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Main - Super Mario RPG Hacking - Lazy Shell Improvement Thread New thread | New reply

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Mattrizzle
Posted on 01-27-09 02:30 PM (rev. 2 of 01-27-09 09:54 PM) Link | Quote | ID: 99581


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I noticed the color values are slightly off. For instance, SNES white should be 248, 248, 248, but it instead appears as 254, 254, 254. Also, the RGB sliders should increment by 8 instead of 1, as the SNES can only display 32,768 colors.

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Cellar Dweller
Posted on 01-27-09 05:23 PM Link | Quote | ID: 99587


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Posted by Arbe
Correct me if I'm wrong, but, doesn't this contain the development crap for LC.dll?


The information in that file is for writing apps that use the DLL, but it contains no source code for the compression routines. It may be useful to write new compression routines in managed code and drop the dependency on Lunar Compress. Is there a public doc on the compression format?

This also brings up issues about what license the LazyShell source code may be distributed with. If the GPL is used, a special exception may need to be granted by Omega and Giangurgolo to allow it to be linked to Lunar Compress.

Levesque
Posted on 01-27-09 06:58 PM Link | Quote | ID: 99591


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I would like to see ways to change the music in game.

Another thing, which would be freaking awesome, is if there was a title screen and main menu editor, and intro movie editors.

I'm sure its just a pipe dream though, but it would be awesome.

Omega45889
Posted on 01-27-09 06:58 PM Link | Quote | ID: 99592


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Posted by Cellar Dweller
Posted by Arbe
Correct me if I'm wrong, but, doesn't this contain the development crap for LC.dll?


The information in that file is for writing apps that use the DLL, but it contains no source code for the compression routines. It may be useful to write new compression routines in managed code and drop the dependency on Lunar Compress. Is there a public doc on the compression format?

This also brings up issues about what license the LazyShell source code may be distributed with. If the GPL is used, a special exception may need to be granted by Omega and Giangurgolo to allow it to be linked to Lunar Compress.


Yeah, thats the ideal solution, just integrate the compression routines into LS, but not having access to the format or source code for LunarCompress makes it a pain, and I am too busy to bother reverse engineering it.

I have never really looked into the strengths and weaknesses of the different licenses, so I am interested to hear opinions on what license to release LazyShell under.

Phoenix Yoshi
Posted on 01-28-09 12:36 AM Link | Quote | ID: 99610


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I'd also like to report that editing stats for players upon levelling up is also screwy. I have Peach set to start at Level 1, but no matter how much I set the stats for bonuses, it LOVES to reset the defense and m. defense stuff to 0 over and over and over. As for attack and m. attack, it keeps setting those to either 2 or 3. I'm SICK of it. It just plain refuses to accept much change, it seems.

Omega45889
Posted on 01-28-09 02:30 AM Link | Quote | ID: 99623


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Posted by Phoenix Yoshi
I'd also like to report that editing stats for players upon levelling up is also screwy. I have Peach set to start at Level 1, but no matter how much I set the stats for bonuses, it LOVES to reset the defense and m. defense stuff to 0 over and over and over. As for attack and m. attack, it keeps setting those to either 2 or 3. I'm SICK of it. It just plain refuses to accept much change, it seems.


Ill look into it, but it sounds like it might be a limitation of the game, and thats why the editor wont let you enter those values.

Sagittaire
Posted on 01-28-09 03:02 AM Link | Quote | ID: 99636


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To list an overall pro and con of the editor:

PRO: EVERYTHING...is easy to understand, and at the same time, noobproof. It's a legitimate editing tool made with the utmost ease available.

CON: (This is important): LEVEL EDITOR TILE LAYOUT. Everything is a scary mess.

The only gripe I have is finding out which tiles go where (Took me a good day to just make the 1st Bowser Castle Room BARE...I carefully, painstalkingly set every tile with the utmost precision).

Perhaps, to update the beta, have the tiles for each mapset (L1-L3) be set up in a way that all respective tiles be aligned near each other (Floorsets with floorsets, walls with walls, doodads with doodads). Placing them is no prob. Finding which tiles go where...is honestly, scary danger.

That's it from my part. Stats is perfect, Event editor is perfect (And requires ASM knowledge), and Sprites is fun to play with. Level editor is 98% perfect (The 2% is the killer mess of unorderly tiles).

Thanks again Omega.

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Phoenix Yoshi
Posted on 01-28-09 04:38 AM Link | Quote | ID: 99646


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Posted by Omega45889


Ill look into it, but it sounds like it might be a limitation of the game, and thats why the editor wont let you enter those values.


Ah, okay. Well, if it IS just a limitation, then perhaps a documentation of what WILL work would be good? (But still, you think that it wouldn't be forced to be stuck at certain values if you found you could modify them at all...)

Omega45889
Posted on 01-28-09 08:03 AM Link | Quote | ID: 99651


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Posted by Phoenix Yoshi
Posted by Omega45889


Ill look into it, but it sounds like it might be a limitation of the game, and thats why the editor wont let you enter those values.


Ah, okay. Well, if it IS just a limitation, then perhaps a documentation of what WILL work would be good? (But still, you think that it wouldn't be forced to be stuck at certain values if you found you could modify them at all...)


And what if those certain values can cause the game to crash? Does it not make more sense to prevent impossible values from being entered to prevent future problems? Can you imagine how hard it would be to figure out that one stat is causing your game to crash. If players want to set those values, they can figure out how to allow them and write a patch.

I haven't looked into it, so it might still be a bug, but that's the reasoning behind things like that.

Sukasa
Posted on 01-28-09 07:40 PM Link | Quote | ID: 99675


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After deleting an exit from level 010 / Mario's Pad, I tried to recreate an exit field, but LS complained that the total exits count or similar was exceeded, despite a valid exit having just been erased

Phoenix Yoshi
Posted on 01-28-09 08:47 PM Link | Quote | ID: 99679


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Also, I've been forgetting to report something else. You cannot set a spell to have no element associated with it once it's set to have an element. I refuse to accept that this is just a limitation, because this doesn't just happen to spells that start out with elements by default- Things like Therapy, which have no elements whatsoever, can be given an element, and no matter what you do, you can NEVER remove the element except by restarting on a new ROM, or MAYBE importing everything spell-related from a clean ROM...if it'd even do that for me. I really strongly believe that this might be a bug. Values...really shouldn't reset like this.

PressAdob
Posted on 01-28-09 09:33 PM Link | Quote | ID: 99683


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Define "element" I do not see an element in the spell select box.

Sukasa
Posted on 01-28-09 11:58 PM Link | Quote | ID: 99689


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I've got a bit of a longer-term suggestion: Rework LS and SMRPG (Via ASM hack) to allow ROMs up to 8MBytes large via the SA-1's bankswitching registers (SMRPG already uses the SA-1). This would help ease issues where people using LS and making some areas larger would run out of ROM space, as is apparently happening to me.

giangurgolo
Posted on 01-29-09 12:37 AM Link | Quote | ID: 99691


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The issues with the level-up bonus controls and saving the inflict element for spells have been fixed. These fixes along with some of the other suggestions by other posters will be included in the next version.

Mecakoto
Posted on 01-29-09 09:22 PM Link | Quote | ID: 99768


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If there isn't already a way, there should be a way to edit items/weapons/armor/party members in the battle script preview thingy. It would save people time when testing some of the if/then, damage, and behavior commands.

Sorry if this already exists. If it does, I couldn't find it. =p

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Arbe
Posted on 01-29-09 10:42 PM Link | Quote | ID: 99776

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A lot of people are having trouble with assembling levels, so I had an idea. How about some sort of object template system? For example, a tree, or an island, or a house. It makes your life easier whilst you're designing levels, and the technology is there to have an object sharing system using Cirrus (castle, forest, etc.).

privatesmiley
Posted on 01-31-09 05:03 PM Link | Quote | ID: 99866

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the only trouble i have is using the spirtes.

for some odd reason, i cannot get the mario sprites to switch to geno's.

anyone know how to do this?

PressAdob
Posted on 01-31-09 09:11 PM Link | Quote | ID: 99872


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BUGS
Sprite animation viewer thingy:

bugs: Does not load right palette for the battle portraits 29-2c
32 boster walk is not booster walk it is normal yoshi laying an eff facing th player
0f4 is named wrong? It looks like a sleepig mushroom from inns to me.

Also, this bug reported on RH.nrt

CLICK TO SEE BIGGER
Is that area loading the wrong palette?

Sukasa
Posted on 01-31-09 09:50 PM Link | Quote | ID: 99873


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There are parsing error on some of the Event and Action scripts as well, about four in the event scripts total, and at least one in the action scripts (I went thorough all 4096 events last night looking for one, didn't find it :/).

The ones I recall are event 470, and action script 470.

blackhole89
Posted on 02-01-09 01:29 AM Link | Quote | ID: 99885


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Things I'd like to see:
- hotlinks of sorts from the NPC selector to the event viewer
- better layout in places (Why is the level startup event/BGM ID hidden in the event field part?)
- improvements to the tilemap editor (allowing to set priority bits, mirroring etc. above 8x8 tile basis)
- floodfill, rectangle paint etc. functions
- rotating the view at least for physical field display

That's it from today's experimentation.

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