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Romhacking => Personal Projects => Topic started by: giangurgolo on June 01, 2010, 04:37:40 pm

Title: Lazy Shell v3.5b - Super Mario RPG Editor
Post by: giangurgolo on June 01, 2010, 04:37:40 pm
Lazy Shell v2.5b (http://home.comcast.net/~giangurgolo/smrpg/) has been released, along with v2.0 of The Bob-omb Mafia (http://home.comcast.net/~giangurgolo/smrpg/BOBOMBMAFIA2.zip). 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) (http://www.romhacking.net/utils/595/) 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:
(http://home.comcast.net/~giangurgolo/other/LAZYSHELL_screen_levels_thumb.png) (http://home.comcast.net/~giangurgolo/other/LAZYSHELL_screen_levels.png)(http://home.comcast.net/~giangurgolo/other/LAZYSHELL_screen_main_thumb.png) (http://home.comcast.net/~giangurgolo/other/LAZYSHELL_screen_main.png)(http://home.comcast.net/~giangurgolo/other/LAZYSHELL_screen_scripts_thumb.png) (http://home.comcast.net/~giangurgolo/other/LAZYSHELL_screen_scripts.png)(http://home.comcast.net/~giangurgolo/other/LAZYSHELL_screen_sprites_thumb.png) (http://home.comcast.net/~giangurgolo/other/LAZYSHELL_screen_sprites.png)(http://home.comcast.net/~giangurgolo/other/LAZYSHELL_screen_stats_thumb.png) (http://home.comcast.net/~giangurgolo/other/LAZYSHELL_screen_stats.png)

___________________________________________________________________________________________

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 (http://www.romhacking.net/hacks/536/) 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:
(http://home.comcast.net/~giangurgolo/other/TBBM_screen0.png)(http://home.comcast.net/~giangurgolo/other/TBBM_screen1.png)
(http://home.comcast.net/~giangurgolo/other/TBBM_screen2.png)(http://home.comcast.net/~giangurgolo/other/TBBM_screen3.png)

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).
Title: Re: Lazy Shell v2.4b (SMRPG app) + The Bob-omb Mafia v2.0 (hack) released
Post by: kando on June 02, 2010, 08:03:13 am
nice! cheers man :DD
Title: Re: Lazy Shell v2.4b (SMRPG app) + The Bob-omb Mafia v2.0 (hack) released
Post by: Daniel Eakins on June 03, 2010, 06:10:21 am
Awesome! It's like Super Mario RPG's Temporal Flux!
Title: Re: Lazy Shell v2.4b (SMRPG app) + The Bob-omb Mafia v2.0 (hack) released
Post by: giangurgolo on June 05, 2010, 06:33:27 pm
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:

(http://home.comcast.net/~giangurgolo/other/screen_WorldMaps_thumb.png) (http://home.comcast.net/~giangurgolo/other/screen_WorldMaps.png)
(http://home.comcast.net/~giangurgolo/other/titleLogoEx.png)

Also, this version fixes the problem with map point name letters. They now draw using the keystroke table which they didn't before.
Title: Re: Lazy Shell v2.5b (SMRPG app) + The Bob-omb Mafia v2.0 (hack) released
Post by: Lenophis on June 05, 2010, 06:49:02 pm
Your page still says v2.4b, though the previous version's about says v2.2. Pretty sure that was 2.4b, but now I don't know. :'( In any event, nice job on this release. :thumbsup:
Title: Re: Lazy Shell v2.5b (SMRPG app) + The Bob-omb Mafia v2.0 (hack) released
Post by: giangurgolo on June 05, 2010, 07:00:26 pm
It's up now, thanks for the heads up.
Title: Re: Lazy Shell v2.5b (SMRPG app) + The Bob-omb Mafia v2.0 (hack) released
Post by: Darkdata on June 07, 2010, 11:43:19 pm
So, odd error, I think it is an error anyway.


When you export a graphic, it will always export the page of that graphic: but when you go to import,where you right click on the sprite tiles is where the file starts being wrote to.

So, if you don't click the top left block when importing, you mess a bunch of tiles up.

Also, I can't seem to import any changed graphics for sprite "Spell Effects" It gives a generic can't import error.

----

Also, a small note to people importing graphics from PNG for the title screen. It asks for both layer 1 and 2 when you go to import. Don't be dumb like me and import both layers as L2!
Title: Re: Lazy Shell v2.5b (SMRPG app) + The Bob-omb Mafia v2.0 (hack) released
Post by: giangurgolo on June 08, 2010, 01:50:39 pm
You can only import images (jpg,png,gif) into the main title logo for now.

I am currently working on finishing v2.6b. It will fix all of these errors, and add importing/exporting support for those things that don't have it. Also, since importing images into the main title L1 and L2 takes extremely long (as you've probably noticed), it will show you the active progress of the importing and you'll also have the option to cancel the process if you start losing patience.
Title: Re: Lazy Shell v2.5b (SMRPG app) + The Bob-omb Mafia v2.0 (hack) released
Post by: plokman on June 08, 2010, 05:34:25 pm
Hey I know this is a older version but how do I get rid of this Error (http://img1.smackjeeves.com/images/uploaded/comics/6/3/63aec7d09v81H.png) ? I'm going to try the new version and hope it works but does anyone know whats wrong with this error?
Title: Re: Lazy Shell v2.5b (SMRPG app) + The Bob-omb Mafia v2.0 (hack) released
Post by: Kenzya on June 13, 2010, 06:37:48 pm
I was trying out v2.0 of the bob-omb mafia and came across a rather serious issue. I have Mallow and I got the second gas mask. Now, the game freezes when I select the second gas mask. That's it. My only option is to run through the gas infested areas with only one gas mask.
Title: Re: Lazy Shell v2.5b (SMRPG app) + The Bob-omb Mafia v2.0 (hack) released
Post by: Lenophis on June 14, 2010, 12:58:36 am
Classic Zsnes. Use an older version (1.50 works).
Title: Re: Lazy Shell v2.5b (SMRPG app) + The Bob-omb Mafia v2.0 (hack) released
Post by: Kenzya on June 14, 2010, 02:19:25 pm
Fixes my problem.

And, man, what a frustrating hack this is.
Title: Re: Lazy Shell v2.5b (SMRPG app) + The Bob-omb Mafia v2.0 (hack) released
Post by: Daniel Eakins on June 18, 2010, 04:08:45 am
So the Bob-omb Mafia starts with no healing, no money, and insanely-strong monsters that don't die in one turn whether you hit them with Attack or Jump. How the HELL are we supposed to beat that hack? :(
Title: Re: Lazy Shell v2.5b (SMRPG app) + The Bob-omb Mafia v2.0 (hack) released
Post by: giangurgolo on June 18, 2010, 03:18:49 pm
The monsters shouldn't be hard at all if you follow the strategy in "strategy.txt". Monsters give you a lot of XP to hasten leveling up since this is much shorter than the original game. The strategy file should help with following an easy leveling-up process. When you first get Mallow, don't head straight into the sewers. Do what the .txt file says and level up in the forest first. I was able to beat the hack without using save states or cheats.
Title: Re: Lazy Shell v2.5b (SMRPG app) + The Bob-omb Mafia v2.0 (hack) released
Post by: Kenzya on June 18, 2010, 06:16:01 pm
I didn't even know I could go anywhere else besides the house and sewer. I just used fast forward to level up to level 30 in the sewers.

But still.. When you start this hack and enter your first battle, if there's a bob-omb then the player is going to die. In fact, if there's anything but two molds then the player is going to die. I thought I was doing something wrong at the beginning. Why does the showcase hack have to have so much grinding? Also, should I really have to follow a strategy guide in order to beat this or even just get passed the beginning? It's just frustrating from the beginning.
Title: Re: Lazy Shell v2.5b (SMRPG app) + The Bob-omb Mafia v2.0 (hack) released
Post by: giangurgolo on June 19, 2010, 10:19:11 am
Sorry you had such a :banghead: experience with the hack but I guess it's my fault mostly. I should put in an in-game strategy using the dialogue that guides the player to certain parts of the levels, or away from. I never thought the first monsters were that menacing--I was worried they'd be too easy (I thought they were push-overs, but I knew exactly how to beat them).
Title: Re: Lazy Shell v2.5b (SMRPG app) + The Bob-omb Mafia v2.0 (hack) released
Post by: justin3009 on June 19, 2010, 02:02:43 pm
You're the creator of the hack so of course it'd seem a lot easier to you.  That's why there's beta testing with other people so you know from a different perspective how tough it would be.  It seems everyone's just screaming at you right now for the difficulty being so hard right off the bat D:
Title: Re: Lazy Shell v2.5b (SMRPG app) + The Bob-omb Mafia v2.0 (hack) released
Post by: Kenzya on June 20, 2010, 05:25:07 pm
I just chronicled what I was experiencing/thinking throughout the hack. I enjoyed the writing and theme. I thought the dialogue flowed very well and didn't feel generic. I felt it was weird that there were several points where grinding were required for the player to progress. It is a small hack, so it would be nice if there was more momentum to guide the player. It was a little off-putting when the first enemy I fought blew up and instantly killed me.

It wasn't all negative and I like it enough to play through it. Before playing this hack though, I had never really checked out the editor but the hack did stir ideas up in my mind for my own creation.
Title: Re: Lazy Shell v2.5b (SMRPG app) + The Bob-omb Mafia v2.0 (hack) released
Post by: giangurgolo on June 21, 2010, 05:54:18 pm
Thanks for the feedback. I'm currently working on v3.0 of the editor right now. It will be a reworking of control integration and the editors will be far more user friendly and less esoteric / cryptic. Editors will be separated into individual forms instead of being bunched together on separate tabs. The effect and sprite editors especially will have their assembly changed to something more organic and flexible. Now that my knowledge of C# has advanced considerably, I've found more efficient ways of arranging things. Here's what the finished portions look like:
(http://home.comcast.net/~giangurgolo/other/levels_thumb.png) (http://home.comcast.net/~giangurgolo/other/levels.png) (http://home.comcast.net/~giangurgolo/other/battlefields_thumb.png) (http://home.comcast.net/~giangurgolo/other/battlefields.png) (http://home.comcast.net/~giangurgolo/other/worldMaps_thumb.png) (http://home.comcast.net/~giangurgolo/other/worldMaps.png) (http://home.comcast.net/~giangurgolo/other/effects_thumb.png) (http://home.comcast.net/~giangurgolo/other/effects.png)
Title: Re: Lazy Shell v2.5b (SMRPG app) + The Bob-omb Mafia v2.0 (hack) released
Post by: Supreme Dirt on July 08, 2010, 10:51:39 am
I've run into a problem.

I've been trying to make Honey Syrup cause a status when used.

However, so far, I cannot get it to do so.

I have Effect Type set to Infliction, and I have tried seperately Mute, Sleep, Poison, and Fear. None of them work.

Perhaps I'm just missing something obvious, but it's kind of important to my hack.

~Supreme Dirt

*edit* So I switched to the new version, only to get the error that Exits and Overlaps were not saved, as they exceed the maximum allotted space. What? I switched to an older version and imported the map data from a clean ROM. This won't work when I start modifying maps, though. What's up with this?
Title: Re: Lazy Shell v2.5b (SMRPG app) + The Bob-omb Mafia v2.0 (hack) released
Post by: giangurgolo on July 21, 2010, 04:40:26 pm
Make sure Inflict Function is set to {NONE}. Also, try unchecking other properties that you think might interfere with it.

That Exits and Overlaps saving problem was annoying, I know. It has been fixed in v3.0, which is nearly finished right now.
Title: Re: Lazy Shell v2.5b (SMRPG app) + The Bob-omb Mafia v2.0 (hack) released
Post by: Supreme Dirt on July 22, 2010, 11:53:43 am
So I cannot make it restore FP and cause Mute?
Title: Re: Lazy Shell v2.5b (SMRPG app) + The Bob-omb Mafia v2.0 (hack) released
Post by: giangurgolo on July 22, 2010, 04:25:24 pm
Look at Mushroom's stats (the Mushroom that causes Mushroom, not the regular one) for comparison.
Title: Re: Lazy Shell v2.5b (SMRPG app) + The Bob-omb Mafia v2.0 (hack) released
Post by: Supreme Dirt on July 24, 2010, 10:52:47 am
I did. I've managed to make all other Mushrooms, including the Moldy Mush and co., cause Mushroom as well. But I can't do the same with Honey Syrup for Mute. At first, I thought it might have something to do with the bits that it uses, but they're the same.
Title: Re: Lazy Shell v3.5b - Super Mario RPG Editor
Post by: giangurgolo on April 01, 2011, 11:12:58 pm
Download LAZY SHELL v3.5 BETA (http://giangurgolo.home.comcast.net/~giangurgolo/smrpg/LAZYSHELL_v3.5b.zip)

This is not a final release; it is a BETA release. I am releasing only in the hopes that any users will use this opportunity to post any bugs or annoyances you find in this version, and also because I can't really think of any more improvements I could possibly make. Additionally I am getting quite sick of working on it and am finding that it is eating up too much of my time. I will give people ONE month to make any reports, after which I will release 3.5 ALPHA (in the beginning of May).

The number of fixes, additions, and changes are very numerous. The most important ones are the addition of a hex editor, battle scripts have been moved into the monster editor, you can reset an element (undoing any changes made since last save), and you can click/drag single solidity tiles. There are so many more important additions and fixes that you'll have to look through the changes listed below to see all.

I also want to emphasize that the levels now save entirely with no problems.

Here is the complete list of changes:

v3.5
--------------------------------------
General changes:
*Changed target framework to NET 2.0
*Closing editors w/o making any changes no longer prompts for save
*Drop-down list backgrounds now drawn with game's menu background graphics
*Model class now more easily accessible static class
*Most panels are now Fixed3D appearance
*Reset option in many editors to undo all changes to a current element
*Search field in most editors now visible by default
*Searching now has match case and match whole word options

Editor-specific changes:
*Animation Scripts: text dump now tags scripts with names of spell, item, etc.
*Battle Scripts: moved battle scripts editor to monsters editor
*Event Scripts: command category now just one listbox, saves space
*Levels: color gradient effect on object fields and solidity map
*NPC Editor: can now search for NPCs w/sprite w/o modifying current NPC sprite
*Scripts: command color-coding for event and battle script editors is lighter
*Solid Tiles: solid tile searcher and viewer now far more versatile & superior
*Space analyzer: now one listbox, easier to manage and clearer

Additions:
***Hex editor with typical features like search, fill, copy/paste, etc***
*Animations: added a few more descriptions for commands
*Clearing: option to clear unused graphic sets
*Damage Calculator: calculate damage of spells or an attack based on stats
*Event Scripts: right-click-go-to options for jump to/run event commands
*Graphic Editor: fill/paint bucket feature, contiguous and non-contiguous
*Hacking Tools: auto-hack creation tools, like raising/lowering monster stats
*Levels: export/import level architecture allows porting maps from other games
*Levels: can now see how many bytes left for NPC's, events, exits, overlaps
*Levels: can export a selection (one layer only) as a battlefield
*Levels: can now edit solidity properties of a tile
*Levels: NPC, event, exit fields display information tags next to field on map
*Levels: jump to destination, event or formation on right-click of objects
*Levels: option to lock tileset editing; avoid annoyances w/accidental moving
*Levels: auto-update option and manual update for tileset editing
*Levels: export all images with option to crop to mask edges
*Levels: can now toggle view of priority 1 for solidity map tiles
*Levels: click/drag solid tiles makes editing solidity map remarkably easier
*Palette Editor: import/export palette feature added back on
*Previewer: option to set (ie. raise) level of party members from 1 to 30
*Previewer: option to set equipment of party members
*Settings: option to remember and load last viewed level
*Sprites: export all molds of each sprite as individual sprite sheet images
*Sprites: added back option to incrementally adjust X,Y coord of tiles

Fixes:
*Allies: XP needed wasn't updating if Mario not selected
*Battle Scripts: cut icon off of spell names b/c were showing box character
*Clearing: clearing current for solidity and battlefields not working
*Dialogues: couldn't draw to lower-right region of overworld font characters
*Dialogues: battle dialogue search crashing b/c casting instead of ToString()
*Effects: cancelling import into tileset threw exception--reading null image
*Graphic Editor: clear function (right-click) wasn't even written at all
*Levels: graphics weren't saving after editing in graphic editor
*Levels: graphics weren't saving to ROM b/c edit flag not set
*Levels: palettes and graphics were saving when choosing not to save on close
*Levels: moving tiles in tileset was resetting edits within tilemap
*Levels: scrollbars were resetting when changing window focus
*Levels: free space calculation for objects confused memory of current object
*Levels: issues with toggle off for selection and pasting
*Levels: event goto button for NPCs wasn't disabling if battle trigger type
*Levels: copy/paste then enable solidity or objects shrinks inside selection
*Levels: undo/redo not working for solidity map editing; stack not updating
*Levels: copy/paste tiles in tileset not updating pasted tile's internal index
*Levels: erasing w/edit all layers simultaneously not always working
*Levels: using wrong updating bool for individual properties
*Levels: priority 1 tint not updating after undo/redo
*NPC editor: search button wasn't doing anything
*Previewer: was loading level exit source and not level trying to preview
*Previewer: edit flags being reset, so issues with previewing more than once
*Script Editors: editing script no longer causes blinking/flickering
*Search Solid Tiles: selecting item in results listbox threw exception
*Sprites: dragging tiles past boundaries threw an exception
*Sprites: palette num, index, graphic set offset were not saving
*Sprites: issues with auto-copy function; shouldn't flip copied tiles
*Sprites: clicking tileset outside of index limit threw exception
*Sprites: cancelling import into tileset threw exception--reading null image
*World Maps: not saving wasn't resetting the map points


I was far more diligent in documenting the changes this time which is part of the reason why the list is so long. This is not an April fool's joke by the way. Download the editor and see for yourself.
Title: Re: Lazy Shell v3.5b - Super Mario RPG Editor
Post by: MKnightDH on April 11, 2011, 03:53:12 am
Damage calculator is neat, but it's woefully incomplete right now:
*No monster regular attacks listed
*Monsters do not need equipment
*The defense changes for the attacker or attack changes for the defender are currently pointless
*PATK Down, MATK Down, and the defender's status changes do nothing
*No sign of traits like Jump Power

Another bug, one that has been around in 3.4: the shops list doesn't change until you change items.

I'm not sure what other bugs there would be. Other people may want to see. I'm not sure I'd find something that would particularly bother me.
Title: Re: Lazy Shell v3.5b - Super Mario RPG Editor
Post by: Supreme Dirt on April 13, 2011, 11:06:39 am
Well, I'm going to try the new version, see if I can make Syrups cause Mute now.

I've actually got a feeling that certain conditions are hard coded as not able to be self-inflicted
Title: Re: Lazy Shell v3.5b - Super Mario RPG Editor
Post by: giangurgolo on April 13, 2011, 11:25:23 am
Well, I'm going to try the new version, see if I can make Syrups cause Mute now.

I've actually got a feeling that certain conditions are hard coded as not able to be self-inflicted

You can, but you have to set "Effect type" to Inflict, "Inflict Function" to {NONE} and the "Inflict amount" to 0, which pretty much removes all of the unique properties of a Syrup item. So yeah, they're hard-coded unfortunately.
Title: Re: Lazy Shell v3.5b - Super Mario RPG Editor
Post by: Supreme Dirt on April 15, 2011, 10:09:52 am
Guess I need to learn Assembly.
Title: Re: Lazy Shell v3.5b - Super Mario RPG Editor
Post by: q0zi on April 24, 2011, 01:17:45 am
I know this might not be exactly appropriate for this, but I suggest we do some sort of collaborative SMRPG hack. There haven't really been any big hacks for SMRPG (basically anything that's a SMRPG equivalent featured on smwcentral.net for SMW), so we might be able to start something creative. Of course, as along with any collaborative hack, we would need consistent updates from each member that would help. I think it would be interesting to say the least.
Title: Re: Lazy Shell v3.5b - Super Mario RPG Editor
Post by: MKnightDH on April 24, 2011, 02:27:57 pm
q0zi, you might want to get an IM service like Skype. That way, you could regularly contact the people you would need to.

(For the record, my Skype ID is mknightdh. I'd be up for providing advice on game balance.)
Title: Re: Lazy Shell v3.5b - Super Mario RPG Editor
Post by: Supreme Dirt on May 06, 2011, 10:55:25 am
q0zi, if you're still interested in a collaborative project, I'd be more than happy to script the enemy AI.
Title: Re: Lazy Shell v3.5b - Super Mario RPG Editor
Post by: Zeemis on May 06, 2011, 12:31:35 pm
I only hope that giangurgolo works on his FFVI level editor so that it can edit the tiles graphics, or have the ability to edit battle backgrounds.
I have the offsets for battle backgrounds and have edited them before. Yes, I've decompressed them, edited them and recompressed them back. However, the tiles repeat so it's not a lot of editing I can do. I'd need a "Battle Background Editor" if I wanted to get them to work right.

Narshe Decompressed
http://img593.imageshack.us/img593/3643/narshe.png

Narshe's Background
http://img811.imageshack.us/img811/3069/mform000.png
Title: Re: Lazy Shell v3.5b - Super Mario RPG Editor
Post by: q0zi on June 13, 2011, 05:11:00 pm
Yeah, I considered it, but no thanks.
Title: Re: Lazy Shell v3.5b - Super Mario RPG Editor
Post by: Zeemis on July 06, 2011, 06:25:04 pm
You considered what? Are you the other creator of Lazy Shell?