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Metal Knuckles |
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Red Tektite Level: 22 Posts: 70/76 EXP: 52638 Next: 5712 Since: 02-19-07 From: Champlain College, VT Last post: 4782 days Last view: 5458 days |
If I may, perhaps you can create a tutorial on implementing custom art into animation frames for a sprite? Seems simple once you have knowledge of TLP and whatnot, but the implementation process for animation seems a bit foggy.
Also, are you going to be against other people contributing tutorials as well, and maybe amassing them all into one collective document? Given that they pass for helpfulness and overall quality, of course. ____________________ |
KP9000 |
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Boomboom Level: 90 Posts: 399/1975 EXP: 6973434 Next: 215175 Since: 02-19-07 Last post: 3616 days Last view: 3240 days |
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Omega45889 |
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Red Paratroopa Level: 31 Posts: 120/178 EXP: 183639 Next: 1724 Since: 01-18-08 Last post: 5519 days Last view: 4826 days |
Posted by Buu-Huu Yeah, thats all really easy to do. Every editor (Stats, Levels, Scripts, Sprites) has a menu like this where you can clear each individual component or just clear all data relevant to the editor for the current level, or for all levels. |
Levesque |
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Red Cheep-cheep Account taken over, please contact admins to reclaim Level: 34 Posts: 113/217 EXP: 243466 Next: 10185 Since: 07-14-08 Last post: 3066 days Last view: 3066 days |
Posted by Omega45889Posted by Buu-Huu That is a really useful tool. Great job so far, btw. |
PressAdob |
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Red Goomba Level: 15 Posts: 1/36 EXP: 16328 Next: 56 Since: 10-09-08 Last post: 3865 days Last view: 3861 days |
Ive always wodnered if it was possible to make it so that Geno was walking around by changing mario's sprite into him, and then settign geno as the default party member.
Is it possible to do that? Or is mario hardcoded? |
Sagittaire |
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Tektite Level: 20 Posts: 20/62 EXP: 37458 Next: 4981 Since: 04-19-08 From: Fort Lee, NJ Last post: 3997 days Last view: 3804 days |
The hack might serve as a template for learning the functions of the hack.
From the looks of it, it seems: A)You can add special effects to your Maps much like Layers in Lunar Magic. Creativity abounds. B)Custom Items + Custom Item sale setups are possible. Therefore, custom Items are a definite. C)The limits of an SMRPG map seem to have been partially broken. I'm guessing that, ideally, the map area should be either 1024x1024, 1536x1536, or even bigger. Since SMRPG is still a ROM file, there may be limitations, but best case scenario: The area of editing may be bigger than we think D)Scripting movements for monsters and cutscenes may not be all scripting. Best case scenario: There is a scenario editor that has all the sprite movements detailed into tabs, commands, and message editing. To Omega and/or Giangurgulo: Is beta testing in the works? I'm down to test and nitpick/constructively criticize all the aspects of the hack. ____________________ |
Rogue Mario |
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Newcomer Level: 4 Posts: 2/2 EXP: 212 Next: 67 Since: 12-13-08 From: A secret bunker under Mushroom way. Last post: 5643 days Last view: 5613 days |
Posted by Dj Luigi I'm pretty sure all you would need to do is swap out the Mario sprite animations with another character's (say Geno's.) That should work just fine in most circumstances; although you would obviously be missing a lot of custom animations that only Mario has. Still, it's possible. -RM ____________________ I don't understand what you're saying. Clearly one of us is insane... |
Elementalpowerstar |
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Paratroopa Level: 29 Posts: 9/155 EXP: 144840 Next: 3045 Since: 12-29-08 From: --- Last post: 3833 days Last view: 3726 days |
Posted by Sagittaire But, it's not going to be a full fledged hack, he said: Posted by Omega45889 Also, since I believe giangurgolo is already at work on the hack, unless the levels and sprites shown in Lazy Shell Hack in Progress by giangurgolo (He posted some 15 pages back, I don't know) is unused, and this was released one month before this post, somewhere around that. And due to it's length, you may be correct, unless he worked on it a while, and I don't know his accuracy, frequency, length of session, and difficulty, so clarification is asked, but not required. I understand that perfection of a ROM editor is vital; If you do something wrong that's the editor's fault, something usually goes haywire, and your graphics are just garbage layers. (I would know from Lunar Magic.) Speaking of Lunar Magic, is there anything similar in Lazy Shell/Super Modify RPG that I already know that might help me, other than it takes a long period of time to create a good level? At Sagittaire: I was unaware if you were aware of the hack's length. ____________________ Introduction to The Lazy Shell Editor (youtube) Super Modify RPG's Youtube Channel. |
Omega45889 |
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Red Paratroopa Level: 31 Posts: 130/178 EXP: 183639 Next: 1724 Since: 01-18-08 Last post: 5519 days Last view: 4826 days |
Omega and Giangurgolo present LazyShell. After a lot of hard work, its finally 100% complete. Images of Version 1.0 Release The Main Window The Stats Editor The Level Editor The Scripts Editor The Sprites Editor SpritesEditor.png>SpritesEditor.png> Cirrus - The Patch Server LazyShell Download Link (.RAR) LazyShell Download Link (.ZIP) Note: LazyShell requires the Microsoft .NET 2.0 framework, so if it does not run try installing Microsoft .NET 3.5 Framework There is currently no version for Mac or Linux, although Mono would probably support it no problem. If there is anyone experienced with Mono and would like to help, PM me. There is also a demonstration hack available for download through the Cirrus server in LazyShell. Demonstration Hack: Super Mario RPG - The Bob-omb Mafia Cirrus Tutorial: http://acmlm.no-ip.org/board/thread.php?id=4544 Website: LazyShell Info - Rom Data - And More For those using a Mac or Linux who need Direct link to Super Mario RPG - The Bob-omb Mafia, PM me. The reason the hack is hosted on Cirrus is to encourage people to download and start using LazyShell right away. Special Thanks: FuSoYa - for permission to use Lunar Compress.dll KP9000 - beta testing, discovered many bugs with pre-release version MathOnNapkins - helped with some coding Alex Farber - MRU list manager romhacking community - various feedback Enjoy! And the final figures. I know that these mean nothing, but still interesting: Number of lines = 102,744 Number of code files = 169 Number of code-generated lines = 39,965 Number of user-entered blank lines = 6,389 Number of user-entered comments = 1,676 The source will be available relatively soon. EDIT: For those of you with 64-bit machines, you will need this fix in order to properly run LazyShell http://blogs.intesoft.net/post/2007/12/Running-NET-Apps-in-32-bit-mode-on-64-bit-Windows.aspx Update: Someone has tested the corflags.exe fix and claims it works Thanks to zuzma for a quick-fix: Once I copied corflags.exe to the lazyshell folder I typed "corflags.exe LAZYSHELL.exe /32BIT+" in the command shell with out the quotes. It pretty much forces it to run in 32bit mode with the 64bit version of the .NET framework. Corflags can be found here on a 64-bit Vista machine - C:\Program Files\Microsoft SDKs\Windows\v6.0\Bin\x64\CorFlags.exe |
Shinnok |
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Newcomer Level: 6 Posts: 1/4 EXP: 599 Next: 308 Since: 01-25-09 Last post: 5605 days Last view: 5594 days |
@Delmaru: I have the answer to your first question, as the second I don't know. To remove the priority things, toggle the blue rectangle with P1 in the center of it. Now go to the level properties, and go to the menu "Other". It'll appear something like "Overlap Tilesets". The rest will look pretty obvious, just select the ones you want to delete and taa-daa.
EDIT: Just got a question. How do I add sprites to the level, like, personally I'm wanting to put a Terrapin NPC in the first room of the castle. As the Terrapin is number #100 in the list, I put #256 (Hex-dec conversion), but he doesn't want to appear. He doesn't even appear in Lazy Shell! Thanks in advance. Just for a reference, I reed the "manual" that comes with Lazy Shell, but it didn't make any difference for me. |
Phoenix Yoshi |
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Red Cheep-cheep Level: 34 Posts: 211/216 EXP: 252206 Next: 1445 Since: 02-19-07 From: Georgia Last post: 5602 days Last view: 5574 days |
Been a long time since I've posted here... Anyways, I'm having a small problem.
EDIT: New problem. I have a boss that summons monsters when its HP dips below a certain amount. I have three problems. 1: The monster I edited from Crippo changes colors with the attacks being used and all that. (Layer 3 effects, I think...) Like, when the A/B/X/Y stuff pops up, it switches to using that palette. I cannot figure out why, as no other enemy will do this! 2: Similar thing happens if I destroy one of the "working" things with a weapon- As the enemy explodes into stars, the weapon changes to their palette. Again, no idea what the heck is going on. 3: The other two enemies that "work" do not animate when they attack, for some reason. I edited THOSE enemies from Merlin and Lumbler. To make matters worse, when they're resummoned, they come back down as explosion stars! (And YET AGAIN, they change palettes with the other effects that are happening.) Please, help me out here. I'm honestly confused as to what I have to do to fix all this. I checked Mack and Punchinello... But Mack sets a bit on an address, while Punchinello doesn't... So I'm not sure how they made this work. Some other enemies work, but they glitch up for a tiny before getting into position. (Possibly because the main boss uses the Magikoopa sprite?) I don't want to replace enemies if I can figure out how to fix this on these three... |
PressAdob |
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Red Goomba Level: 15 Posts: 10/36 EXP: 16328 Next: 56 Since: 10-09-08 Last post: 3865 days Last view: 3861 days |
Follow Map exit.
Middle click to set tile into the selected tile. I'll think of more later. Edit: A easy solid level picker? I mean, a list of height = x or slope directon would make things easier to use. I could of missed the obvious though. edit2: Just in case I missed it, I mean the easy solid picker as a quick and dirty way to get a few general tiles. Also, the middle click to select tile would be nice in the solid editor too! edit 3!: When exporting things, can the picker start off the default directory? edit 4: Sorry about this, just one last thing I noticed: The help file is unfinshed, and missing some information on scripts and sprites and other areas. |
Shinnok |
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Newcomer Level: 6 Posts: 2/4 EXP: 599 Next: 308 Since: 01-25-09 Last post: 5605 days Last view: 5594 days |
@Delmaru: Thanks for the help, but actually, no, the original terrapin sprites uses the same number I'm using, #256. I still have no idea how to put NPCs, all sprites I try to put they even don't appear in Lazy Shell, eventually, they don't appear in-game. Any ideas? They just appear as a pink rectangle in Lazy Shell. |
Sagittaire |
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Tektite Level: 20 Posts: 33/62 EXP: 37458 Next: 4981 Since: 04-19-08 From: Fort Lee, NJ Last post: 3997 days Last view: 3804 days |
Dude, the editor is amazing, for many aspects. I'll give a bit of a detailed review of each area to give an idea of those who havent downloaded the editor yet what they should expect:
Format: Simple, clean, organized, and specific. Everything is self-explanatory, and the help file really demystifies everything (IMO, the help file could use a bit more organization presentation-wise, but everything is there). I like the ease. Stats-Perfect. From editing attributes, conditions, behavior; pretty much anything regarding stats, everything is perfect. Good job. Levels-This is scary danger, but managable. The help file really got me through it all, but to make a room requires quite a bit of time (Tiles must be placed carefully and methodically). Other than that, very organized and easy to manuver, again, thanks to the help files (Many people fail to read it, then they go "Omg lolz howduyu w0rk th1z l3v3l thingy lololol") Scripts-Can be both an ASMers dream come true, and worst nightmare ever (Good in presentation, bad in the amount of potential event editing needed to be done). But overall, just about EVERYTHING is good about it. The time to take for editing the events may be long, but then again, everything in hacking takes a long while. Good stuff man. Sprites-Didn't fool around here too long. Sprite editing kinda scares me, but when I eventually fiddle with it, I will provide feedback. Overall, 9.9/10. Well done. Thanks man. You and Gian are heroes of hacking. Revel in it. To all others: Download, and dont be intimidated. It's easier to use than you think. ____________________ |
Delmaru |
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Leever Level: 33 Posts: 183/193 EXP: 209832 Next: 19347 Since: 08-26-07 Last post: 5479 days Last view: 5444 days |
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Omega45889 |
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Red Paratroopa Level: 31 Posts: 148/178 EXP: 183639 Next: 1724 Since: 01-18-08 Last post: 5519 days Last view: 4826 days |
Ill be using The Bob-omb Mafia as the example here, but you can probably follow along without it. The images have sections highlighted, so follow along.
1) Open The Bob-omb Mafia up in LazyShell and launch the Level Editor. 2) Go to level 0xD0. 3) Toggle on the sprite view 4) Switch to the NPCs tab under the Level Properties 5) Now scroll to the bottom of the level until you see the 2 Toad's standing at the entrance. Select the bottom right toad by clicking on him (must not have any of the edit commands toggled on). The information for this sprite instance will come up under the NPC's tab. 6) What we want to see is the Event #. The Event # is what happens when you execute the NPC's Trigger. In this case, the trigger we have set is "press A from any side", so for this example that would be just talking to him. You must also have "Sequence playback" Toggled on under "ATTRIBUTES" or you wont be able to trigger the event. For reference, the Action # is the Action Script that controls this NPC's movements through out the level. So if you wanted to have him run in square, you would need to write an action script that does that and set the NPCs action # to that script. 7) Notice that the Action # is 157. So, go back to the main launcher, and launch the Scripts editor. Leave the dropdown menu on Event Scripts and jump to #157. 8) This event is about as simple as it gets. But looking at it, it has a "Run dlg" command that executes dialog # 2759 which is followed by a "Return" command. If you double click the Run dlg command you can see all the properties under the "CURRENT COMMAND PROPERTIES" editor. It is set to display above Mario. The return command is important because if its not there, the game will freeze up. So now we know that this event just displays some dialogue, and its set to display dialogue #2759. 9) Go back to the main launcher, and launch the Sprites editor. Select the "DIALOGUE / FONTS" tab. In to top left corner, you can set the dialogue #. Set it to the number we got from the event, 2759. Here you can see and edit the text that is displayed. You can see a preview of what the dialogue will look like in-game, so there is no fiddleing with alignment or anything. Another interesting thing is that you can generate a new font for the game from a windows font style very easily. Give it a try! 10) Make any changes, go back to the main launcher and file->Save As to a different rom, "DialogueTest.smc". Now run the game (or alternatively use the previewer) and see the results. |
Omega45889 |
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Red Paratroopa Level: 31 Posts: 150/178 EXP: 183639 Next: 1724 Since: 01-18-08 Last post: 5519 days Last view: 4826 days |
This thread is for all those who want to contribute to a community hack. SMPRG is a very large game, but if we all do a little we can make a great hack quickly.
This is going to mostly use the "Export" and "Import" functions of LazyShell. If you want to hack SMRPG, but dont have countless hours to spend on your own hack, this is perfect for you. For example, I just spent less than an hour building a simple level to jump start this thread. I exported the level and uploaded it. A couple examples: A great example of this would be WaddlerD, who is awesome at battle scripting, or giangurgolo who probably knows how to script events better than anyone, and I know there are people out there way more creative than me when it comes to writing stories. If we all do what were good at, itll probably turn out amazing. So, post your work here. Include: 1) What it is your submitting 2) A description 3) The exported files 4) A screenshot if applicable Here is my first submission: - A simple level - Lands End, sand area level edit. Includes physical map. A couple overlay problems that need to be resolved. Level 13D Download Link |
Sagittaire |
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Tektite Level: 20 Posts: 34/62 EXP: 37458 Next: 4981 Since: 04-19-08 From: Fort Lee, NJ Last post: 3997 days Last view: 3804 days |
To list an overall pro and con of the editor:
PRO: EVERYTHING...is easy to understand, and at the same time, noobproof. It's a legitimate editing tool made with the utmost ease available. CON: (This is important): LEVEL EDITOR TILE LAYOUT. Everything is a scary mess. The only gripe I have is finding out which tiles go where (Took me a good day to just make the 1st Bowser Castle Room BARE...I carefully, painstalkingly set every tile with the utmost precision). Perhaps, to update the beta, have the tiles for each mapset (L1-L3) be set up in a way that all respective tiles be aligned near each other (Floorsets with floorsets, walls with walls, doodads with doodads). Placing them is no prob. Finding which tiles go where...is honestly, scary danger. That's it from my part. Stats is perfect, Event editor is perfect (And requires ASM knowledge), and Sprites is fun to play with. Level editor is 98% perfect (The 2% is the killer mess of unorderly tiles). Thanks again Omega. ____________________ |
Mecakoto |
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Shyguy Level: 23 Posts: 8/93 EXP: 67136 Next: 587 Since: 01-28-09 From: A computer. Last post: 3498 days Last view: 3392 days |
I was looking around the sprite cache and a thought came to me: Can Mario/Mallow/etc. have enemy attacks?
I'm sure that there would be a cost of the characters' original special attacks, but would it even be possible to do, Lazy Shell or coding alike? I have no experience in this type of coding/editing, but this is what I think: All of the sprites are there, so it would be as simple as making the animation target the sprite. The aiming paths' shouldn't be to hard to configure for the most part. Drain, Lightning Orb, and the Granite Ice Rock (Id number 318 in Lazy Shell's cache of sprites) would all be simple. Starting location to ending location. *********************************************************** Also, through Lazy Shell, how do we make custom items with custom animations? I remember in the 6 item patch that one of the items used a red version of Aura Flash that granted invincibility to the entire party. A took a good look around Lazy Shell on how to do the above item thingy, and can't find anything. There is still a chance that I just skipped over the answer, but you never know. ____________________ http://www.youtube.com/user/mecakoto |
Sukasa |
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Red Birdo Level: 92 Posts: 1517/2112 EXP: 7711573 Next: 45364 Since: 02-19-07 Last post: 4484 days Last view: 3256 days |
I'll help with this. In the NPCs menu, once you've created an NPC (I find it easiest to do this on a map with NPCs already created, for practice), change it's NPC type from 'Object' to 'Battle'. That option is on the right side of the NPCs menu, about halfway up. The options below should change, and then you can set the enemy data there. Picking a sprite and such is fairly self-explanatory, but if you want I can detail that for you |
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