Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,665,291
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 05-26-24 02:32 AM
Guest: Register | Login

Main - Posts by Omega45889

Pages: 1 2 3 4 5 6 7 8

Omega45889
Posted on 08-02-08 11:44 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 88430


Red Paratroopa
Level: 31

Posts: 110/178
EXP: 183537
Next: 1826

Since: 01-18-08

Last post: 5512 days
Last view: 4819 days
Posted by Xeruss
Posted by Omega45889
The feature is a patch server, accessible from within Lazy Shell.


To build on this idea, how about if the user provides the pathway for their clean SMRPG ROM, and the program will automatically copy, rename, and patch the file, finally moving it to another specified directory? It would take away the hassle of having to wade through *potentially* crammed folders, and the occasional irritation when you forget to rename the finished product and can never seem to find it.


That's not bad. Right now it just patches the currently loaded image, however no changes are made to the file on disk until you save. The problem with it automatically copying and renaming the rom is what happens when you want to apply multiple patches to the same image? Sure it could be done like that, but I recon it would be quite annoying. You can specify that a patch must be applied to a verified fresh rom image. This is to prevent people from patching roms that will just stop working, and the resulting "what version do I need to use?" posts.

Also, I want the server to become more than just a hack server. It would be awesome if people started making little assembly hacks and shared them with everyone via the server. Im sure people do stuff like that all the time and just don't have an easy way to share it.

Omega45889
Posted on 08-03-08 07:57 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 88483


Red Paratroopa
Level: 31

Posts: 111/178
EXP: 183537
Next: 1826

Since: 01-18-08

Last post: 5512 days
Last view: 4819 days
You can control the music playback by editing events, but you cant edit any of the tunes. Its really the only thing you cant edit.

Omega45889
Posted on 08-18-08 05:09 PM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 89120


Red Paratroopa
Level: 31

Posts: 112/178
EXP: 183537
Next: 1826

Since: 01-18-08

Last post: 5512 days
Last view: 4819 days
What do you guys think about maybe KP9000 doing a series of these tutorial's covering topics like Scripting, Sprite Editing, and Level Editing? I personally am very happy with the quality and depth of the New Monster tutorial (which sorta covers Stats, Sprites, and Scripts all briefly)?

While the help files are quite in-depth, they are not as interesting as tutorials. Tutorials would probably complement the help files nicely too.

In fact, KP, I know we had some other plans in mind, but if your willing to create them, im sure that Giangurgolo and myself would be happy to embed them in the Lazy Shell package. Let me know.

Everyone else, its tough to say without access to Lazy Shell, but whats your opinions on the tutorial(s)?

Omega45889
Posted on 08-18-08 08:23 PM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 89132


Red Paratroopa
Level: 31

Posts: 113/178
EXP: 183537
Next: 1826

Since: 01-18-08

Last post: 5512 days
Last view: 4819 days
Posted by blackhole89
The place he posted the tutorial in isn't accessible to the public yet either, I think...


It was also posted in this thread, on the previous page.

Omega45889
Posted on 08-18-08 11:08 PM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 89145


Red Paratroopa
Level: 31

Posts: 114/178
EXP: 183537
Next: 1826

Since: 01-18-08

Last post: 5512 days
Last view: 4819 days
No, the editor doesnt support expanding of rom data beyond the original 4 megs because the SA-1 chip can't address beyond 4 megs (pretty sure about this, but not 100%). Besides, if anyone can use up the original 512 areas I will be very impressed

Omega45889
Posted on 09-03-08 07:34 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 89790


Red Paratroopa
Level: 31

Posts: 116/178
EXP: 183537
Next: 1826

Since: 01-18-08

Last post: 5512 days
Last view: 4819 days
The editor is basically complete (99.9%). Were just working on a couple finishing touches. I thought I would have had more time this summer to work on it, but instead I did a lot of important work for my career. Hopefully we can release it soon.

Here is an incomplete level that im working on.

For those wondering about the productivity of the editor, this took about an hour, and with experience, that could probably be done in about 20 min. Using the editor to create levels really shows you just how much all the extra features boost productivity.

Omega45889
Posted on 09-06-08 12:17 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 89940


Red Paratroopa
Level: 31

Posts: 117/178
EXP: 183537
Next: 1826

Since: 01-18-08

Last post: 5512 days
Last view: 4819 days
Guaranteed to work on any OS that Microsoft .Net 2.0 supports, so it will work on Windows 98SE and up.

There is also Mono, a framework that supports most of .NET for Linux, Solaris, and Mac OS X. Its supposed to be pretty good, and we will probably create a build for Mono. The source code is going to be public too, so anyone who is familiar with Mono could manage that port.

Omega45889
Posted on 09-06-08 06:00 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 89961


Red Paratroopa
Level: 31

Posts: 118/178
EXP: 183537
Next: 1826

Since: 01-18-08

Last post: 5512 days
Last view: 4819 days
The reason it took an hour is because the Paste function was broken, and I also built the Physical layer (not shown in that picture), which I had almost no experience with (Giangurgolo wrote it).


Omega45889
Posted on 10-08-08 03:50 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 91903


Red Paratroopa
Level: 31

Posts: 119/178
EXP: 183537
Next: 1826

Since: 01-18-08

Last post: 5512 days
Last view: 4819 days
When people act as though they are owed something and complain about "waiting", its insulting. There is a big difference between asking a question about status and saying "i'm waiting...". Learn what that difference is.

For those supporting us with their patience, we do take notice. Me and Giangurgolo have been practically drowning in work for the past 2 weeks. I have probably never been so burnt out in my life. Before this avalanche we were preparing something special, and we will pick that back up when things calm down. The editor is essentially complete. I can only think of a couple things that need to be polished, but the rhetoric still stands. It will be released when we are satisfied that we really cant improve it any more. A major feature that has evolved was the previewer, which with the click of a button can now demo levels, monster AI (including entire boss battles), and events, and is an unbelievably large help when actually creating content.

Posted by messiaen
I'm still a bit curious about the "map" (level) editor. Last time Omega posted about it he said it took him about an hour to create a simple map, but that the "paste" function wasn't working.

With it being corrected, how much can it boost productivity? By the way, I'm wondering how that copy and paste feature woks in an isometric setting.

The paste function was broken because before it was like a "click to paste here" function, which as you can imagine is sorta lacking. We revised it so that you now paste, and then drag your selection around to select the location. As you can imagine, the paste function is huge when creating the base of a level. It cuts the time in half easily. Also, you should note that the hour included the physical layer editing (defines where Mario can walk) which wasn't viewed in that image, and probably took about 30 min.

The actual tiles are orthographic, but when arranged create a isometric image. The physical tile layer is actually isometric which when overlayed with the level image gives the game its isometric style. So, copy and paste works just as you would imagine.

Something we want opinions on:

One feature that we have been debating about is an automatic level-generator. The idea is that you provide it with some rough details about the level (like how many platforms, lower and upper limits, water on/off, perhaps a seed value, etc. ) and it creates a basic level which you then fine-tune to what you want. You would probably just randomly generate levels until you see something you can work with, then stick with it. Not sure if it will work out or if we even want to spend the time on it, but its something to consider.

Omega45889
Posted on 10-09-08 01:29 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 91975


Red Paratroopa
Level: 31

Posts: 120/178
EXP: 183537
Next: 1826

Since: 01-18-08

Last post: 5512 days
Last view: 4819 days
Posted by Buu-Huu

This may sound a stupid question and I don't think it could be done but would it be possible to basically "delete" the whole data and completely start from scratch? Yet again, this may sound stupid so please don't flame me. xD



Yeah, thats all really easy to do. Every editor (Stats, Levels, Scripts, Sprites) has a menu like this

where you can clear each individual component or just clear all data relevant to the editor for the current level, or for all levels.



Omega45889
Posted on 12-13-08 10:39 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 96706


Red Paratroopa
Level: 31

Posts: 121/178
EXP: 183537
Next: 1826

Since: 01-18-08

Last post: 5512 days
Last view: 4819 days
Man, ive been outta it for a while now! Life just seems to creep up on you, and now with finals its a bit much. I haven't read the backlog of posts, i am going to do that after my last exam. I'm really looking forward to finishing the hack and releasing Lazy Shell in the next couple weeks.

Good news is that we haven't found any bugs in a while. I'm sure there are still a few but its pretty solid. If memory serves I just need to finish the IPS patcher that's built into the Patch Server and we will probably want to comb through the source before the community gets a look at it.

So, if anyone has a feature (not previously mentioned) that they would like to see, last chance before V1.0.0. The random level generator wont be making it into the release version as of now, but I find the idea very interesting and still want to give it a shot.

I remember the idea about group hack coherency and file servers that went on a while back. Don't think were going to bother with that. Its an interesting idea but hardly worth the effort. If a group does get together and want this, they can contact us independently.

Its good to be back.

Omega45889
Posted on 12-16-08 04:59 PM, in possible gimmick! editor (rev. 2 of 12-16-08 05:00 PM) Link | Quote | ID: 96945


Red Paratroopa
Level: 31

Posts: 122/178
EXP: 183537
Next: 1826

Since: 01-18-08

Last post: 5512 days
Last view: 4819 days
Hehe, I love how for the first while your whole app was just called "Form 1"... brings back a lot of memories.

The evolution of it is interesting to see. When looking at intermittent shots you can see how it all comes together.

Its obviously .NET, but whats it written in?

Omega45889
Posted on 12-27-08 05:08 AM, in Do you need a spriter? Ask me for sprites for your hacks. Link | Quote | ID: 97636


Red Paratroopa
Level: 31

Posts: 123/178
EXP: 183537
Next: 1826

Since: 01-18-08

Last post: 5512 days
Last view: 4819 days
If your interested, we could use your help on a Super Mario RPG hack. It would really only be spriting, the editor handles all the technical stuff very well.

Omega45889
Posted on 12-27-08 07:34 AM, in Do you need a spriter? Ask me for sprites for your hacks. Link | Quote | ID: 97651


Red Paratroopa
Level: 31

Posts: 124/178
EXP: 183537
Next: 1826

Since: 01-18-08

Last post: 5512 days
Last view: 4819 days
Awesome,
outlines may be tough as I have zero artistic ability, but im sure well create some cool stuff together. Ill need some thought about whats the best to do first.

Are you thinking just characters? or level gfx as well?

Omega45889
Posted on 12-29-08 05:57 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 97784


Red Paratroopa
Level: 31

Posts: 125/178
EXP: 183537
Next: 1826

Since: 01-18-08

Last post: 5512 days
Last view: 4819 days
The original name was "Super Modify RPG" when we were creating it. It was really just a place holder name until we decided on "Lazy Shell" as the final name. Here's an image of what it looks like now.



Similarly, in that image you can see the Hack database download utility titled "HACKS...". The default server that we host has since been named "Cirrus" (a type of cloud similar to Nimbus for those wondering), but that name isnt reflected yet in the editor, mainly cause were lazy and haven't changed it yet.

We wanted to have a hack that demonstrates the editors ability to accompany the release of Lazy Shell. The hack will probably be 30-60min in length depending on how deep you dig. Its not supposed to be a full length hack, but it should be fun. It will be available to download on Cirrus for release.

Omega45889
Posted on 01-02-09 08:27 AM, in Final Fantasy VI - Level Editor (rev. 2 of 01-20-09 01:51 AM) Link | Quote | ID: 98036


Red Paratroopa
Level: 31

Posts: 126/178
EXP: 183537
Next: 1826

Since: 01-18-08

Last post: 5512 days
Last view: 4819 days
FF6LE is an open source level editor for Final Fantasy IV built using the Lazy Shell technology developed by myself and Giangurgolo. Its very comprehensive level editor that allows users to easily edit most every aspect of the levels and should allow for some great hacks. It has many of the unique features that will be found in Lazy Shell. Feel free to ask questions.

FF3LE requires the Microsoft .Net 2.0+ Runtime Environment which is freely available for download here: http://www.microsoft.com/net/Download.aspx

A few of the unique features include simple level data importing and exporting, level image exporting and much more, all of which will also be seen in Lazy Shell.

Here are a few pics of the editor.

The main window


Albrook Outside


Figaro Castle


Nikeah Ferry


It should be clearly noted that
* This is just a Level Editor, not a complete game editor.
* Final Fantasy 6 is also known as Final Fantasy 3 in North America when it was first

released, but FF6 is the more common title.
* The MD5 checksum of the rom image used in development is:

54-43-11-E1-04-80-5E-92-60-83-AC-F2-9E-C6-64-DA but this is just for reference, it will most

likely work fine with any NTSC FF6 rom. I wrote a quick utility to check this which you can

download below. It also requires .Net 2.0+.
* FF6LE is a side project that resulted during the development of Lazy Shell, so there

is no help file. If you have any questions, ask for help, but try and figure it out yourself

before asking.

Updated 2009-01-14:
FF6LE binary (RS mirror) - the executable
FF6LE source (RS mirror) - the source files

MD5 Hasher
Direct Link: http://acmlm.kafuka.org/uploader/get.php?id=723
RapidShare: http://rapidshare.com/files/178932231/MD5Hasher.rar.html

Omega45889
Posted on 01-02-09 08:32 AM, in Final Fantasy VI - Level Editor Discussion Link | Quote | ID: 98038


Red Paratroopa
Level: 31

Posts: 127/178
EXP: 183537
Next: 1826

Since: 01-18-08

Last post: 5512 days
Last view: 4819 days
This thread is a place to discuss and ask questions about FF6LE, the Final Fantasy 6 Level Editor developed by myself and Giangurgolo.

For more information, pictures, and download links go here: http://acmlm.kafuka.org/board/thread.php?id=4471


All comments and questions are welcome, but I ask that you try and solve any problems yourself before asking for help. For help modifying and building the source code, follow the instructions in readme.txt, or ask here for help.

Omega45889
Posted on 01-02-09 06:12 PM, in Final Fantasy VI - Level Editor Discussion Link | Quote | ID: 98059


Red Paratroopa
Level: 31

Posts: 128/178
EXP: 183537
Next: 1826

Since: 01-18-08

Last post: 5512 days
Last view: 4819 days
Great, this is the kind of stuff we can use to improve it. It varies from Lazy Shell in a few very important ways, and this looks like a result of that.

Omega45889
Posted on 01-23-09 02:17 AM, in Using Cirrus - The LazyShell Patch Server Link | Quote | ID: 99244


Red Paratroopa
Level: 31

Posts: 129/178
EXP: 183537
Next: 1826

Since: 01-18-08

Last post: 5512 days
Last view: 4819 days
Cirrus is very easy to use. Just follow these easy steps.

1) Open LazyShell.exe and select "Load Rom"


2) Select no when prompted to create a notes package for this rom as we wont be doing any hacking with it.


3) Verify the Rom Name, that your rom is headerless (if it is not, hit the "Remove Header" button) and that the Gamecode matches ARWE. You will know that the rom your using is unmodified if the checksum is "(OK)". The checksum 0x3BB4 will indicate that your using the same image we used in development.

Once you've verified that your using the correct rom, launch Cirrus. You will probably have to allow Lazy Shell access through your firewall.


4) LazyShell should download all available patches and list them for you. "The Bob-omb Mafia" is what we want. Select it and hit "Apply Patch". Once its finished downloading you will be asked if you want to apply the patch. Hit yes. You will be notified that the patch was applied successfully, and the signature for this hack will be displayed. Close the Signature Viewer and exit Cirrus.


5) You can now view the hack in the editor, but you must save it to disk before playing.


This hack was made 100% with LazyShell, so everything you see can be easily done with the editor. Enjoy!

Omega45889
Posted on 01-23-09 07:18 AM, in LazyShell V1.0 FINAL (rev. 8 of 01-27-09 02:18 AM) Link | Quote | ID: 99260


Red Paratroopa
Level: 31

Posts: 130/178
EXP: 183537
Next: 1826

Since: 01-18-08

Last post: 5512 days
Last view: 4819 days


Omega and Giangurgolo present LazyShell. After a lot of hard work, its finally 100% complete.

Images of Version 1.0 Release

The Main Window


The Stats Editor


The Level Editor


The Scripts Editor


The Sprites Editor


Cirrus - The Patch Server



LazyShell Download Link (.RAR)
LazyShell Download Link (.ZIP)

Note: LazyShell requires the Microsoft .NET 2.0 framework, so if it does not run try installing Microsoft .NET 3.5 Framework
There is currently no version for Mac or Linux, although Mono would probably support it no problem. If there is anyone experienced with Mono and would like to help, PM me.

There is also a demonstration hack available for download through the Cirrus server in LazyShell.
Demonstration Hack: Super Mario RPG - The Bob-omb Mafia
Cirrus Tutorial: http://acmlm.no-ip.org/board/thread.php?id=4544
Website: LazyShell Info - Rom Data - And More
For those using a Mac or Linux who need Direct link to Super Mario RPG - The Bob-omb Mafia, PM me. The reason the hack is hosted on Cirrus is to encourage people to download and start using LazyShell right away.

Special Thanks:
FuSoYa - for permission to use Lunar Compress.dll
KP9000 - beta testing, discovered many bugs with pre-release version
MathOnNapkins - helped with some coding
Alex Farber - MRU list manager
romhacking community - various feedback

Enjoy!

And the final figures. I know that these mean nothing, but still interesting:

Number of lines = 102,744
Number of code files = 169
Number of code-generated lines = 39,965
Number of user-entered blank lines = 6,389
Number of user-entered comments = 1,676

The source will be available relatively soon.

EDIT: For those of you with 64-bit machines, you will need this fix in order to properly run LazyShell

http://blogs.intesoft.net/post/2007/12/Running-NET-Apps-in-32-bit-mode-on-64-bit-Windows.aspx

Update: Someone has tested the corflags.exe fix and claims it works

Thanks to zuzma for a quick-fix: Once I copied corflags.exe to the lazyshell folder I typed "corflags.exe LAZYSHELL.exe /32BIT+" in the command shell with out the quotes. It pretty much forces it to run in 32bit mode with the 64bit version of the .NET framework.

Corflags can be found here on a 64-bit Vista machine - C:\Program Files\Microsoft SDKs\Windows\v6.0\Bin\x64\CorFlags.exe
Pages: 1 2 3 4 5 6 7 8


Main - Posts by Omega45889

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.231 seconds. (329KB of memory used)
MySQL - queries: 132, rows: 164/164, time: 0.221 seconds.