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Omega45889
Posted on 01-18-08 03:01 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 73909


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For those who dont know, Lazy Shell is an editor for Super Mario RPG created by myself and Giangurgolo. Its taken a lot of work to get this far, but its looking great. Its almost bug free, which took also a lot of work. We feel that its ready to be unveiled, so ive created this thread to show off some screenshots and take constructive criticisms/suggestions. Comments are welcome. I have included the large images so that people can get a feel for how it will perform on their system.

This has also been posted at romhacking.net and acmlm.org. This info is somewhat outdated, but the editor has only improved since.


Shortly after released, this editor WILL be made open source in the hopes that the community can learn from and improve it. Its well designed and would make a good model for people to base other editors off of. If your interested, it is written in C# using the .NET 2.0 framework which will be a requirement.

A couple unique features:
- Level Image exporting for all levels and current level, allows users to quickly show off their latest work without worrying about cutting and pasting into MS paint.
- Image importing into tileset is a possible feature in the works
- Level data Importing/Exporting for all levels and current level. Easily allows hackers to work in teams, and pool their work into a single rom, or just post levels online for others to use.
- Preview system for Monsters, Battle Formations, Dialogue and more make it extremely easy and convienient to edit these aspects of the game without having to load an emulator after every change and find it in game to see how it looks.
- Aspects of the GUI are able to be hidden while not being used in order to gain a larger view of the main level
- Fully integrated notes system which loads automatically and is specific to each rom. This allows the user to keep track of their progress without having to worry about other windows, and keeping track of their notes separately. This is great especially the user decides to take a break from editing. They can just make notes about their current progress, what they edited last, and their plans for each of the games aspects in their respective notes packages. Having it fully integrated into the editor will undoubtedly be a very handy feature, and if you decide you dont want to use this feature, you can just disable it in the settings and not be bothered anymore.

* Recommendations for features are always welcome *

Screenshots:

Finally, the editor in full use on a dual monitor system. It looks great and works great. I think this image shows it off the best.


http://img.photobucket.com/albums/v366/Omega45889/Main.png
The main window which is used for file management and launching editors for specific game aspects. It also manages editor-wide settings.


The Level editor in action


The Level editor with the Physical layer toggled on

These next 3 images are all from the Stats editor.

http://img.photobucket.com/albums/v366/Omega45889/StatsMonster.png
The Monster tab which edits all monster stats.


http://img.photobucket.com/albums/v366/Omega45889/StatsFormations.png
The Formations tab which edits battle formations for monsters.


http://img.photobucket.com/albums/v366/Omega45889/StatsDialogue.png
The Character/Dialogue tab which edits all Character stats as well as the game and battle dialogue. Has a unique feature where it provides you with a preview of what the text will appear as in-game in real time as you type. This makes writing dialogue for the game much simpler. It will reflect any graphical changes you make to the text as well, so if you go and rework the game text, it will still show you what it appears as in game. It also shows you the number of bytes of empty space remaining, which is useful.



http://img.photobucket.com/albums/v366/Omega45889/Scripts.png
The Scripts editor which will be used to edit all Battle and Event scripts. This allows for custom battles with bosses, as well as custom events to be scripted. Events can be placed in levels using the Level editor.


http://img.photobucket.com/albums/v366/Omega45889/Graphics.png
A fully integrated Graphics editor for the game. This feature may not appear in the final release for a couple reasons. 1) It would take a lot of extra work, and 2) There are already great apps out there that do this sort of editing.

I hope you are all looking forward to its release. Expect it sometime early 08.

Omega45889
Posted on 01-18-08 01:41 PM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 73940


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Level Images are Only export. You cannot import Level Images. Basically what it does is generates a .png image of the levels and writes it to disk. It really just stores what your levels look like as an image file.

There are however Level Data Import/Export where you can build a level, export it, and then load it into another rom. This is probably most useful for stuff like group hacks, where multiple people need to work on the same rom. It would allow people to work independently, and then pool their levels into a single rom easily.

An idea that might make it into the editor is "Import Image as Tileset" where you would be able to import an image of the correct colors and size into the rom as a tileset. Might come in an update after release.

Any other questions?

Omega45889
Posted on 01-18-08 04:36 PM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 73950


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The Level editor is slightly larger than 1024x768. I use on my laptop which is 1024x768, and its maybe 10 pixels too large vertically. A larger monitor is made use to view more of the level. It might be annoying to use at 800x600, but you should be used to that by now if you run that res.

And yeah, the readme's are good. There will also be a short video explaining the features and how to use the editor.

Omega45889
Posted on 01-18-08 04:51 PM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 73952


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Its coded in C# and uses the .NET framework.

Its been developed for around 9 or 10 months now I think. Just completed the Level editor today actually. Shouldn't be too long till release, but I wont be posting a release date.

Omega45889
Posted on 01-19-08 12:36 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 73992


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So can you edit the levels that you get the characters at? (A.K.A. change Toadstool's starting level to 2)


Yeah, you can edit all the characters starting stats. IE. the stats at which they join your party.


Hey does the editor load the images from the ROM?


Yeah, all graphics are loaded from the rom, so if you make any changes to palette's or graphics, they are represented in the editor. Even the text in the Dialogue Preview's are loaded, so if you were to change those, you would see what it would look like.

Omega45889
Posted on 01-19-08 02:04 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 73997


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No, there is not graphic editing functionality yet. It might happen, and it might not. You can export the decompressed graphic sets and edit them with a tile editor though.

Omega45889
Posted on 01-19-08 03:25 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 74004


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I highly doubt it. I know next to nothing about SNES music, and I have never seen a good music hack so I fail to see the point of putting in all that effort for nothing.

Omega45889
Posted on 01-20-08 05:09 PM, in Help with Hyrule Magic (rev. 2 of 01-20-08 05:12 PM) Link | Quote | ID: 74313


Red Paratroopa
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It sounds like HM has corrupted your rom. Its usually pretty good about the overworlds though. It might also be that your not using a correct version of the Rom (Try NTSC version if your using JAP or PAL). Unlikely but possible, HM might not be compatible with Vista and its drawing stuff incorrectly.

You should probably also know that the HM help file is crap anyways so dont bother with it. Instead go find "SEPH's Ultimate Guide to HM Hacking" or something to that effect.

Omega45889
Posted on 01-22-08 12:50 PM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 74676


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From looking at those screens, I am bound to assume that the physical (3D voxel based?) data of the levels is, to a good degree, separate from the graphics. Is that correct?


Yes, the physical map is completely separate from the graphics. Put simply, it defines the area that Mario can walk/jump. So, to create a new level you have to create new graphic layers, then conform the physical map to the graphics.


Why not make things simply as possible to do anyway?


Because why should I spend another 3 months creating a feature that wont actually be used for any real good? The noobs that would require the graphics editor in the first place are either going to learn how to hack, or never make anything good anyways. Also, the editor currently supports dumping all the graphic sets for levels to disk in uncompressed form where they can be edited. Ive never done any real graphics hacking, and its still simple to use.

Omega45889
Posted on 01-22-08 05:07 PM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 74688


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Importing Midi's would be an insanely complicated task. Importing SPC's might be doable, but before I invest a bunch of time into a feature like that, I would need to see that someone is going to use it. Even then its a bit of a stretch.

If someone knowledgeable about SPC's is willing to do the research, ill consider it.

Omega45889
Posted on 01-23-08 04:16 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 74757


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Thanks Math.

There you have it, its probably not happening unless someone wants to do the work.

Omega45889
Posted on 02-01-08 02:54 AM, in Lazy Shell - Super Mario RPG Editor (rev. 2 of 02-01-08 02:56 AM) Link | Quote | ID: 75825


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Yeah, thanks. It might have taken me a while to check my PM's had you not mentioned it. I got back to ya.

Ive got some good news concerning Lazy Shell. Me and Giangurgolo finished the Battle Scripts Editor yesterday. It allows you to edit the AI of the different enemies in battles, so you can design your own tactics for bosses and regular enemies.

Heres a screenshot of Culex's Battle Script.


Omega45889
Posted on 02-01-08 07:25 PM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 75916


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The looks of the scripting system remind of me of RM2k a lot... :o


Funny you should mention that. I heard the exact same comment from one of the testers. Never used RM2k myself though.


Wow! What exactly do those scripts do?


Every enemy in the game has an AI script which controls their actions in battle. It determines their attacks, spells, when and how they use them. You can do stuff like disable the users attacks, spells, or items from with certain commands, or have conditionals based on stored values in ram, the list goes on and on.

You can do some pretty cool stuff with it.


Omega45889
Posted on 02-01-08 08:07 PM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 75918


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I would say that the battle event editor is much easier to use than that looks.

Havent fully gotten to the Main Events Editor, which is much more complicated, but will be very similar in usage.

Omega45889
Posted on 02-01-08 08:10 PM, in How Do I Use ROM Corruptor to Find Music? Link | Quote | ID: 75919


Red Paratroopa
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That picture is an example of why your annoying.

Couldnt help myself...

Omega45889
Posted on 02-01-08 08:47 PM, in Which would you rather be? Deaf or blind? (rev. 2 of 02-01-08 08:49 PM) Link | Quote | ID: 75925


Red Paratroopa
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Deaf, by far. Didnt even have to think. In fact, after smell/taste, which are really the same thing, I would lose my hearing. If I lost my sight, i would consider my life basically over.

To address the above post, severe accidents are actually worse if you see it comming. If you know its comming, youll tense up and have far worse muscle/ligament damage because of it. If your loose, youll just bet thrown around like a rag doll.

Omega45889
Posted on 02-02-08 12:55 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 75961


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Are the graphics like YI's were there is a 16x16 tile space for each limb, or is it like smw's?


The level graphics are composed of 16x16 tiles, each composed of 4 8x8 tiles. The sprite graphics are composed of 8x8 tiles organized in 2 different ways.


I would really like to port graphics from Grandia and Lunar SSSC in smrpg, but it looks like it'd be a challenge.


Not really, Lazy Shell does support decompressed Graphic Set importing and exporting, thus you could just export the decompressed graphic sets that you want to edit, edit them with something like YYCHR, and the import them back.


Speaking of which, are custom pallets also possible?


Yeah, pallets are fully editable for levels, and battlefields. Sprite pallets arent editable yet, but I hadnt considered it until now.


And how close are you to releasing a beta?


A beta could be released right now. Me and Giangurgolo have discussed it, but decided against it because its really not all that far off, and releasing a beta would put a bunch of different versions out in the wild which we dont want.

And, no, that video wasnt produced with LazyShell.

Omega45889
Posted on 02-02-08 01:25 AM, in Lazy Shell - Super Mario RPG Editor (rev. 2 of 02-02-08 01:27 AM) Link | Quote | ID: 75969


Red Paratroopa
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Ahh, indeed it will be.

A good feature is that pallets update graphics in real time in front of you as you change them, so there is no change & check business. Because of this, its very easy to make great looking pallets fast.

Omega45889
Posted on 02-02-08 01:38 AM, in Which would you rather be? Deaf or blind? Link | Quote | ID: 75974


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You would rather be blind than deaf because of curiosity? Are you out of your mind? What if it sucks?

And, David Suzuki is awesome, I agree. One smart sob.

Omega45889
Posted on 02-02-08 01:49 AM, in I've been duped! Link | Quote | ID: 75976


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Ahh, the good old days. I used to install modchip in PS2's and Xbox's a long time ago. It was so much fun messing around with them. Sure I ruined a PS2, but i had a ton of fun and learned a lot.

If you havent installed anything yet, and you cant get it to boot then something isnt hooked up properly. The ribbon cable for the Power/Reset switch in the fat versions connects 2 places, one on the motherboard, and the other on the switch itself. Its very unlikely that the switch side is messed. The cable also isnt as fragile as everyone claims, so you probably didnt damage it. I would check the connection on the motherboard. Make sure its connected properly (blue side up, silver pins down).

If youve already installed the chip, youve probably shorted out the bios chip. I would remove the chip and try to boot, then install it again. Your lucky that chip is solderless, its much more unforgiving with solder, and those pins are TINY! I did pull it off a number of times though. I was damn good.

And no, I never did it for profit, or really cause the industry any harm. I was pirating games I could never afford and would never have bought. I think I enjoyed the installation part than anything else. I barely even used the chips.

Anyways, good luck.
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