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Please chime in on a proposed restructuring of the ROM hacking sections.
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giangurgolo
Posted on 08-13-09 02:09 AM, in OREFFEZEPS (spell and attack animation hack) Link | Quote | ID: 113292


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Posted by Zealous98
When H. Hector used Plexiglass, it glitched Mario's palette. He turned black/yellow/something. Looked like Hector's palette, my guess.


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
Posted on 08-15-09 09:54 PM, in OREFFEZEPS (spell and attack animation hack) Link | Quote | ID: 113506


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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
Posted on 08-18-09 07:23 PM, in Lazy Shell Improvement Thread Link | Quote | ID: 113747


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Posted by Prism
- Not sure if this is a bug or not, but whenever I close the stats editor, all of the spells that have an effect, like inflict mushroom, get shifted down to nullify. Things with nullify get shifted down to none. Seems to only happen after you've edited a spell for the first time.

A: That's been fixed. See my post earlier in this thread to see what has been fixed/added for the new version.

- Someone mentioned it: But being able to select multiple commands for movement, editing or deletion would be very cool.

A: That has been added.

- Maybe a way to toggle a highlight(red, blue green, purple etc, or be able to choose a highlight color in main window or something) on certain types of commands in the battlescript like If, attacks, spells etc.

A: This might not be too hard to do but for anything that hasn't been added as of now, don't count on it

- When collapsing one or more groups of scripts in the battle editor, make it so everything doesn't re-open whenever you do something as simple as double clicking a piece in another group to edit it.

A: if it takes more than 1 hour to add this, it won't be added

- Make it so whenever you insert a command it doesn't auto scroll to place your new command at the top of your screen(very annoying).

A: its either that or have it scroll all the way to the top. I know about this, and I agree it was very annoying when making hacks.

- A way to stack windows so I don't have to have 4 objects open on my task bar when editing stuff.

A: I'll see what I can find out

- A way to edit battle events(like the screen flashing after killing the kink-link in the bower fight).

A: yes, that is included in the new animation editor

- Possibly add the color math feature to other areas where you can edit the pallets.

A: this has been added for battlefield, sprite and spell effects

- A way to sort formation list. Can be difficult to find a specific group of spawns without continously pressing z,z,z,z to find "Zombone" for example.

A: just use the search feature (the little blue magnify glass next to the formation list). Most of the long lists (such as sprites) have this. Type in Zombone or whatever and it will list the formations that have that monster.

- Not important, but maybe show what line you are on in a script editor and buddy it with a "jump to line" button and a column on the left side that shows the line# for each line possibly? This could be useful if you have a large script)

- Not important, but maybe a way to export stuff as .txt

A: some things can be exported to txt, nothing else will be added though


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
Posted on 09-09-09 12:48 AM, in How do I _________..? (rev. 3 of 09-09-09 12:53 AM) Link | Quote | ID: 114730


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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
Posted on 09-12-09 06:37 PM, in How do I _________..? (rev. 2 of 09-12-09 06:39 PM) Link | Quote | ID: 114977


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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
Posted on 09-20-09 06:03 PM, in How do I _________..? Link | Quote | ID: 115645


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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
Posted on 09-20-09 06:05 PM, in Lazy Shell Improvement Thread Link | Quote | ID: 115646


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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
Posted on 09-20-09 06:07 PM, in Level editor Problem Link | Quote | ID: 115648


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This is a bug and has been fixed in v2.1.

giangurgolo
Posted on 10-07-09 03:48 AM, in OREFFEZEPS (spell and attack animation hack) (rev. 2 of 10-07-09 03:57 AM) Link | Quote | ID: 116659


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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
Posted on 10-08-09 09:46 PM, in OREFFEZEPS (spell and attack animation hack) Link | Quote | ID: 116728


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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
Posted on 10-09-09 01:20 AM, in Lazy Shell Question. Link | Quote | ID: 116738


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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
Posted on 12-20-09 12:12 AM, in LazyShell V2.1 Link | Quote | ID: 123511


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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
Posted on 03-19-10 03:08 AM, in Giangurgolo's website seems to be gone... (rev. 2 of 03-19-10 03:11 AM) Link | Quote | ID: 128561


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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
Posted on 04-18-10 05:07 AM, in LazyShell V2.1 Link | Quote | ID: 130042


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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
Posted on 05-31-10 10:46 PM, in Lazy Shell v2.5b + The Bob-omb Mafia v2.0 (hack) released (rev. 8 of 07-25-10 11:03 PM) Link | Quote | ID: 131599


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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
Posted on 06-02-10 01:59 AM, in Lazy Shell v2.5b + The Bob-omb Mafia v2.0 (hack) released Link | Quote | ID: 131612


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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
Posted on 06-06-10 12:25 AM, in Lazy Shell v2.5b + The Bob-omb Mafia v2.0 (hack) released (rev. 3 of 06-06-10 12:57 AM) Link | Quote | ID: 131777


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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
Posted on 06-08-10 12:04 AM, in How do I _________..? Link | Quote | ID: 131826


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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
Posted on 06-12-10 04:24 AM, in Some HDMA-Battle-Animation Information. Link | Quote | ID: 131949


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"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
Posted on 06-30-10 04:00 AM, in How do I _________..? Link | Quote | ID: 132502


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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.
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