Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
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Elementalpowerstar
Posted on 12-13-12 03:56 AM, in Lazy Shell Improvement Thread Link | Quote | ID: 153063


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Posted by PressAdob
I would just like for the Solid-Tiles graphics to show more detail about their function on the graphic. Like, for ones that put mario behind an object: They could have a different color edge, or something.

Also, a faster way to find tiles would be nice as well, even if it's just a few simple search options:

Height __ Slope Y/N etc)


Correct me if I'm wrong, but...

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Elementalpowerstar
Posted on 12-27-12 06:17 AM, in Help a guy out. Link | Quote | ID: 153168


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The "How do I ________?" thread is designed to ask and answer questions like this, so it doesn't clog things up.

AND, if you're playing from the beginning of the game, the game disables the joypad's menu open button, so, you need to re-enable it in a script.

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Elementalpowerstar
Posted on 12-27-12 10:44 PM, in Help a guy out. Link | Quote | ID: 153177


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It's in the Joypad section of event scripts.
"Enable Joypad" or "Enable Joypad, reset at Return."

Just enable everything for either.

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Elementalpowerstar
Posted on 05-29-13 04:22 PM, in Why? Link | Quote | ID: 154020


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Super Mario RPG is a hard game to hack completely. Unlike Super Mario World, dragging and dropping isn't an option when you want to make something quality and fun. It requires more effort than just placing enemies, moving tiles around, and renaming levels.

More often than not, if you want a good hack, you'll have to make it, or just play one of the very few that are completed.

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Elementalpowerstar
Posted on 11-14-13 03:49 AM, in Have anyone make a new mario rpg hack yet Link | Quote | ID: 155107


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Posted by Mecakoto
It'd take me 80 hours. Just need a reason.

How about we host a competition? We could host it here to get more people into it. I'm sure there are plenty of proficient enough people to make something, no matter how small, and it might even spark more interest in SMRPG hacking in general. (Might even make this board more alive, too!)

Would that the right kind of motivation?


Wat? Competition? I like the sound of that.

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Elementalpowerstar
Posted on 11-15-13 04:18 AM, in LazyShell Competition Thread #1! Link | Quote | ID: 155121


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I like it. I'd definitely do it, but it seems kinda moot if no one else has interest in it. I think the start date should be a little bit after any interest is spoken of, otherwise we might just get three hacks and three judges.

Sounds good. I already have a few ideas.

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Elementalpowerstar
Posted on 11-21-13 06:23 AM, in LazyShell Competition Thread #1! (rev. 3 of 11-21-13 06:25 AM) Link | Quote | ID: 155164


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Whoops, guess I don't know how to delete posts.

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Elementalpowerstar
Posted on 11-23-13 10:06 PM, in LazyShell Competition Thread #1! (rev. 2 of 11-23-13 10:24 PM) Link | Quote | ID: 155174


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I'm very sorry, Yakibomb. I know you were looking forward to a lot of great ideas from everyone, but it's a good idea! Maybe you should do one another time. I'm truly sorry. Team Fortress 2 is simply more fun.

Edit: Now THAT is how you make a hack. Yakibomb, everybody. I would have never thought to use anything you used. Ever. It was spectacular for a demonstration of something.

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Elementalpowerstar
Posted on 11-29-13 02:49 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 155188


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In the Audio Editor, if you import Any ol' .MML into it where the percussion channel has rests, like this one in 7/8, it'll read it as played notes.

Also, Reverb commands don't export to MML, if I remember correctly, and are not imported when importing to SUPER MARIO RPG format.

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Elementalpowerstar
Posted on 11-30-13 04:56 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 155191


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Posted by giangurgolo
Thanks EPS. I imported the file you linked but didn't notice any of the problems you described. Which rests are importing as notes? Also, which MML instruction is reverb?

Restarting with a new copy of the editor, new rom, new MML, I ran into the same problem.

Importing in "SUPER MARIO WORLD (LEVEL)" Native format, the rests and ties in the Percussion Mode ON sections in that .MML file I linked above are playing as notes. Reverb, not present in that MML, is explained down there.

Hopefully this picture will help. The bottom row of notes is what's shown in Lazy Shell, and the MML formatted music is Eyes of Flame's Channel 7 in the .MML file.

"r8" is one note, and "^16" is shown as another. It seems to be the Percussion mode ON command is doing it, as rests and ties are present in channels with no Percussion mode ON commands.

As for the Reverb, I had to do a bit of looking, but found this wall of text. that had the information on N-SPC commands. They're stored in a Header of a .MML file, rather than by channel.

"$EF $XX $YY $ZZ - echo (part 1)
$XX = channels that have echo, $YY = echo volume on left speaker, $ZZ = echo vlume on right speaker
$F0 - turn off echo
$F1 $XX $YY $ZZ - echo (part 2)
$XX - echo delay, $YY = feedback/reverb, $ZZ = FIR filter (00 = off, 01 = on)"

The "Channels that have Echo" command isn't straightforward as most things aren't, so maybe do a "Import reverb?" checkbox, just in case, unless you get it down pretty well?

Dunno, would be nice for Percussion sections too, just in case a song is using a single instrument at different pitches instead of multiple percussion instruments at once.

Sorry in advance if I provided too little or wrong information.

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Elementalpowerstar
Posted on 12-01-13 08:05 AM, in Lazy Shell Improvement Thread (rev. 2 of 12-03-13 02:56 AM) Link | Quote | ID: 155195


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So, I noticed something with custom music in Super Mario World, where a large portion of the music in certain channel(s), at the end will be blocked out with Rest commands, often "[r]100". Super Mario World seems to have this logic where the song starts to loop back to the beginning of Infinite Looping when the first channel to terminate it's script is.

Say, channel 0 was 10 notes long, and it began to repeat infinitely at the beginning of those notes.
Channel 1 was 8 notes long, and it also began infinitely at the beginning of those notes.
The game would stop at 8 notes for both channels, and loop back around.

For a downloadable example I wrote quickly, "A TEST SONG.txt" (Contains 2 files.) contains a song without a large amount of rests in a loop, will continually play over and over, when a Begin Infinite Repeat command is placed when the notes start. "A TEST SONG with long rest loop.txt" plays normally in AM4 Player, which assumedly copies SMW's sound system, and this plays and loops perfectly.

Is it possible to get this feature implemented? Or perhaps a line in the Staff Viewer of the Audio Editor (An amazing feature, by the way. Good on you for putting that in.) that would show where the end of the channel would be, so it can match up? It would likely need to match up at the appropiate length with the Begin Infinite Repeat command to go accurately. This would greatly help converting favored SMW .MMLs to SMRPG.

Try importing those .txts in the Audio Editor and in AM4 Player and see how things goes. They'll both need the Begin Infinite Repeat command added at the beginning of the notes, because appraently the editor decided not to pick up on them for some reason. It did with other .MMLs, but not that one. Strange.

Sorry in advance, and thanks.

I'm sure someone else might be better suited to fill you in on specifics, but I hope this will be enough to start, if at all.

EDIT (12/2)
If you are planning to implement that line, try to make it at the end of the last note's duration, like this image, where the rests are. I'm starting to use this as a guideline for where the song ends, so there may be no need to even do it. Assuming this works, of course.

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Elementalpowerstar
Posted on 12-03-13 12:50 AM, in LazyShell Competition Thread #2! Link | Quote | ID: 155207


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Good on you for coming through, Yakibomb! I'll definitely make a better effort to do it this time. Appreantly someone at the Points of Required Attention decided to put the first one up there, so maybe this one can go up there too.

WHOEVER IS WATCHING.
SEEING ALL.

Good luck to everyone.

____________________
Introduction to The Lazy Shell Editor (youtube)
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Elementalpowerstar
Posted on 12-03-13 04:13 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 5 of 12-05-13 07:08 AM) Link | Quote | ID: 155210


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Found this little lass floating around in the Sunken Ship map [160]. Try clicking the L2 layer button (I think the other buttons do this too.) I tested it in a different map to see if it would do it, and it did not, hence the opening Level map 3.

LAZYSHELL, Version=3.18.4.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
Object reference not set to an instance of an object.
at LAZYSHELL.LevelTileMods.RedrawTilemaps()
at LAZYSHELL.TilemapEditor.buttonToggleL2_Click(Object sender, EventArgs e)

**************Recent Event History**************
"layerMaskHighX" | Value = 17 | Form "Levels" | Element = {160} Sunken Ship, Area 01
"toggleL1" | Form "Levels" | Element = {003} Bowser's Keep 1st time, Area 01
"toggleL2" | Form "Levels" | Element = {003} Bowser's Keep 1st time, Area 01
"layerPrioritySet" | Value = 0 | Form "Levels" | Element = {003} Bowser's Keep 1st time, Area 01
"layerPrioritySet" | Value = 8 | Form "Levels" | Element = {162} Sunken Ship, Area 04 (Greapers & Dry Bones)
"openLevels" | Form "Editor"
OPENED FORM "Levels"
"loadRom" | Form "Editor"
LOADED LAZY SHELL APPLICATION
CLOSED FORM "Editor"

AND...---------------------------------

Got this when mousing over the empty Staff Editor in Audio > Event Sound Effects. I guess from the fact there was no staff.

LAZYSHELL, Version=3.18.4.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
Object reference not set to an instance of an object.
at LAZYSHELL.SPCEditor.GetNoteIndex(Int32 x, Key key)
at LAZYSHELL.SPCEditor.scoreViewPicture_MouseMove(Object sender, MouseEventArgs e)
at LAZYSHELL.NewPictureBox.OnMouseMove(MouseEventArgs e)

**************Recent Event History**************
"scoreViewer" | Form "SPCEditor" | Element = {027} found an item
"channelTracks" | MouseDown = (X:66,Y:21) | Form "SPCEditor" | Element = {027} found an item
"parameterName1" | SelectedIndex = 105 | Form "SPCEditor" | Element = {027} found an item
"channelTracks" | MouseDown = (X:11,Y:23) | Form "SPCEditor" | Element = {027} found an item
"parameterByte1" | Value = 60 | Form "SPCEditor" | Element = {027} found an item
"moveLeft" | Form "SPCEditor" | Element = {027} found an item
"newNote" | Form "SPCEditor" | Element = {027} found an item
"delete" | Form "SPCEditor" | Element = {027} found an item
"newNote" | Form "SPCEditor" | Element = {027} found an item
"moveLeft" | Form "SPCEditor" | Element = {027} found an item

AND...---------------------

There's some more stuff, but I've yet to reproduce them with a clean ROM, so I'll try to do it while I try to figure out why ROMs corrupt sometimes.

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Main - Posts by Elementalpowerstar

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