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Main - Posts by giangurgolo |
giangurgolo |
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Level: 34 Posts: 21/219 EXP: 249755 Next: 3896 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
Posted by Zealous98 Did you use an item against the boss, such as the VX Gas? I most likely should have cleared or set some bits somewhere in the VX Gas animation, which would free the palette memory to be used by other palettes. Also, thanks to anyone for the feedback. |
giangurgolo |
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Level: 34 Posts: 22/219 EXP: 249755 Next: 3896 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
You'll have to copy the character you want to create a stressed version of and paste it into an empty space or another unused character. The new version will support the use of every character except the one after Z. If you want to insert the character into dialogue, you can put its integer value between []. The new version will have a label that tells you what a character's integer value is when you hover over it in the font table. |
giangurgolo |
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Level: 34 Posts: 23/219 EXP: 249755 Next: 3896 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
Posted by Prism Note that if any of this stuff can't be done in less than a couple of hours or requires more than 20 or so lines of code, I won't bother with it. Please consider the fact that your feature request might seem like something very simple to implement, when in reality it could be anywhere from quick and easy to a colossal pain to code to pretty much impossible. I'm writing a FAQ that will address most of the questions and problems mentioned. I might add questions that people have from time to time, if I can answer them quickly. NOTE: any versions released after 2.1 will only be bug fixes. Thank you for your patience. |
giangurgolo |
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Level: 34 Posts: 24/219 EXP: 249755 Next: 3896 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
Yakibomb:
Make sure the group (ie. conditional) ends with either "Wait 1 turn recheck ifs" or "Wait 1 turn", both highlighted in yellow. Look at other scripts for comparison. Ronin180: Make sure the "SHOW NPC INSTANCE" is enabled. Also, do a partition search to find the right #. If NPC #0 is 32 or 24 px wide, then select "32px wide" in the list for NPC #0 in the search dlg, otherwise select "BYTE NOT USED" (unless a treasure then select treasure). For the rest, just choose "BYTE NOT USED". Then test each result you get to find one that displays it properly. |
giangurgolo |
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Level: 34 Posts: 25/219 EXP: 249755 Next: 3896 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
1. Easiest solution: Event #2496, delete the command "[1FD095] Joypad disable: ...", or when you first enter your new level add the command for the level's entrance event by going to "Joypad" > "Joypad enable exclusively..." and check all the buttons you want to enable
2. Best solution: draw physical tiles that give sprites P1 (these are the phys tiles following phys tile #255, from height 0 to 15) to the places you want, or add overlaps |
giangurgolo |
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Level: 34 Posts: 26/219 EXP: 249755 Next: 3896 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
You must edit sprites 100-1FF (the ones used by monsters). To assign a sprite image to a monster, set the sprite's "IMAGE" to the image #.
The level editor cannot edit levels past 30, and it never will. This would require some serious data-shifting of several data blocks which are stored back-to-back with other data. A lot of assembly hacking would be required as well. The game was simply not made for it. It is probably not impossible, just way too time consuming. |
giangurgolo |
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Level: 34 Posts: 27/219 EXP: 249755 Next: 3896 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
1. Not going to happen, because it would require assembly hacking.
2. Nope, sorry. No more new features are going to be added from here on. Only bug-fixes. 3. See #1 4. See #1 5. See #1 |
giangurgolo |
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Level: 34 Posts: 28/219 EXP: 249755 Next: 3896 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
This is a bug and has been fixed in v2.1. |
giangurgolo |
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Level: 34 Posts: 29/219 EXP: 249755 Next: 3896 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
I uploaded a new version right here that is both easier and adds two new very powerful spells that Mario can use. More details can be found at this page. |
giangurgolo |
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Level: 34 Posts: 30/219 EXP: 249755 Next: 3896 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
It reads from the same slot of page 1, ie. a spell for Mario in slot 1 of page 2 will subtract the FP cost of slot 1 in page 1. It shows the right amount for spells on page 2, but it subtracts the amount for that slot based on what spell is in that slot for page 1 only. I don't think there is any easy way to fix this, ASM-wise. |
giangurgolo |
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Level: 34 Posts: 31/219 EXP: 249755 Next: 3896 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
Make sure the "asynchronous" property is checked for the "Run dialogue..." command, otherwise the following command will run immediately after the dialogue command without waiting for the dialogue to finish / exit.
The color and glitchy problems with Croco is an issue with the partitioning. Change the partition # and use the search partition feature to fix it. |
giangurgolo |
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Level: 34 Posts: 32/219 EXP: 249755 Next: 3896 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
LAZY SHELL v2.1
The download link is at the top of the page. I figured I've been waiting far too long to release this. Although this version still uses Lunar Compress.dll and probably still won't run on a 64-bit system without Mono or whatever, it has many many fixes and many major additions. See the "changes.txt" file in the .zip for an entire list of fixes and additions. Perhaps in the future a version that is compatible with 64-bit systems will be released once Omega finishes debugging the compression routines. The main additions include a spell effect editor and an animation script editor for spell, attack and other battle animations. NOTE: the is the LAST version that will contain any additions. All later versions will be exclusively bug fixes. |
giangurgolo |
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Level: 34 Posts: 33/219 EXP: 249755 Next: 3896 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
AT&T deleted my old site. Click here to access the site on the new host. I lost several files, so those won't appear on the page. They include several tutorials, html tables, and the old patches (Bobomb Mafia and OREFFEZEPS are still there, though).
Here's v2.1.1 on the acmlm uploader: http://acmlm.kafuka.org/uploader/get.php?id=2973 2.1.1 includes one teeny tiny bugfix. I can't remember exactly what it was, but someone reported a bug in 2.1 in the Character level-up stats editor and I think I fixed it. Also, if anyone happens to have any of those files I lost that I mentioned, it'd be nice to share them. This project is still discontinued as I don't have nearly enough time anymore to work on it, nor the motivation. |
giangurgolo |
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Level: 34 Posts: 34/219 EXP: 249755 Next: 3896 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
I just uploaded the source file for Lazy Shell v2.1.1 onto the web site. Feel free to check it out.
Beware: it is very cumbersome. |
giangurgolo |
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Level: 34 Posts: 35/219 EXP: 249755 Next: 3896 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
Lazy Shell v2.5b has been released, along with v2.0 of The Bob-omb Mafia. The DL location for Lazy Shell provides the source code, too.
Lazy Shell is a third party .NET application written in the C# programming language which is capable of editing a wide range of elements within the Super Mario RPG (US) ROM image file. LAZY SHELL NOTES: I realized the old version(s) had many many flaws and much room for improvement barring major additions. There are many improvements, fixes, and minor additions to v2.4b. See the file "changes.txt". Remember that this is only a beta version and there may be unknown bugs that will surface later. A more comprehensive readme.txt is included too. I'm still not taking any requests for additions so please don't ask for a music editor, menu graphics editor, etc. Only bugs will be fixed. Most notable changes in this version are: * (almost) everything is in decimal format now to avoid confusion. * options for backing up ROMs on load and/or save * SNES9X support in the previewers * a new notes format which organizes everything into only one file in a database * items, attacks, spells and monsters are drawn using a sophisticated keystroke table like the dialogue * said keystroke tables (3 total, for menus, descriptions, and dialogue) can be modified, exported and imported via .txt file * importing and exporting is more organized with a small form for each * you can clear a range of elements, the most useful being clearing a specific range of dialogues to make room for space * copy/paste support for NPCs * dec <> hex helper (press F2) in each editor, shows dec/hex for when mouse is moved over number Screens: ___________________________________________________________________________________________ THE BOB-OMB MAFIA NOTES: Every element of this hack was designed and modified exclusively with the editor. No other applications were used. Features of the hack include: * 35 entirely new levels * 50+ new overworld events * 100+ new dialogues * 12 new bosses * several new items * 2 new spell animations * actual game strategy This hack most predominantly demonstrates the capabilities of the level editor and event script editor portions of the editor. The 1st version of TBBM was rife with bugs, bad scripting, terrible game strategy, and obnoxiously horrible dialogue. The new version has all (I think) bugs fixed, actual gameplay, the dialogue is cleaned up, and in addition to these revisions there are also several additions. A world map is used, and a new boss is added as well as a secret area. Two new spells, several new attacks for the final boss, and a puzzle room were added. Several elements (such as levels) were rearranged for strategic purposes. The hack's game strategy is much more balanced and actually presents a challenge this time. If you decide to play it and end up getting frustrated, I included a strategy in the .zip to help with progressing through it. If you want to use cheats, I'm not encouraging it but it doesn't make any difference to me anyways. Screens: Also, if you post the password given when you beat the hack here I'll post a special version 1.1 of TBBM of which the only difference is several weird spells and attacks (mostly by red thwomp and the forest boss). |
giangurgolo |
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Level: 34 Posts: 36/219 EXP: 249755 Next: 3896 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
Thanks, it's been fixed and reuploaded now.
To get on the crates try jumping around that general area near the Toad character and you should find the secret. |
giangurgolo |
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Level: 34 Posts: 37/219 EXP: 249755 Next: 3896 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
Version 2.5b has been released. Download at the same location above. This version lets you import images into the main title (do this in the world maps tab of the sprites editor). Here is an example I did using the editor:
Also, this version fixes the problem mentioned above with map point name letters. They now draw using the keystroke table which they didn't before. As for the 1.1 version of TBBM I promised to post when someone put up the password I'll get that up sooner or later, but it's not a priority of mine. |
giangurgolo |
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Level: 34 Posts: 38/219 EXP: 249755 Next: 3896 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
You can only import images (.jpg, .gif, .png) for now. You can save the title logo as an image and edit in a paint program and import it later. |
giangurgolo |
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Level: 34 Posts: 39/219 EXP: 249755 Next: 3896 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
"Run action queue" should probably be called "Run synchronous action queue" because the command right after 68 gets immediately executed afterward while the queue starts running. That's why almost every 68 command is followed by a "Jump to" subroutine which runs a loop until certain memory bits are set. Those bits are generally set at the end of the action queue so it'll continue running after the subroutine. These commonly called subroutines are essentially a more convoluted "wait until bits are set" way of pausing the script until the action queue is done. |
giangurgolo |
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Level: 34 Posts: 40/219 EXP: 249755 Next: 3896 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
They're 16-bits actually. 8 bits for each byte. Thus 0x01FB is:
00000001 11111011 Each bit is for a tile, totaling a max of 16 tiles. Here the first 7 bits are 0's because the sprite only has 9 tiles and thus only uses the last 9 bits. In this case all the tiles have 0x100 added except for the third to last one where it is not set. |
Main - Posts by giangurgolo |
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