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Omega45889
Posted on 01-23-09 07:36 AM, in SMRPG:The Bob-omb Mafia - Lazy Shell Flagship Hack (rev. 2 of 01-23-09 04:54 PM) Link | Quote | ID: 99262


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SMRPG: The Bob-omb Mafia

Authors: giangurgolo and Omega
Date: January 22, 2009
Size: 992 KB

Description:
Bowser's last deal with the so-called Bob-omb Mafia has left him empty-handed: the four koopa shells that belong to him still remain in the mafia's hands. Bowser has kidnapped the princess and is holding her for a ransom--it's Mario's task to fulfill the mafia's end of the bargain and acquire Bowser's shells to rescue the princess.

Screenshots:



Download available on the Cirrus Patch server via LazyShell

Links:
LazyShell Download
Cirrus Download Instructions
Website

A Note from the Authors:
This hack was created using only Lazy Shell as a demonstration of the ability and scope of the editor. Enjoy it, learn from it, and find the motivation and creativity to give back to the community.

Have fun!

Omega45889
Posted on 01-23-09 07:42 AM, in Lazy Shell - Tomorrow at Noon Link | Quote | ID: 99263


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Just wanted to let you guys know that Lazy Shell is 100% complete, and will be released at noon tomorrow along with the demonstration hack titled SMRPG: The Bob-omb Mafia.

A new forum named "Super Mario RPG Hacking" will be opening (listed along side ROM Hacking) which already has all the threads and links.

Hope your looking forward to it, it was a LOT of work!

I just want to say that this editor would never have been completed without the dedication of giangurgolo, and the support of the community.

Omega45889
Posted on 01-24-09 12:54 AM, in SMRPG:The Bob-omb Mafia - Lazy Shell Flagship Hack Link | Quote | ID: 99299


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Thanks KP, we know about the bugs and their being fixed. Should be available again soon.

Omega45889
Posted on 01-25-09 01:32 AM, in SMRPG Screenshots/videos/etc Link | Quote | ID: 99381


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It looks pretty solid!

Yeah, it does take a while to get the hang of the layering system. Check out the tips thread for a few pointers.

Omega45889
Posted on 01-25-09 01:38 AM, in Lazy Shell Tips Link | Quote | ID: 99382


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Thought I would give some pointers on how to effectively use Lazy Shell.

- The best piece of advice I can give is simple. Examine how the original has done something before you try and duplicate it.

- I find that looking at another area of the same type really helps. You can copy and paste sections in as you like and that makes it a lot easier. Like anything else, once you figure it out it takes a fraction of the time.

- Before even starting, take a few minutes to examine the structure of the level type your about to build. It will make things so much easier in the long run.

- Use the layer toggles, they are your friend.

- Consider that not every area you build has to be 100% from scratch. Simply taking one of the lesser used areas from the game and adding, or reworking it can give you a completely unrecognizable result.

- Take advantage of the great palette editor, the real time updates make it so easy to create something that looks nice and different.

- As for the physical layer, learn to use the search feature right away, itll save you a lot of time.

- Get the preview system up and running right away so you can test as you build. You may not understand it right away, but its incredibly helpful.

- A good hack needs a good story and personality of its own. If you simply reuse a few of the current levels and rework them into a completely new story it will seem fresh.

- Use the notes system. It helps you keep track of your progress. I find that half the time I waste hacking is trying to figure out where I left off. Instead, use that time to make your hack better!

- Most Importantly be patient while learning the ins and outs of the editor. I agree that it is complex, but like anything worth doing, it requires dedication and its not easy to start out.

Omega45889
Posted on 01-25-09 01:50 AM, in Lazy Shell Tips Link | Quote | ID: 99385


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Great addition PressAdob, the shared resources thing is important. A great idea for a feature for the next version. A way to determine what resources are used where.

As for bugs, im debating whether or not to start a thread, or just have people PM me about it. Any input?

Omega45889
Posted on 01-25-09 02:22 AM, in SMRPG:The Bob-omb Mafia - Lazy Shell Flagship Hack Link | Quote | ID: 99386


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The hack has been debugged, and is now up on Cirrus. The direct link posted by Levesque is no longer valid. The reason we are hosting it exclusively on Cirrus is to encourage people to download and start using LazyShell right away. There is a direct link posted in the info section on Cirrus, but we prefer people to at least try LazyShell. PM me if you need a direct link for any reason.

Thanks for being patient with the debugging.

And if I may say so, I just love the atmosphere in The Bob-omb Mafia. Its mostly done by giangurgolo, so I got to play it too .

Enjoy.

Omega45889
Posted on 01-25-09 02:46 AM, in Submit a hack to Cirrus - The LazyShell Patch Server Link | Quote | ID: 99389


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Cirrus is meant to be the culmination of all Super Mario RPG hacks created, stored in one easily accessible place for all those interested. We encourage you to submit your hacks to be placed on the server.

What is required?

Simply send me a PM with the following information.

1) Whether or not this hack contains assembly work
2) Whether or not this hack is a game hack
3) Whether or not this hack needs to be applied to an unmodified rom
4) Patch Name
5) Author(s)
6) Description
7) Extra Information
8) An image to be shown (PNG 256x223 - The standard picture taken by ZSNES)
9) The patch in .ips format

Assembly hacks can be very simple, with goal of having it used in a larger hack by someone else.

Thanks,
Omega

Omega45889
Posted on 01-25-09 02:55 AM, in An idea to improve the editor: Link | Quote | ID: 99391


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3 Great ideas, that will definitely be implemented given time.

The jump-to features will probably be pretty simple to do, but they will increase productivity.

For the template system people can help me by creating an empty level with a simple thing that they want a template for, and then exporting that level to a file which they upload and post a link here. That way all I really need to do is integrate the template system into the current framework.

Others should post their ideas too.

Omega45889
Posted on 01-25-09 02:56 AM, in Super Mario RPG Revolution - ABSOLUTE Final Version has been released! Link | Quote | ID: 99392


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Cool, good to see your releasing that hack. The battles are what his hack does well. Whats interesting is that he did it all before LazyShell.

Omega45889
Posted on 01-25-09 04:32 AM, in Lazy Shell Improvement Thread Link | Quote | ID: 99399


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This thread is for any ideas or suggestions you have that can improve LazyShell. Any feature requests, ideas, bugs are welcome. Something you want changed? This is the place.

Explanations and mock-ups of your feature ideas make them much more likely to be implemented.

Post any bugs here that you find in LazyShell. Include information on how to reproduce the bug.


  • Quick jump from NPC's to Event Scripts and Action Queue's

  • Quick jump from Scripts to DialogueQueue's

  • A Template system for the Level Editor where users can drag and drop prebuilt objects into levels

  • GFX Set Exporter (No idea where this went, the GFX Set importer is still there)


Omega45889
Posted on 01-25-09 04:58 AM, in How To Run Your Own Patch Server (rev. 2 of 01-25-09 05:00 AM) Link | Quote | ID: 99401


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The patch server in Lazy Shell is simply a custom HTTP client.

You can change the address it uses under the settings menu.


Here is how it parses patches.

It takes the server URL and accesses a folder called "Patches".

Within that folder, it sequentially tries to access folders called "Patch1", then "Patch2"... etc.

Within each of those folders, it looks for a file called "Patch1.bin", or "Patch2.bin", etc.

It downloads and parses that file which contains all the information.

Here is the .bin file format.

[1 Byte] - A bitmask for flags that indicate what type of hack it is. If bit 0 is set, its an assembly hack. Bit 1 = Game hack. Bit 2 = Must be applied to a fresh rom

The rest of the format is all strings consisting one 1 line of text ending in an endl character (0x0D 0x0A)

[String] - Hack title
[String] - Author(s)
[String] - File Size
[String] - Release Date
[String] - Description
[String] - Extra Info
[String] - Image File Name (must be stored in the same folder)
[String] - IPS Patch File Name (must be stored in the same folder)

You can leave any of those fields blank by just having and endl character.



Omega45889
Posted on 01-25-09 05:22 AM, in How do I _________..? Link | Quote | ID: 99403


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Delmaru, your talking about the Physical Layer. In the Level editor at the top where you see the 5 multi colored buttons (to the left of the text "Edit"), the grey one toggles the Physical layer on and off (also under the "View" menu).

I think that removing members from a party is an event script, so I would find how its done in the original, and just copy that.

Omega45889
Posted on 01-25-09 05:27 AM, in SMRPG Screenshots/videos/etc Link | Quote | ID: 99406


Red Paratroopa
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Yeah, a quick tip about finding the right tile, you can right click a tile in the editing window and go "Select tile in Tileset" to have it find the tile for you. You should also use another area as a reference when your first learning.

Omega45889
Posted on 01-26-09 04:12 AM, in SMRPG:The Bob-omb Mafia - Lazy Shell Flagship Hack Link | Quote | ID: 99480


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Posted by Waddler-D
I think I probably should get a Battle Scripting tutorial up real soon.


That would be very handy.

Omega45889
Posted on 01-26-09 05:02 AM, in Getting NPC's to Display Dialogue Link | Quote | ID: 99481


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Ill be using The Bob-omb Mafia as the example here, but you can probably follow along without it. The images have sections highlighted, so follow along.

1) Open The Bob-omb Mafia up in LazyShell and launch the Level Editor.


2) Go to level 0xD0.

3) Toggle on the sprite view

4) Switch to the NPCs tab under the Level Properties


5) Now scroll to the bottom of the level until you see the 2 Toad's standing at the entrance. Select the bottom right toad by clicking on him (must not have any of the edit commands toggled on). The information for this sprite instance will come up under the NPC's tab.

6) What we want to see is the Event #. The Event # is what happens when you execute the NPC's Trigger. In this case, the trigger we have set is "press A from any side", so for this example that would be just talking
to him. You must also have "Sequence playback" Toggled on under "ATTRIBUTES" or you wont be able to trigger the event.

For reference, the Action # is the Action Script that controls this NPC's movements through out the level. So if you wanted to have him run in square, you would need to write an action script that does that and set the NPCs action # to that script.


7) Notice that the Action # is 157. So, go back to the main launcher, and launch the Scripts editor. Leave the dropdown menu on Event Scripts and jump to #157.

8) This event is about as simple as it gets. But looking at it, it has a "Run dlg" command that executes dialog # 2759 which is followed by a "Return" command. If you double click the Run dlg command you can see all the properties under the "CURRENT COMMAND PROPERTIES" editor. It is set to display above Mario. The return command is important because if its not there, the game will freeze up.

So now we know that this event just displays some dialogue, and its set to display dialogue #2759.


9) Go back to the main launcher, and launch the Sprites editor. Select the "DIALOGUE / FONTS" tab. In to top left corner, you can set the dialogue #. Set it to the number we got from the event, 2759. Here you can see and edit the text that is displayed. You can see a preview of what the dialogue will look like in-game, so there is no fiddleing with alignment or anything. Another interesting thing is that you can generate a new font for the game from a windows font style very easily. Give it a try!

10) Make any changes, go back to the main launcher and file->Save As to a different rom, "DialogueTest.smc". Now run the game (or alternatively use the previewer) and see the results.

Omega45889
Posted on 01-26-09 06:14 AM, in How do I _________..? Link | Quote | ID: 99482


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I wrote a quick tutorial to show you how.

http://acmlm.no-ip.org/board/thread.php?id=4582

Omega45889
Posted on 01-26-09 06:37 AM, in Super Mario RPG Community Hack Thread Link | Quote | ID: 99483


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This thread is for all those who want to contribute to a community hack. SMPRG is a very large game, but if we all do a little we can make a great hack quickly.

This is going to mostly use the "Export" and "Import" functions of LazyShell.

If you want to hack SMRPG, but dont have countless hours to spend on your own hack, this is perfect for you. For example, I just spent less than an hour building a simple level to jump start this thread. I exported the level and uploaded it.

A couple examples:
    You want to create a boss battle, so you write a great battle script to fight Belome. Simply export and upload that battle script once its ready, and it can go in the Community hack
    You love to draw sprites, but dont really care to build levels, or script events. Just create sprites and animations, and then upload them.
    You can take a level someone else has created and script a great event for it
    Your creative and can write great stories (god knows I cant!), so you create a storyline, and write some dialogue for the hack
    You just want to build levels without the annoyance of the rest of the hacking process
    Your great at assembly hacking, so you create some awesome additions to SMRPG, why not submit them to the community hack?


A great example of this would be WaddlerD, who is awesome at battle scripting, or giangurgolo who probably knows how to script events better than anyone, and I know there are people out there way more creative than me when it comes to writing stories.

If we all do what were good at, itll probably turn out amazing.

So, post your work here.

Include:
1) What it is your submitting
2) A description
3) The exported files
4) A screenshot if applicable

Here is my first submission:

- A simple level
- Lands End, sand area level edit. Includes physical map. A couple overlay problems that need to be resolved.

Level 13D Download Link

Omega45889
Posted on 01-27-09 01:47 AM, in Lazy Shell Improvement Thread Link | Quote | ID: 99544


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I am inclined to agree with Cellar Dweller. You can check if your running 32-bit or 64-bit in the System menu under classic control panel in vista. I hadn't considered that would be a problem. If you are indeed running 64-bit, let me know so we can find a fix.

Omega45889
Posted on 01-27-09 01:51 AM, in How do I _________..? Link | Quote | ID: 99546


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You have to hit the dropdown menu "Formations 0-255" and select "Formations 256-511"
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Main - Posts by Omega45889

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