08 01:26 AM Link | Quote | ID: 81776


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That is very excellent. Is Are the objects always like that, or can you go for 'raw' editing as plain as 8x8 tiles?


Yup, you can edit the 8x8 tiles, however we decided against including that directly in the editor since there are great tools out there already to do just that.

However, since all the GFX sets are compressed, we included a GFX Set export/import feature:


It exports all 256 gfx sets as binary data that can be easily viewed/edited with whatever you want and then just imported back in. The importer only previews the new gfx sets as of right now since its a little more tricky to store it in the rom due to space requirements and compression, but if people are interested well finish it for release.

Ive also previously mentioned an idea for automating the importing of standard images into tileset's which could be used directly to build levels, but thats just an idea since it would require an entire gfxset for each image.

RT-55J
Posted on 04-13-08 02:28 AM Link | Quote | ID: 81817

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Posted by Omega45889

That is very excellent. Is Are the objects always like that, or can you go for 'raw' editing as plain as 8x8 tiles?

Yup, you can edit the 8x8 tiles, however we decided against including that directly in the editor since there are great tools out there already to do just that.

I think he's talking about editing the levels, not graphics.

jedicommando
Posted on 04-15-08 03:44 AM Link | Quote | ID: 81896

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Sooooooo awesome! I just can't wait!

perfectacle
Posted on 04-24-08 10:35 AM Link | Quote | ID: 82302


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When I download this editor??

Metal Knuckles
Posted on 04-24-08 03:17 PM Link | Quote | ID: 82307


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It's looking like this is shaping up to be the new Toad's Tool of the ROM hacking community, if you catch my drift (points up at the last two posts).

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Edea
Posted on 05-04-08 10:31 PM Link | Quote | ID: 82746


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I am also very excited about this editor, it looks quite well done (the video was also neat, especially the floating cloudman). This actually got me interested in playing the game again.

troopa pride
Posted on 05-16-08 06:57 PM Link | Quote | ID: 83756


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Hey, whats up?
It was announced that it is almost finished awhile ago, but its been forever since then.
Seriously, what has been happening?Exams?

Yakibomb
Posted on 05-18-08 05:32 AM Link | Quote | ID: 83859


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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..?

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giangurgolo
Posted on 06-08-08 01:00 AM (rev. 2 of 06-08-08 01:01 AM) Link | Quote | ID: 84786


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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
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..?


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.
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