Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,487,209
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 04-26-24 11:56 AM
Guest: Register | Login

Main - Posts by giangurgolo

Pages: 1 2 3 4 5 6 7 8 9 10 11

giangurgolo
Posted on 02-01-08 08:11 PM, in Lazy Shell - Super Mario RPG Editor (rev. 2 of 02-01-08 08:13 PM) Link | Quote | ID: 75920


Level: 34

Posts: 1/219
EXP: 249541
Next: 4110

Since: 02-01-08

Last post: 3247 days
Last view: 3247 days
Posted by Raccoon Sam
That looks really awesome..! The Script system must be incredibly confusing but you make it look so simple. Great job, both of you!
Now that you mentioned it, how are you in contact with Giangurgolo? I had to ask something about his DKC notes but never found anything I could contact him with.


Here I am. PM any questions you have (or ask here if you want I guess).

I'd like to give some credit to Temporal Flux (level layering especially) and FF3ME (battlescript labeling) for the small amount of influence they've had on the design of the level editor and the battlescripts and stats editor.

giangurgolo
Posted on 03-15-08 12:42 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 80373


Level: 34

Posts: 2/219
EXP: 249541
Next: 4110

Since: 02-01-08

Last post: 3247 days
Last view: 3247 days
The battle scripts are finished. The event scripts are the next obstacle to completion. There have been updates to the gui for the sprite editor which accomodate for editing the dialogue font graphics, window frame graphics, and the world map points.

Also there are screenshots here and the program's help topics are online if you want to look at those too. Everything that you can modify with the program (in the stats and level portions only so far) is explained there.

giangurgolo
Posted on 04-11-08 04:41 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 81743


Level: 34

Posts: 3/219
EXP: 249541
Next: 4110

Since: 02-01-08

Last post: 3247 days
Last view: 3247 days
Here is a really short < 2min demo video showing some level editing in Lazy Shell. It's subtitled with brief explanations of the features demonstrated.

giangurgolo
Posted on 06-08-08 01:00 AM, in Lazy Shell - Super Mario RPG Editor (rev. 2 of 06-08-08 01:01 AM) Link | Quote | ID: 84786


Level: 34

Posts: 4/219
EXP: 249541
Next: 4110

Since: 02-01-08

Last post: 3247 days
Last view: 3247 days
Event editing is more or less finished, now. This portion of the editor is probably the most complex and difficult after level editing, which is why it took so long. The last part left is the sprite editor, window editor, font editor, and world map editor. These should not take nearly as long because the coding structure is very similar to much of the parts that have already been finished. Look for a public release within the next 2 months.

Posted by Yakibomb
I have a question, can you create palette swaps of enemies using empty space? Say I want another Terrapin enemy, could you just copy the tilemap, attacks, and palette to a different sprite number?

Another question relating to one but simpler: Can you do something like they did with Croco and Belome? They have a bunch of counterparts, same graphics, but different attack patterns. Can you do that for other enemies, but make it more customizable? I thought you'd just make it load a different routine, but I really don't know what I'm talking about.

The reason I ask is because I want to make two different types of Hammer Bros. So there could be a regular hammer brother, then there would be a fire brother, however, the graphics/palette would be different... Is that possible..?


You should be able to create new palettes from empty palettes (blocks of zeros) that exist in the same region of the ROM as the regular palettes, and set a monster's palette to point to the new palette. You can also set the graphics, tilemap, and animation pointers to the same as another monster if you wish.

The two Belomes are basically two completely distinct monsters that simply point to the same graphics, tilemap, and animation data. They point to different battlescripts and stats, of course. Same with the Croco's.

On question 3, you just set the other monster to the same graphics and tilemap but just set it to a different palette.

giangurgolo
Posted on 06-19-08 02:57 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 85325


Level: 34

Posts: 5/219
EXP: 249541
Next: 4110

Since: 02-01-08

Last post: 3247 days
Last view: 3247 days
Posted by blackhole89
A bit more on topic, what exactly is the concept behind "animation molds"?

The animation molds are the collection of images used by animation sequences. The value for "Mold" (right above "Frame Duration") is the mold the frame uses.

giangurgolo
Posted on 07-04-08 09:25 PM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 86811


Level: 34

Posts: 6/219
EXP: 249541
Next: 4110

Since: 02-01-08

Last post: 3247 days
Last view: 3247 days
You can thank (or fault) me for the GUI design. Before the release I'm going to go through the entire interface and try to achieve some sort of consistency that will make it easier to use. I can't completely eliminate the learning curve, but I'll try to give it a more user-friendly design. I'll agree that the sprites editor needs some work, and of all the 4 parts of the editor it probably has the worst GUI. As of now, most of the time and effort has be focused on the editor's functionality rather than its interface so please forgive us at the moment if it doesn't possess a high enough aesthetic quality for your tastes--I'm working on this. Contrary to what one might think we are actually almost finished, relatively (it's been in production for 17 months).

I appreciate any criticisms on the GUI or general appearance, since that's the only aspect that's been revealed.

giangurgolo
Posted on 07-15-08 07:27 PM, in Lazy Shell - Super Mario RPG Editor (rev. 2 of 07-15-08 07:31 PM) Link | Quote | ID: 87490


Level: 34

Posts: 7/219
EXP: 249541
Next: 4110

Since: 02-01-08

Last post: 3247 days
Last view: 3247 days
Thanks for all of the feedback on the new design and any feedback in general. It has actually made it easier to rearrange the controls. Now that the new GUI is complete, I realize the old one was well-deserving of critique.

ClearType does affect the editor, at least for me. Font smoothing should work in the editor if you have ClearType enabled.

I added a new feature for the font editor which allows for the creation of an entirely new font table based on an existing font installed on the system in just a few clicks.




giangurgolo
Posted on 07-20-08 06:08 AM, in Lazy Shell - Super Mario RPG Editor (rev. 4 of 07-21-08 05:31 AM) Link | Quote | ID: 87717


Level: 34

Posts: 8/219
EXP: 249541
Next: 4110

Since: 02-01-08

Last post: 3247 days
Last view: 3247 days
You can change the backgrounds for the dialogues. There's the option to import an image in .gif, .png, or .jpg format of any size, although it's recommended to import images that are already 64x56 pixels (the size of the dialogue graphics). You can't edit the dialogue background tileset (it's automatically generated by the game engine) but you can edit the battle dialogue background tileset.

I considered adding the option to edit the scrolling window backgrounds before but I discarded the idea. Now that the sprites editor has been organized and the import / export methods written it should probably be very easy. I might look into it.




This screen cap image from snes9x wasn't doctored in any way.

There's not enough space for any more font sets. There's several font characters that don't contain any pixels that you might be able to create new characters for. But there's only three font sets, all of which are used explicitly for the three formats of menus, descriptions or dialogue.

I'm not sure what you mean by your question on the tile editing. Levels are composed of 16x16 tiles. Generally things like crates are on layer 2, and separate from the floorboards which for the most part are on layer 1. Mirroring tiles, as well as palette changing, would require individual editing of the four 8x8 tiles that compose a 16x16 tile, a feature that is included in this editor.

giangurgolo
Posted on 07-21-08 07:01 PM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 87802


Level: 34

Posts: 9/219
EXP: 249541
Next: 4110

Since: 02-01-08

Last post: 3247 days
Last view: 3247 days
The widths are variables and can be manually set with the "Widths" control (in the "FONT GRAPHICS" panel). When you generate a font table the button "AUTO-SET WIDTHS" is checked by default, and when it is checked it automatically sets the variable widths of all characters based on the rightmost pixel in each one. Widths, depending on the font type selected, can be set from 0 to 16 pixels wide or 0 to 8 pixels wide.

You can use any font installed on your system, although from testing I've noticed that several of them won't seem to work at all in the RichTextBox controls containing all 128 characters for the font table.

giangurgolo
Posted on 11-10-08 05:11 PM, in Lazy Shell - Super Mario RPG Editor (rev. 2 of 11-10-08 05:13 PM) Link | Quote | ID: 94054


Level: 34

Posts: 10/219
EXP: 249541
Next: 4110

Since: 02-01-08

Last post: 3247 days
Last view: 3247 days
There is a hack that will be released alongside the editor, and both are being worked on at the moment. Working on the hack has revealed many bugs and annoyances, both of which have been fixed and compensated for for the most part.

Here and here are two screenshots of two maps that have been created using solely the editor. All hacking for this will be done solely by the editor.

giangurgolo
Posted on 11-23-08 04:44 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 94785


Level: 34

Posts: 11/219
EXP: 249541
Next: 4110

Since: 02-01-08

Last post: 3247 days
Last view: 3247 days
To make Mario overlap parts of the layer, use physical tiles that have "priority 1 for objects on tile" checked in the places you want Mario to overlap all layers.

Here is a video showing the hack in progress (from the start of a new game).

giangurgolo
Posted on 01-20-09 01:53 AM, in Final Fantasy VI - Level Editor Link | Quote | ID: 99095


Level: 34

Posts: 12/219
EXP: 249541
Next: 4110

Since: 02-01-08

Last post: 3247 days
Last view: 3247 days
There's a new version up, check the first post for updated links.

giangurgolo
Posted on 01-23-09 10:05 PM, in SMRPG:The Bob-omb Mafia - Lazy Shell Flagship Hack (rev. 2 of 01-23-09 11:46 PM) Link | Quote | ID: 99282


Level: 34

Posts: 13/219
EXP: 249541
Next: 4110

Since: 02-01-08

Last post: 3247 days
Last view: 3247 days
(link removed, still some bugs with the hack)

One reason for some of imbalanced gameplay is due to the relative length of the hack, which only consists of three or four areas. I figured I'd give the player the opportunity to level up fast with easier monsters to fight the harder bosses since the length of the hack doesn't allow enough time to level up to a high level.

That might seems amateurish or lazy, because it probably is.

giangurgolo
Posted on 01-29-09 12:37 AM, in Lazy Shell Improvement Thread Link | Quote | ID: 99691


Level: 34

Posts: 14/219
EXP: 249541
Next: 4110

Since: 02-01-08

Last post: 3247 days
Last view: 3247 days
The issues with the level-up bonus controls and saving the inflict element for spells have been fixed. These fixes along with some of the other suggestions by other posters will be included in the next version.

giangurgolo
Posted on 02-05-09 02:54 PM, in insert stressed letters Link | Quote | ID: 100145


Level: 34

Posts: 15/219
EXP: 249541
Next: 4110

Since: 02-01-08

Last post: 3247 days
Last view: 3247 days
You cannot use the unused characters with the current version of LS. The next version will be capable of using them.

giangurgolo
Posted on 02-08-09 11:13 PM, in Level unable to played for some reason? (rev. 2 of 02-08-09 11:14 PM) Link | Quote | ID: 100344


Level: 34

Posts: 16/219
EXP: 249541
Next: 4110

Since: 02-01-08

Last post: 3247 days
Last view: 3247 days
You need to set the layer mask boundaries to where the level is. In the .dat file you provided, the mask is off to the far left of the general location of the coords you say you place Mario at.

Go to the "LAYERS" tab and change the "LAYER MASK" values (eg. "High X" "Low Y", etc...)

To view the mask, click the orange rectangle in the toolstrip at the top of the level editor.

giangurgolo
Posted on 06-18-09 08:18 PM, in How do I _________..? (rev. 2 of 06-18-09 08:20 PM) Link | Quote | ID: 108929


Level: 34

Posts: 17/219
EXP: 249541
Next: 4110

Since: 02-01-08

Last post: 3247 days
Last view: 3247 days
JamesM:
1) You can, but it will most likely glitch out with any spells other than the ally's default spells. You must edit the spell animation to do this, which the editor cannot currently do. The next version will have this capability (although with very minimal capabilities, as it will only edit exact hex values).
2) You cannot currently do this. We have added this feature for the next version.
3) Change dialogue fonts/colors/BG's in the Sprites editor under the "DIALOGUES" tab.

Doomi:
If you want to create a new sprite based off of an original one, just export the data of the original and import it to the new one and modify whatever you want. I recommend this instead of creating one from scratch because that is honestly a lot of work. Still, if you want to, you'll have to overwrite an existing sprite's data.

master higgins:
You cannot currently do this. The next version will have this capability.

Elementalpowerstar:
It's definitely the partition #. This was one of the most trivial parts of creating the Bob-omb Mafia hack; I guess you'll just have to play around with the search and test the partitions to see which one's you need. Word of advice: put the larger sprites (eg. the hammer bro, also any treasure chests you might add) as the first NPC's and the smaller sprites as the last.
Does the current version let you move the NPC's up/down in the list? If not, the new version will. It will make this much easier.

Elementalpowerstar:
On your earlier question on script addresses, the new version will put the bank # in front of the "Jump to" or any commands that have a script address in them. For now, just assume the bank # is the same as the bank # (ie. the first two digits in the 6-digit address in the []'s). This will simplify the scripting and avoid further confusions.

Here's a list of changes that have been completed for the next version:

v2.0

DATE PORTION DESCRIPTION
-------------------------------------------
2009-01-28 (all) Fixed: palette colors weren't being read correctly
2009-01-28 Stats Fixed: issue with level-up bonus controls
2009-01-28 Stats Fixed: saving issue with inflict element for spells
2009-01-31 Sprites Added: Font characters not usable by default are now usable, except '[' (Character #59)
2009-02-02 Levels Fixed: problem drawing molds outside of the mold index range for NPC's
2009-02-02 Stats Fixed: starting coins/frog coins were being read as bytes instead of ushorts
2009-02-06 Stats Fixed: reading effect type for spells was incorrect; label texts weren't updating
2009-02-06 Levels Added: graphic set exporting; go to File > Export > Graphic Sets...
2009-02-06 Sprites Fixed: inserting a new tile to molds listed after null molds caused a crash
2009-02-06 Scripts Added: a quick jump to dialogue editor - right click "Run dlg" commands
2009-02-06 Levels Added: a quick jump to event and action script editor from NPC's - click the buttons
2009-02-06 (all) Added: export/import features remember last used directory
2009-02-07 Levels Added: graphic set painting in 16x16 tile editor
2009-02-07 Levels Added: graphic set importing for .gif/.jpg/.png files
2009-02-08 Levels Added: 16x16 tile editor is now a panel that can be easily accessed through toggle
2009-02-09 Sprites Added: pop-up window for dialogue "Delay..." and "Variable..." is now a panel
2009-02-14 Sprites Fixed: IMAGE GRAPHICS Offset wasn't changing when changing IMAGE #
2009-03-29 Stats Fixed: psychopath message was being saved to the item description and vice versa
2009-03-30 Stats Fixed: NEW LINE and END button functions for item descriptions were reversed
2009-03-30 Sprites Added: a spell effect editor
2009-04-06 Levels Fixed: doing Undo/Redo while moving a tile selection had unorthodox results
2009-04-06 Levels Added: edit all layers (ie. cut, copy, paste, delete all layers simultaneously)
2009-04-06 Levels Added: option to clear all unused tilesets, tilemaps, and physical maps
2009-04-08 Levels Added: overlaps are now drawn on the level image when toggled on
2009-04-08 Main Added: "Load Last Used ROM" in "Settings" menu loads the last used ROM if checked
2009-04-08 Scripts Fixed: adding new command in battle scripts placed it before the selected node
2009-04-08 Levels Added: a quick jump to event editor from entrance event and event field event
2009-04-11 Levels Added: a template system for inserting objects composed of 3 layers and a physical layer
2009-04-25 Stats Added: search function for Formation Packs with formation(s) containing a certain monster
2009-04-26 Stats Added: target arrow cursor positioning for monsters in battle
2009-04-26 Levels Added: inserting new NPCs/fields sets coords near top-left visible bounds of level image
2009-06-01 Stats Fixed: item names wouldn't save if the icon value was >= 0x18
2009-06-18 Stats Added: preview for item and spell descriptions (like the dialogue preview)
2009-06-18 Stats Added: name lists are drawn with the game's font
2009-06-18 Scripts Added: event and action scripts can be assigned labels for easy ID'ing
2009-06-18 Scripts Added: animation script editor for several types of animations
2009-06-18 Stats Added: target cursor (the red arrow) position editing for monsters
2009-06-18 Stats Added: formation pack searching
2009-06-18 Sprites Added: can mirror/invert font characters
2009-06-18 (all) Added: an optional Help Tip label that shows when the mouse moves over a control

giangurgolo
Posted on 07-08-09 10:46 PM, in What's a .dat file? Link | Quote | ID: 110172


Level: 34

Posts: 18/219
EXP: 249541
Next: 4110

Since: 02-01-08

Last post: 3247 days
Last view: 3247 days
The .dat files contain all the properties and values for the sprite data, not the graphics. There are no raw 2bpp, 4bpp or whatever graphics in a .dat file.

To edit the graphics, its probably easier to export them to an image file and edit that image in an external paint program and import the edited image back into it. To do this, right-click the image graphics (in the "IMAGE GRAPHICS" panel in the lower-left part of the sprites editor) and select export and choose what type you want (.bin files are raw 2bpp or 4bpp graphics that are edited in tile editor programs). Likewise, you can import image files or .bin files that have been modified in an external program.

For any other questions regarding importing/exporting images, try right-clicking images in the editor to see if there's an import/export option.

giangurgolo
Posted on 08-09-09 11:46 PM, in OREFFEZEPS (spell and attack animation hack) (rev. 7 of 08-30-09 12:45 AM) Link | Quote | ID: 113052


Level: 34

Posts: 19/219
EXP: 249541
Next: 4110

Since: 02-01-08

Last post: 3247 days
Last view: 3247 days
Click here to DL the patch.

Here's a video: http://www.youtube.com/watch?v=Z-dqQ7U1y9s

-27 new spells and attacks +new animations for every one
-16 new items +3 new item animations
-1 new weapon animation
-Mario no longer shoots fire orbs

NOTE: Every modification in this hack was done solely with the new version of Lazy Shell (v2.1). The new version will be released soon.


giangurgolo
Posted on 08-10-09 11:43 PM, in OREFFEZEPS (spell and attack animation hack) Link | Quote | ID: 113120


Level: 34

Posts: 20/219
EXP: 249541
Next: 4110

Since: 02-01-08

Last post: 3247 days
Last view: 3247 days
The bosses have ridiculously high HP because I wanted the player to be able to experience all of the new spells and attacks the bosses can use (since some are chosen randomly).

on the password: it's not for anything. It's only there to make the player feel like they've accomplished something, i.e. their reward is a tiny bit of exclusive but useless information
Pages: 1 2 3 4 5 6 7 8 9 10 11


Main - Posts by giangurgolo

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

Page rendered in 0.232 seconds. (339KB of memory used)
MySQL - queries: 34, rows: 66/66, time: 0.224 seconds.