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

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Mecakoto
Posted on 02-01-09 04:57 AM (rev. 2 of 02-01-09 05:08 AM) Link | Quote | ID: 99893


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In the Battle script editor, I'd like to see a grouping mover. That way when I have 4+ commands that I'd like to move or orginize up one level I don't have to click 20 times, or more.

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Sukasa
Posted on 02-01-09 04:58 AM Link | Quote | ID: 99894


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actually, multiple command copy/paste in the entire script editor would be nice as well

Mecakoto
Posted on 02-01-09 06:48 AM Link | Quote | ID: 99901


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Undo button on every part of the editor.

Simple, but very useful and timesaving.

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PressAdob
Posted on 02-01-09 05:52 PM (rev. 3 of 02-01-09 06:05 PM) Link | Quote | ID: 99915


Red Goomba
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The animation editor bugs out with



ERROR WRITING BYTE: 0 to BYTE[] DATA at offset 119
Data size 119
Please Report this



I can reproduce it, it happens on sprite 185 when you clear out all the extra empty molds, then when you get down to one blank one, try and insert a tile in it.

Bamp goes the error.


Import is -Broken-

Every time I import something the data that I import goes all wonky.

See sprite animanation editor again.

Edit: It seems to have just broke a savestate oddly...

However the battle did crash when I tried to run it, so Meh :/

Elementalpowerstar
Posted on 02-02-09 06:57 PM Link | Quote | ID: 99960


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(I really think a bug report thread should be started.)

I was trying to figure out which way was northwest, since I'm a dumbass and can't figure out a compass, and I was rotataing NPC #470, In partition #12, at the Marrymore Chappel, Sanctuary level.

This is what I got:



************** Exception Text **************
System.Exception: Exception of type 'System.Exception' was thrown.
at SMRPGED.ByteManage.GetByte(Byte[] data, Int32 offset)
at SMRPGED.Mold.InitializeMold(Byte[] sm, Int32 offset)
at SMRPGED.NPCProperties.CreateImage(Int32 radialPosition, Boolean fromSprite, Int32 fromSpriteNum)
at SMRPGED.Overlay.DrawLevelNPCs(LevelNPCs npcs, NPCProperties[] npcProperties)
at SMRPGED.Levels.npcRadialPosition_SelectedIndexChanged(Object sender, EventArgs e)
at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
at System.Windows.Forms.ComboBox.WmReflectCommand(Message& m)
at System.Windows.Forms.ComboBox.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
LAZYSHELL
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/---/Desktop/SNES/LazyShell/LAZYSHELL.exe
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
ui4fssc0
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.DirectoryServices
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.DirectoryServices/2.0.0.0__b03f5f7f11d50a3a/System.DirectoryServices.dll
----------------------------------------


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Introduction to The Lazy Shell Editor (youtube)
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Arbe
Posted on 02-03-09 12:34 PM Link | Quote | ID: 99989

go away
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When is the source going to be released? Because I'll write the object template thing myself if it doesn't get done.

Mecakoto
Posted on 02-06-09 04:07 AM (rev. 2 of 02-06-09 04:14 AM) Link | Quote | ID: 100180


Shyguy
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Posted by giangurgolo
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.


I can't wait. The latter has made it so I can't accurately test my Final Boss because one of the member's of the battle use things like Petal Blast and Smithy's Treasure Head's super rave status attacks.

This is because (as I think someone else already commented on it) you can't set "Inflict," "Nullify," or "None" without it changing upon saving. Manipulation of it allows me to set it to "inflict" after I go to "None," but as soon as a major event happens (such as gaining a character) they change, causing the work to be for naught.

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Elementalpowerstar
Posted on 02-09-09 01:02 AM Link | Quote | ID: 100357


Paratroopa
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I would REALLY like a more specific tile searcher:

Like if I just want THIS ONE TILE: Not what that tile includes. Have like an on/off switch, "General Search", "Specific Search" so I can find my tile quickly.

I don't know how long I've looked for tiles and found tiles that are slightly different.

____________________
Introduction to The Lazy Shell Editor (youtube)
Super Modify RPG's Youtube Channel.

Omega45889
Posted on 02-10-09 02:11 PM (rev. 3 of 02-10-09 06:39 PM) Link | Quote | ID: 100599


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You guys should know that Giangurgolo has fixed most if not all the issues and added a bunch of the suggestions.

Releasing small patches however isn't feasible. As it stands right now, we have avoided network connectivity in everything but Cirrus, but what about a simple version check on start-up that can be enabled/disabled via the settings menu? Or maybe just a button in the main window to check if your using the latest version.

A notification system would make releasing smaller updates possible. We cant exactly release a new build to fix one bug. There would be no "Download and patch" option, but it would let you know that your out of date and provide you with a link. Some people are afraid of network connectivity though, which is why we avoided it in the first place.

Posted by Elementalpowerstar
I would REALLY like a more specific tile searcher:

Like if I just want THIS ONE TILE: Not what that tile includes. Have like an on/off switch, "General Search", "Specific Search" so I can find my tile quickly.

I don't know how long I've looked for tiles and found tiles that are slightly different.


Good idea, taken note of.

On another note, next week is spring break! I probably wont put a ton of time into LS, but ill probably finish V1.1.

****************************************
Concerning the Level Editor Templates

Would you guys make use of a template server where people can build and submit templates for drag&drop level creation?

I envision it as another tab under Cirrus where you can go and view the different submissions and download them individually or all at once. There would also be a "Template Auto-Sync" setting that would automatically download any new templates at start-up.

I also want to make the template system more than a simple static objects. It would of course use static objects for houses, but it will be also be able to generate templates using a pre-defined pattern. An example would be islands, forests, maze's, anything that is tedious to build but still contains patterns. The template system will also encapsulate the physical map, so you wont have to build it for everything.

But, I don't want to put all that extra work in if all you guys want is a simple static drag&drop template system.


EDIT:
Just a place to keep track of features I intend to add

* Double-click "Run Event #" command to follow
* Undo/Redo for events editor
* Event Script X-Ref (Cross Reference) Visualizer (Possibly)
-> Visualize links between Events, Levels, and NPC's (combination)
* Level Editor template system
* Level Editor "Fill" option
* Version check
* Graphics editing
-> Export as editable
-> Export as package (Ex-GFX type deal)
-> Import editable
-> Import package
* Primary Rom integration
* Original Rom integration
-> So LazyShell can restore a level/script/etc. to default in an open rom
-> Specify an original file, and LS will store it with the editor
* Support for unused text characters
* Support for character levels beyond level 30 (Maybe just an assembly patch on Cirrus)
* Support for editing character levels beyond 30
* Support for running LazyShell under Mono
* Implement compression routines in managed code instead of external DLL
* Integrate tutorials
* Script editor multi-copy/paste
* Level Editor tile search (General/Specific)

PressAdob
Posted on 02-11-09 03:17 AM Link | Quote | ID: 100726


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Posted by Omega45889
You guys should know that Giangurgolo has fixed most if not all the issues and added a bunch of the suggestions.

Releasing small patches however isn't feasible. As it stands right now, we have avoided network connectivity in everything but Cirrus, but what about a simple version check on start-up that can be enabled/disabled via the settings menu? Or maybe just a button in the main window to check if your using the latest version.

A notification system would make releasing smaller updates possible. We cant exactly release a new build to fix one bug. There would be no "Download and patch" option, but it would let you know that your out of date and provide you with a link. Some people are afraid of network connectivity though, which is why we avoided it in the first place.


Go for it, just have it turned off at the start and you advoid all major problems.

Tripleh213
Posted on 02-20-09 01:52 AM Link | Quote | ID: 101459

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When I save the level bonus stats and shut the Lazy Shell off and when I turn it back on the stats go back to default. I saved using the ways of the help files.
Help me.

Elementalpowerstar
Posted on 02-21-09 06:54 AM Link | Quote | ID: 101551


Paratroopa
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Something i've wanted to edit:

Include a list of palettes that the HDMA uses, IE: Geno Whirl, Power-up animations, drain beam, Geno Beam... etc.

That would be great.

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boingboingsplat
Posted on 02-21-09 07:07 AM Link | Quote | ID: 101553


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Posted by Elementalpowerstar
Something i've wanted to edit:

Include a list of palettes that the HDMA uses, IE: Geno Whirl, Power-up animations, drain beam, Geno Beam... etc.

That would be great.

Well, HDMA doesn't exactly use "Palettes", it's generally color math and such, assuming its HDMA. Shouldn't be too hard to edit if you knew the location in the ROM.

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ChaosBoi
Posted on 02-21-09 10:55 AM Link | Quote | ID: 101567


Mini Octorok
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Not sure whether if this is a bug or something, but everytime when I try to save my event scripts, the editor tells me I don't have enough space. After deleting 2 useless event scripts (The ones used in the debug room), I was able to save it. However, when I close the script editor and come back later to add like 1 or 2 lines of scripting to the one I was currently working on, I get the error about not having enough space again.

Is this a bug, or does a line or 2 actually take up a lot of space?

Omega45889
Posted on 02-21-09 05:42 PM Link | Quote | ID: 101576


Red Paratroopa
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Posted by ChaosBoi
Not sure whether if this is a bug or something, but everytime when I try to save my event scripts, the editor tells me I don't have enough space. After deleting 2 useless event scripts (The ones used in the debug room), I was able to save it. However, when I close the script editor and come back later to add like 1 or 2 lines of scripting to the one I was currently working on, I get the error about not having enough space again.

Is this a bug, or does a line or 2 actually take up a lot of space?


I'm confident that its not a bug. Your going to have to be more specific about exactly what to do in order to reproduce this for me to figure out if its a bug or not.

The event scripts are scattered across multiple banks, and because of the way it works, we have keep all scripts in their respective banks. What that means is that even if you have a bunch of free space in bank X, you may run out of space in bank Y.

You can keep track of the amount of space you have free by looking at the "Available Bytes: " counter in the bottom left of the Scripts Editor. This updates in real time, and displays the amount of space you have left in the current bank (not in total).

There will be a more comprehensive way to analyze scripts in the next release (similar to the "Space Analyzer" in the Level Editor).

ChaosBoi
Posted on 02-21-09 06:38 PM (rev. 3 of 02-21-09 07:15 PM) Link | Quote | ID: 101578


Mini Octorok
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Hm, I see. I'll check the byte size next time then, since I didn't notice the size counter before. I'll post back if the byte size wasn't the problem.

EDIT: Well, I guess it was size issue but there's something else. When I open the script editor, I start off with at least 444 bytes (I even scroll up a few, and it stays 444). However, when I go to like #3113, the size goes all the way down to 33 for some reason, and then it goes back up to 444 when I go back to event 0. Is this normal?

Omega45889
Posted on 02-21-09 07:20 PM (rev. 2 of 02-21-09 07:21 PM) Link | Quote | ID: 101584


Red Paratroopa
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Posted by Omega45889
You can keep track of the amount of space you have free by looking at the "Available Bytes: " counter in the bottom left of the Scripts Editor. This updates in real time, and displays the amount of space you have left in the current bank (not in total).


The scripts, especially the event scripts are scattered throughout different banks, and thus, the "Available Bytes" counter only shows the amount left in the relevant bank, which is why that value changed when you went to a script that was located in a different bank, but not when you viewed one in the same bank.

Yakibomb
Posted on 07-12-09 05:46 AM (rev. 7 of 07-14-09 01:51 AM) Link | Quote | ID: 110329


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The ability to drag and drop events in the script editor would be nice.

I would also like to see a new function with the stats editor. This would be a major, in-depth way to edit spells during battle. There could be a way to change what animation your character will use, and what sprite(s) will be created on screen during a battle. Maybe the ability to make them have a set position on screen. I always dreamed of something like this, and it would make the game way more interesting if it became that much more flexible.

Oh, and maybe a way to prioritize spells? Currently, say, if you start with Jump, Geno Boost, and Thunder, when you level up as Mario to get Fire Orb, it is in front of Jump, instead of right after Thunder... I don't think this would work, though, since it's hard coded (I think).

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Stepped Goomba Juice
Posted on 08-13-09 03:05 PM (rev. 2 of 08-13-09 03:05 PM) Link | Quote | ID: 113323

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It's already been asked, but I would really need a function to choose the level of the player when testing monster battle scripts. Because my beginner monsters don't last even a turn in a fight!

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Sukasa
Posted on 08-17-09 05:07 AM Link | Quote | ID: 113612


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Posted by Phoenix Yoshi
Posted by Shinnok
I have just deleted the 4 terrapins in the 2nd room of Bowser's Castle and the room freezes when I go to this room in-game. Is that normal, or a bug?

I had the same issue. It apparently expects all the original enemies to be there... What I did was unclicked "Show NPC Instance" on those 4 enemies, made them walkthrough, and set their activation to (none) so it'd be like they weren't there.

This would be because there are scripts for that level which expect the terrapins to be there; remove those scripts and you can remove the terrapins.
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Main - Super Mario RPG Hacking - Lazy Shell Improvement Thread New thread | New reply

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