logo
 drop

Main

Community

Submissions

Help

81620113 visitors

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - giangurgolo

Pages: [1]
1
I wrote a .NET program which draws and displays the levels in Seiken Densetsu 3. It's a WIP build, and unstable so don't try to edit anything. You can move between level indexes with no problems, though. All 1114 levels draw flawlessly as far as I know, and you can export all levels as images too. I'm only releasing this if anyone out there is willing to reverse engineer the decompression code and make recompressing and saving maps possible. If it never happens, no big deal. In case anyone can expand on this, they're welcome. I'm probably not going to work on this anymore because it's just way too much work, way more than I should be willing to invest time in (more than I already have, at least).

Here is the ROM map. Almost all offsets documented are level-related.
Here is the build: http://home.comcast.net/~giangurgolo/MAPJESTER.zip
Here is the source (the reason for this thread): http://home.comcast.net/~giangurgolo/MAPJESTER_v1.0_20110316_001131.rar

Note that this is a WIP build, not even a beta, so it is not capable of saving. I put an architecture exporting feature which lets you export all the elements of a map into a single file and import it into another game. Lazy Shell v3.5 has the import option available (not released to public yet). Video demonstration of architecture porting.

The decompression is in the Comp.cs file (in the Static folder). SD3 has at least FOUR different compression formats (one each for level graphics, tilesets, solidity, and tilemaps), and possibly more but only these four are used in levels. Ignore the compression code at the beginning of the file (it's for FF5); the 4 SD3 decomp functions are obvious (marked by _SD3). Commented lines are the ASM addresses converted into C#; some functions are named based on the offset of subroutines used by the 4 decomp functions. DP_## variables are named based on the direct page registers in the 65816 asm. The buffer array is where the decompressed data is stored and used by the program. I tried simplifying the code from the ASM to C# conversion as much as possible.

2
Personal Projects / Lazy Shell v3.5b - Super Mario RPG Editor
« on: June 01, 2010, 04:37:40 pm »
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).

Pages: [1]