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

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Prism
Posted on 08-18-09 04:52 AM (rev. 2 of 08-18-09 05:21 AM) Link | Quote | ID: 113718

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- Not sure if this is a bug or not, but whenever I close the stats editor, all of the spells that have an effect, like inflict mushroom, get shifted down to nullify. Things with nullify get shifted down to none. Seems to only happen after you've edited a spell for the first time.

- Someone mentioned it: But being able to select multiple commands for movement, editing or deletion would be very cool.

- Maybe a way to toggle a highlight(red, blue green, purple etc, or be able to choose a highlight color in main window or something) on certain types of commands in the battlescript like If, attacks, spells etc.

- When collapsing one or more groups of scripts in the battle editor, make it so everything doesn't re-open whenever you do something as simple as double clicking a piece in another group to edit it.

- Make it so whenever you insert a command it doesn't auto scroll to place your new command at the top of your screen(very annoying).

- A way to stack windows so I don't have to have 4 objects open on my task bar when editing stuff.

- A way to edit battle events(like the screen flashing after killing the kink-link in the bower fight).

- Possibly add the color math feature to other areas where you can edit the pallets.

- A way to sort formation list. Can be difficult to find a specific group of spawns without continously pressing z,z,z,z to find "Zombone" for example.

- Not important, but maybe show what line you are on in a script editor and buddy it with a "jump to line" button and a column on the left side that shows the line# for each line possibly? This could be useful if you have a large script)

- Not important, but maybe a way to export stuff as .txt

giangurgolo
Posted on 08-18-09 07:23 PM Link | Quote | ID: 113747


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Posted by Prism
- Not sure if this is a bug or not, but whenever I close the stats editor, all of the spells that have an effect, like inflict mushroom, get shifted down to nullify. Things with nullify get shifted down to none. Seems to only happen after you've edited a spell for the first time.

A: That's been fixed. See my post earlier in this thread to see what has been fixed/added for the new version.

- Someone mentioned it: But being able to select multiple commands for movement, editing or deletion would be very cool.

A: That has been added.

- Maybe a way to toggle a highlight(red, blue green, purple etc, or be able to choose a highlight color in main window or something) on certain types of commands in the battlescript like If, attacks, spells etc.

A: This might not be too hard to do but for anything that hasn't been added as of now, don't count on it

- When collapsing one or more groups of scripts in the battle editor, make it so everything doesn't re-open whenever you do something as simple as double clicking a piece in another group to edit it.

A: if it takes more than 1 hour to add this, it won't be added

- Make it so whenever you insert a command it doesn't auto scroll to place your new command at the top of your screen(very annoying).

A: its either that or have it scroll all the way to the top. I know about this, and I agree it was very annoying when making hacks.

- A way to stack windows so I don't have to have 4 objects open on my task bar when editing stuff.

A: I'll see what I can find out

- A way to edit battle events(like the screen flashing after killing the kink-link in the bower fight).

A: yes, that is included in the new animation editor

- Possibly add the color math feature to other areas where you can edit the pallets.

A: this has been added for battlefield, sprite and spell effects

- A way to sort formation list. Can be difficult to find a specific group of spawns without continously pressing z,z,z,z to find "Zombone" for example.

A: just use the search feature (the little blue magnify glass next to the formation list). Most of the long lists (such as sprites) have this. Type in Zombone or whatever and it will list the formations that have that monster.

- Not important, but maybe show what line you are on in a script editor and buddy it with a "jump to line" button and a column on the left side that shows the line# for each line possibly? This could be useful if you have a large script)

- Not important, but maybe a way to export stuff as .txt

A: some things can be exported to txt, nothing else will be added though


Note that if any of this stuff can't be done in less than a couple of hours or requires more than 20 or so lines of code, I won't bother with it. Please consider the fact that your feature request might seem like something very simple to implement, when in reality it could be anywhere from quick and easy to a colossal pain to code to pretty much impossible.

I'm writing a FAQ that will address most of the questions and problems mentioned. I might add questions that people have from time to time, if I can answer them quickly.

NOTE: any versions released after 2.1 will only be bug fixes.

Thank you for your patience.

Prism
Posted on 08-18-09 07:49 PM (rev. 3 of 08-19-09 05:38 AM) Link | Quote | ID: 113751

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That's fine. Do whatever you can ^^

Didn't notice the magnifying glass on the formation list. I will note that.

al2fenrir
Posted on 09-20-09 05:10 PM Link | Quote | ID: 115643


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Here are my suggestions..

1. If it's possible, can you guys allow the editor to add an entirely new string instead of editing an existing one? It would be cool if we can add more characters and maps.

2. Music editor

3. Increase level cap.

4. Add new character spells.

5. Add 6th character.

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giangurgolo
Posted on 09-20-09 06:05 PM Link | Quote | ID: 115646


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1. Not going to happen, because it would require assembly hacking.
2. Nope, sorry. No more new features are going to be added from here on. Only bug-fixes.
3. See #1
4. See #1
5. See #1

al2fenrir
Posted on 09-22-09 12:27 PM Link | Quote | ID: 115823


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Too bad..

Assembly hacking could be a cool feature, I saw it on starcraft editors, but I understand that it would require more time and could even mean reconstructing lazy shell from scratch.

Anyway, I saw somewhere on this forum, about a new Lazy Shell version. The current one I was able to download is v.1.0. Where can I find v.2.0? Is it currently on the works?

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al2fenrir
Posted on 10-09-09 04:02 PM Link | Quote | ID: 116781


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Btw gian, I saw your doc regarding ASM, but I can't figure out what program to disassemble/reassemble the ROM. I have downloaded a lot of programs and non of them seems to work.

They are always showing a different version of the table. What's up with that?

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al2fenrir
Posted on 10-15-09 04:44 PM Link | Quote | ID: 117190


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I have an additional suggestion to Lazy Shell. If it may not be too late.. how about you guys add an offset locator, so that we could know what part of the rom is being edited. Hope I'm not asking too much.

Btw, I just found out that it's impossible to create a new animation without editing an existing one. It's just not possible with limited ROM space.

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philosophia6604
Posted on 10-15-09 05:25 PM Link | Quote | ID: 117194


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just curious if it can be added...
to be able to edit when a character learns a new move.
=)

al2fenrir
Posted on 10-17-09 05:15 AM Link | Quote | ID: 117381


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Posted by philosophia6604
just curious if it can be added...
to be able to edit when a character learns a new move.
=)


It can be edited on Lazy Shell 2.1, but not on the current Lazy Shell 1.0. However, you may try hex editing. Giangurgolo has all the info you need on his site.

http://giangurgolo.home.att.net/smrpg/

He already identified the offsets for us. It may take a lot of patience at first though.

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al2fenrir
Posted on 10-18-09 03:16 PM Link | Quote | ID: 117459


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I would like to add a bug report on Lazy Shell v.1.0

1. Event Script Editor ruins the memory partition once you overload the event script with a lot of commands.
2. Level Editor ruins the memory partition if yo edit the last two final maps 1FE and 1FF. Once you do this, you won't be able to access the World Map levels.
3. Formation Pack also glitches if you change the first formation 0.

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philosophia6604
Posted on 10-18-09 04:28 PM Link | Quote | ID: 117464


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Posted by al2fenrir
Posted by philosophia6604
just curious if it can be added...
to be able to edit when a character learns a new move.
=)


It can be edited on Lazy Shell 2.1, but not on the current Lazy Shell 1.0. However, you may try hex editing. Giangurgolo has all the info you need on his site.

http://giangurgolo.home.att.net/smrpg/

He already identified the offsets for us. It may take a lot of patience at first though.


oh i just checked =)
yep they added it =)
they're just great at what they do =)

al2fenrir
Posted on 10-28-09 05:08 PM Link | Quote | ID: 118114


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The event script editor has a lot of parsing errors..

Editing major scripts will instantly cause a crash somewhere in the game. I also notice that adding new events will automatically bug mario's palette color after fighting punchinello. Editing the event 593 (Palette change to black) will shift the memory addresses and will affect the Midas River hardcoded events.

Hope this can be resolved..

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al2fenrir
Posted on 12-01-09 05:31 PM (rev. 2 of 12-02-09 05:42 AM) Link | Quote | ID: 121127


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Here some additional bugs that I would like to report..

The World Map editor is mess up. It usually corrupts the world map tiles, including the map points associated with it.

It cost me valuable time when it corrupted my ROM.

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al2fenrir
Posted on 12-22-09 04:36 AM (rev. 2 of 12-22-09 05:12 AM) Link | Quote | ID: 123720


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Bug Reports:

World Map
-Reads tileset 0 instead of 1. Reads map tileset 2 instead of map tileset 1, so on and so forth. LS edits the wrong offset.


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Yakibomb
Posted on 01-02-10 10:11 PM (rev. 7 of 01-03-10 06:31 AM) Link | Quote | ID: 124857


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Bug report:

- The preview feature in the battle script editor is bugged. When I go to preview any battle, everything that saves to the 'PreviewRom' to preview the battle also saves to MY rom.

- I wouldn't really count this as a bug, but... Could you make it so that in the script editors, when you go to paste something, the first and last check boxes are checked after being pasted? Right now, all it does after you paste something is check the last thing you pasted. It's a real bother when you're working with larger scripts and pasting things, because usually you can't keep track.

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Zealous98
Posted on 01-30-10 03:24 PM Link | Quote | ID: 126364


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Bug report:

In the sprite editor, if you switch from tilemap to gridplane on any mold, the Available Bytes calculator will add to/subtract from its current value every time you modify a 8x8 tile's value. I can't determine what makes it add or subtract, but it will usually subtract. This means: holding down the arrow to scroll through tile values will make the number plummet toward the negatives.

If you get in the negatives, LS will bug you with error dialogues when you try to save. However, since the Available Bytes is now inaccurate, your work will still save.

SMRPG HACKER
Posted on 04-19-10 02:31 AM Link | Quote | ID: 130089


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Is it possible omega to make a resouce checker
like checks where palletes and sprites,ETC are used

Elementalpowerstar
Posted on 06-18-10 07:05 PM (rev. 4 of 06-19-10 03:25 AM) Link | Quote | ID: 132112


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Upon importing/changing any type of sprites in 2.5, it gives me an error. Let me grab a few screenshots.

EDIT, JUNE 18TH.
Hold on, I've been using 2.4 for some reason, I'm sorry, wait until I try this out in 2.5b, and if you've already looked into it, I am very sorry for wasting your time.
-------------------------

Edit 2, June 18th.
Yes, this happens again. I will assume it is a rom error and I must have made some kind of weird edit in the editor, I should also mention that the battle encounter scripts, the ones that handle the battle interactions on the overworld, where you run into an enemy. It seems that the addresses they jump to had been moved somehow, with no edit on my part. I would think that modifying the red essence's script to make it use the HDMA like the Shedder script, maybe moving some things around without reheadering them? I'm just babbling, I have some comprehension of SMRPG scripting, but that's a very simple scripting system, however, the editor itself, I would think, is significantly more complex, and something beyone my comprehension. If some or one of you could look into this error, I would be most appreicated....
----------------------------



See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at LAZYSHELL.Sprites.AssembleAllWorldMaps()
at LAZYSHELL.Sprites.Assemble()
at LAZYSHELL.Sprites.saveToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.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: 2.0.50727.3603 (GDR.050727-3600)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
LAZYSHELL
Assembly Version: 2.5.0.0
Win32 Version: 2.5.0.0
CodeBase: file:///C:/Users/EricPlus/Desktop/Lazyshell/LAZYSHELL.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
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: 2.0.50727.3053 (netfxsp.050727-3000)
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: 2.0.50727.3082 (QFE.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
gevo2jcv
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


...however, I imported this into a clean rom and it worked, however, I don't see why that would happen anyway.

Anyway, here is the hack itself, and the graphic file trying to be imported. Import it into sprite 000~003's graphics via right click on the graphics and click "Import graphics" or something. I have done this with both a .bin and a .png with edited graphics and yeilded the same results.

IPS patch to the hack with the error.
.BIN file with the edited graphics.
.PNG file with edited graphics.

I'm just going to assume that I have a bad rom dump or something, everything else seems to work besides that, or I changed something in the editor I shouldn't have.

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deshaun182
Posted on 07-17-10 08:19 AM Link | Quote | ID: 133066


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Hmmm.. Ive had a similar pop-up appear while editing just the stats of basic enemies, i just usually choose to ignore it, but if it happens again, ill be sure to post it.

Thats not the only thing have to say, more of a question actually

Is there a problem with Event script 515?
For some reason it WILL NOT do as i tell it to, for now ive had to resort ro changing my information to event 517.
Basically what kept happening was everytime i tried to run event 515, it did 516. No matter what i did. I checked all the pointers and i ran threw it severtal times, copying the game over and saving and restarting the editor.
Basically this event just will not do as i say, it keeps running 516
when i changed the information from 515 to 517 it worked perfectly fine.
So right now, i have 515 just completly clear because i have no idea if there is an actual problem with it.

I havent come across any other problems with any other numbers, just that one just continued to run the one above it

Yes i did check out the sprite on the level page to make sure it was the event that i intended it to be, but it still wouldnt run the script like i told it to.

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