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Author Topic: Lazy Shell v3.5b - Super Mario RPG Editor  (Read 18904 times)

giangurgolo

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Re: Lazy Shell v2.5b (SMRPG app) + The Bob-omb Mafia v2.0 (hack) released
« Reply #20 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.

Supreme Dirt

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Re: Lazy Shell v2.5b (SMRPG app) + The Bob-omb Mafia v2.0 (hack) released
« Reply #21 on: July 22, 2010, 11:53:43 am »
So I cannot make it restore FP and cause Mute?

giangurgolo

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Re: Lazy Shell v2.5b (SMRPG app) + The Bob-omb Mafia v2.0 (hack) released
« Reply #22 on: July 22, 2010, 04:25:24 pm »
Look at Mushroom's stats (the Mushroom that causes Mushroom, not the regular one) for comparison.

Supreme Dirt

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Re: Lazy Shell v2.5b (SMRPG app) + The Bob-omb Mafia v2.0 (hack) released
« Reply #23 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.

giangurgolo

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Re: Lazy Shell v3.5b - Super Mario RPG Editor
« Reply #24 on: April 01, 2011, 11:12:58 pm »
Download LAZY SHELL v3.5 BETA

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.

MKnightDH

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Re: Lazy Shell v3.5b - Super Mario RPG Editor
« Reply #25 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.

Supreme Dirt

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Re: Lazy Shell v3.5b - Super Mario RPG Editor
« Reply #26 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

giangurgolo

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Re: Lazy Shell v3.5b - Super Mario RPG Editor
« Reply #27 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.

Supreme Dirt

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Re: Lazy Shell v3.5b - Super Mario RPG Editor
« Reply #28 on: April 15, 2011, 10:09:52 am »
Guess I need to learn Assembly.

q0zi

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Re: Lazy Shell v3.5b - Super Mario RPG Editor
« Reply #29 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.

MKnightDH

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Re: Lazy Shell v3.5b - Super Mario RPG Editor
« Reply #30 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.)

Supreme Dirt

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Re: Lazy Shell v3.5b - Super Mario RPG Editor
« Reply #31 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.

Zeemis

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Re: Lazy Shell v3.5b - Super Mario RPG Editor
« Reply #32 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

q0zi

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Re: Lazy Shell v3.5b - Super Mario RPG Editor
« Reply #33 on: June 13, 2011, 05:11:00 pm »
Yeah, I considered it, but no thanks.

Zeemis

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Re: Lazy Shell v3.5b - Super Mario RPG Editor
« Reply #34 on: July 06, 2011, 06:25:04 pm »
You considered what? Are you the other creator of Lazy Shell?