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Please chime in on a proposed restructuring of the ROM hacking sections.
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Omega45889
Posted on 06-30-08 11:32 PM, in Movement for Realisticly Active Staff [or, new staff plx] Link | Quote | ID: 86389


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Indeed MoN is correct.

Omega45889
Posted on 07-02-08 05:10 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 86473


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Number77, glad to see you've joined up. You should check back daily. After all, it is the community that makes this all worth while.
Posted by Grey Mario
Such would be stupid when you can simply launch your emulator of choice via an optional feature.

Posted by Yakibomb
Could you please add a built in SNES9x emulator to test our work? Because that would be awesome.

I looked into integrating SNES9x or ZSNESW into the editor directly, but after looking at their source I realized it would have taken way too much effort. So, instead what we have done is precisely what Yakibomb is talking about. We have the editor launch ZSNESW with special options, and a generated Save State that automatically loads.

Heres an image of the preview launcher.


And an image of what ZSNES looks like when launched by the previewer.


So, Lazy Shell finds every instance of the selected event (since an event can be placed in multiple levels), or every entrance to the level (in the case of the level previewer) in the game, and lists them with entrance coordinates. You can manually set or adjust the entrance coordinates (in case they place you in a wall or something) The in-game coordinates are easily obtained by placing your mouse over the location and looking at the coordinate output on the bottom.

So, you simply select the instance from a list and just hit launch. ZSNESW will open up, in a small window where you can see what it actually plays like in-game. When your done, just press escape and it'll quit. No need to spend 30 min getting a test environment setup. It will really help prevent bugs, since youll know immediately that it works correctly, and you fix any bugs during dev, rather than after you've already forgotten.

It only works with ZSNESW, so some people are going to have to download it. However, even if your a SNES9x fan, give it a shot because its actually integrated seamlessly to the point that if it was included in the download, you might not even know it was using ZSNESW.

This is just the latest feature weve implemented. Ive already found it very useful when scripting an event, and testing levels.

So, a little update.

I have had some very important work come up this week so im unable to spend time working on Lazy Shell, but Giangurgolo has been fixing bugs, and optimizing some of the level editor features so their more responsive. He deserves kudos for doing a great job.

Stay tuned, were going to reveal another really cool feature that's never been done before. This one is probably my favourite extra feature.

Omega45889
Posted on 07-02-08 09:56 PM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 86519


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Right, well considering that its 95+% complete, I don't know what your talking about. Perhaps you should better inform yourself before making stupid comments.

Omega45889
Posted on 07-03-08 11:08 PM, in What are you doing for July 4th? Link | Quote | ID: 86716


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For me its a mixed bag. Im Canadian and Canada Day was on July 1st, so ive already had my holiday. But, im currently in the US for work. Ill probably end up going to a bar or something with friends, but I might also just do nothing.

Omega45889
Posted on 07-04-08 10:26 PM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 86822


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Well, that's the whole argument of functionality vs simplicity isn't it? Its not like we have a design team that works solely on the interface. We do what we think works best, and hope it pans out.

I personally love the interface, but your right, this is the main complaint I have heard about. Sure its complex and looks confusing at first, but controls grouped together well. It has undergone maybe 4 or 5 redesigns to simplify it, and that takes a lot of time. And so what if it takes you a few seconds to determine whats what. I doubt you could open any application and just start working. It is unrealistic to expect an editor that supports all this functionality, but has a simple design. Its just not possible with our limited resources.

The interface actually reminds me a lot of a piece of software called 3D Studio Max. It is very complex, but it allows users to create all the beautiful 3D effects you see in movies today. If Lazy Shell didn't have all this functionality, we wouldn't be able to create anything great with it.

The way I see it, if your serious about wanting to make a good hack, you should be willing to spend the couple hours on the learning curve. If your not, then you probably shouldn't be using this editor. I know what you mean, and we are trying to counter the learning curve by providing good documentation, but in the end I don't want to see a bunch of 1 level SMW hacks come out of this because that's a waste of everyone's time.

We are not Apple here, and we are not catering to the average computer illiterate citizen. We have tried to simplify it, but at a point you compromise functionality for simplicity. We can really only simplify it by removing functionality. Nobody is saying its perfect, but we have chosen not to sacrifice one for the other, and if it means you spend an additional 2 hours learning the application, I ask you consider the hundreds of hours we spent programming and designing.

Omega45889
Posted on 07-04-08 11:37 PM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 86835


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Aright man, if you think you can do better, I am very open to improvements. We are trying to make this editor as good as possible, and I believe in community input. Show me an example and we might even use it. Until then, your all talk.

Omega45889
Posted on 07-05-08 01:06 AM, in .DB means Dummy Byte, But What Does .DW mean? (rev. 2 of 07-05-08 01:08 AM) Link | Quote | ID: 86837


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I have no idea of the context, but it probably means Dummy Word.

Dummy Word, as in a 16 bit variable as opposed to an 8 bit variable which the Dummy Byte would be. Itll range from 0 - 65535.

It could also mean dword, which is just a 32 bit variable.

What is the context?

Omega45889
Posted on 07-05-08 01:30 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 86842


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Your right DiscoPeach, and I dont intend to sacrifice functionality for simplicity. That would defeat the whole purpose of our goal with this editor.

I am giving Kawa the opportunity to improve on what we have done. He is right in that the GUI is overly complicated, so If he can find a way to simplify the interface, im all for it. If he cant, then why is he criticizing?

Omega45889
Posted on 07-09-08 06:37 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 87137


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I have a question/request regarding features: Can you make other people in your party (Bowser, for instance) to use a weapon from another without their graphics changing? I would like for Bowser to use a cannon (or some other projectile) from Geno, but with Bowser using his own animation instead of Geno's.

You can change which items can be equipped by what characters, but I don't know how that will affect the animations. You'll have to try it out for yourself to see.

Ill refrain from commenting on Kawa's mock-up, but Giangurgolo has made a few changes to the GUI. Here's what it looks like now.

Any input?

Omega45889
Posted on 07-10-08 07:01 PM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 87233


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I have a question: In the southwest corner of the Mushroom Kingdom map, during the Mack event, there is a citizen being chased by a monster. What kind of code is this, and is it going to be handled by the editor?

That is Action Script code. Whenever you see an NPC walking around or doing something its Action Script. You can edit all 1024 Action Scripts in the game. There is also a Previewer for Action Scripts.

Last night I wrote a Previewer for Battle Scripts, so you can fool around with the Enemy AI and easily test.

I also got fed up when using the Stats Editor and decided on a whim to rewrite the whole thing. The Stats editor was the first thing we wrote, so the code was really ugly, and as we added more features it just got complicated. I finished about 50% of that. It uses the same GUI, but the code is much cleaner and doesn't have any strange bugs.

Omega45889
Posted on 07-11-08 03:47 AM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 87264


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Posted by DahrkDaiz
This was the original intention, but from my experience of the last attempt, it's a lot more trouble than what it's worth. I will release the source to my editor, so if someone else wants to go modify the offsets that they load data from, be my guest.

I agree. I was planning on doing something similar (like an offsets.cfg file) for my editor, but as it turns out, lots of offsets are hardcoded into the rom so moving data around would be unreasonable for most people. Releasing the source is a good enough compromise.

Omega45889
Posted on 07-13-08 02:55 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 87396


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Posted by KP9000
I don't mind waiting when the end result is an editor of this quality. When's this thing due for release? Got an estimate?

We appreciate the support. That's precisely why we haven't given a date (even this close to release). Ill use Blizzard as an example. When they develop software, they have always had the policy of releasing it when its 100% complete, which is why they always produce great games.

We were planning to release it in the next few weeks, but the rewrites might add a couple weeks to that.

Posted by NastyNate
looks great, can't wait for the release

Ok, Nate, Ive gotta ask. Who is that girl in your avatar? I ask because she is smoking. PM me if its not appropriate.

Omega45889
Posted on 07-13-08 07:30 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 87407


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This is great, ive derailed my own thread... but with good reason. I have to say, that's just irresponsible of you to do something like that without knowing who she is. Now your going to have to go and find out.

Omega45889
Posted on 07-24-08 12:55 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 87900


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Hey guys, Ive been completely mute for like a week. Working on a very important work project. Anyways, I figure that Ill reveal that final major feature that i have mentioned a few times.

The feature is a patch server, accessible from within Lazy Shell.

Whenever anyone completes a patch, they always come here to Board2, and make a post about it. What happens then? It gets buried, and we end up with people asking for patches. Even worse, its an ASM patch that adds a cool feature, but it gets completely forgotten by everyone and is never put to good use.

This patch server (hosted by me and Giangurgolo) will instead host hacks that the community create. To access them, all you do is load up the HACKS feature in Lazy Shell, and it will download and list for you every hack available. For a complete game hack you can select which one you want and just hit "APPLY PATCH", save the ROM, and your good to go.

The patch server shows the Hack Name, Author, Publish Date, Patch Size, a Description, and an Image. There are 2 different types of hacks that the server hosts. Game Hacks, and Assembly Hacks. Hacks can be flagged for "Apply only to fresh rom", which means that in order to work correctly they should only be applied to an unmodified rom.

The real power of this tool becomes apparent when you consider the applications towards hacking SMRPG. For instance, Giangurgolo created a few ASM hacks before we began the Lazy Shell project,

Custom Items - Introduces 6 new items that enhance Mario and other characters' abilities in/out of battle.
5-Digit Damage - Displays 5 digits when 9999+ damage is dealt; attack has been increased 17x
Muscle Patch - Same effects of 5-digit damage patch, plus 4-digit HP

These will all be available on the server for anyone hacking SMRPG to easily use. Say someone goes and creates a low-gravity level attribute hack, they can now share that with everyone else hacking SMRPG.

Another idea that occurred to me is an add-on to this feature where you can host levels, Event Scripts, Sprite Graphics that you have created for the entire community to browse and use in their hacks. Lots of will probably want to hack SMRPG, but wont have the time to create a complete game. So they go and create a few cool levels, or events and upload them for someone else to use.

Some people just like to create graphics. This would allow them to easily share them with everyone who hacks SMRPG.

For obvious reasons, I cannot allow anonymous access the patch server. People can request that their patch be added to the server in their release post, via email, or via PM. This will also weed out the crappy hacks.

I wrote this one night on a whim. I hope you guys like it and put it to good use.

On a side note, you can change the patch server yourself.

Omega45889
Posted on 07-24-08 09:02 PM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 87937


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Thats an obvious assumption. I modified the patch file format and just didn't bother to update all the existing patches on the server. That's why patch 10 isnt missing that first character, while the rest are.

Omega45889
Posted on 07-25-08 02:09 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 87955


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Yup, people can host their own patch servers. Its nothing special, really just needs to be accessible over HTTP.

But, that is a good idea Sukasa, I think I could add a "Team Server" option without much trouble. Since Lazy Shell can export and import basically every editable feature, all those exported .dat files would be hosted on the server.

The Team Server window would have a "Save Changes To Server", where it would save only the modified files. It would allow for multiple people to work different parts of the same rom at the same time.

Preventing multiple people from modifying the same file concurrently would be relatively simple. I would probably just save a hash of every downloaded file, and check that the hash is still valid before saving every file. The speed of loading and saving would probably be fairly annoying. That, and allowing anonymous write access to a server is a horrible idea, so there would need to be a login.

Im just throwing ideas around, there are no plans for this feature, but it would be cool.

Omega45889
Posted on 07-25-08 04:49 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 87967


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Yup, any Level, any Monster, Item, Event, Sprite,Tileset, etc. can be exported from a rom and imported into any rom.

Im thinking that the Team Server feature is something that Ill add if a group of people get together and request it. Ill probably add a footnote in the Hack viewer about it, but it wouldn't be worth the time unless a group plans to use it.

Omega45889
Posted on 07-28-08 05:39 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 88126


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Oh, and a lot of time it is.

A couple years later and I would never have had the time to work on this. Just timing i guess, middle of college with no job.

Now, its a whole nother story. Now my priorities are all different, im graduating soon, and doing some really cool work. Its a hobbie, and I do it cause its fun, time permitting of course.

Omega45889
Posted on 07-31-08 02:18 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 88257


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Posted by Black Lord
I could spend two hours on the pot... if I had my laptop with me .

Don't buy used from me.


Been there, done that.

Omega45889
Posted on 08-02-08 04:08 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 88405


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Im confused. Perhaps its the lack of english on this page.
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