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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Super Mario RPG Hacking - Lazy Shell - Super Mario RPG Editor New thread | Thread closed

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blackhole89
Posted on 08-08-08 01:35 AM Link | Quote | ID: 88681


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Posted by Metal Knuckles
I think your looking at the hacks that are going to be produced in a very "the glass is one-tenth full" perspective. Given the amount of dedication to complete a custom RPG and the number of community members who only tinker around with something for a few hours before calling it done, I think chances are much higher that there's going to be plenty more bad hacks from this editor alone.

This is something that can be expected from pretty much every editor for a popular game as long as it's somewhat accessible to, brace for euphemism impact, casual users.

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Number77
Posted on 08-09-08 03:42 AM Link | Quote | ID: 88718


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Hope for the best, but prepare for the worst.

Levesque
Posted on 08-13-08 03:58 PM Link | Quote | ID: 88870


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Give us an update Omega.

Whats new.

Metal Knuckles
Posted on 08-13-08 07:47 PM Link | Quote | ID: 88875


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No U.

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Levesque
Posted on 08-14-08 02:48 AM Link | Quote | ID: 88889


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Posted by Metal Knuckles
No U.


...

Xeruss
Posted on 08-14-08 06:24 AM Link | Quote | ID: 88896


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Posted by Levesque
Give us an update Omega.

Whats new.

How many times do you think it can be driven in that he's working on his own time? He would give us an update if he felt like it.

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Levesque
Posted on 08-14-08 03:21 PM Link | Quote | ID: 88905


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Posted by Xeruss
Posted by Levesque
Give us an update Omega.

Whats new.

How many times do you think it can be driven in that he's working on his own time? He would give us an update if he felt like it.


It was just a suggestion.

Calm down.

Omi
Posted on 08-14-08 04:50 PM Link | Quote | ID: 88909


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Posted by Levesque
Posted by Xeruss
Posted by Levesque
Give us an update Omega.

Whats new.

How many times do you think it can be driven in that he's working on his own time? He would give us an update if he felt like it.


It was just a suggestion.

Calm down.


You can't suggest to get updates. You were pretty much telling him too.

He'll post when he can, I'm sure he's a busy person with life and has other things to do than work on this.

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Xeruss
Posted on 08-14-08 06:05 PM Link | Quote | ID: 88917


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Posted by Levesque
Calm down.

You're right, thanks for dealing with me and my total "freak outs" how could I have been so senseless as to make a logical suggestion that would imply the man doesn't want to work under the pressure of 14 year old kids.
In the future, I'll try to sugarcoat the (recurring) message a bit more.

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Number77
Posted on 08-15-08 02:17 AM Link | Quote | ID: 88938


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Holy shit, you did kinda demand an update, but ominoto, you didnt have to take it overboard. But I'm sure he will give us onw when he is ready.

Levesque
Posted on 08-15-08 03:38 AM Link | Quote | ID: 88940


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Posted by Number77
But I'm sure he will give us onw when he is ready.


That's the point I was trying to get across. But anywho, it doesn't really matter anyways.

Number77
Posted on 08-15-08 03:54 AM Link | Quote | ID: 88945


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Exactly, I'm sure we are all just a bit roudy waiting on the release of this thing.

Levesque
Posted on 08-15-08 02:41 PM Link | Quote | ID: 88972


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Posted by Number77
Exactly, I'm sure we are all just a bit roudy waiting on the release of this thing.


Yeah.

DiscoPeach
Posted on 08-15-08 07:39 PM Link | Quote | ID: 88981


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You've seemed to have gotten a lot of people pumped up, Omega. This is a little proof of the smash you're gonna make when you finally release the first version. We're all highly anticipating it! No more need to use any RPGMakers to make any Super Mario RPGs!

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Levesque
Posted on 08-16-08 03:45 AM Link | Quote | ID: 89012


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Posted by DiscoPeach
RPGMakers to make any Super Mario RPGs!


Just a question, but who does that?

GreyMaria
Posted on 08-16-08 11:32 PM Link | Quote | ID: 89055

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Lots of people. Just browse the internet for five minutes, particularly around fansites.

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KP9000
Posted on 08-17-08 09:49 AM Link | Quote | ID: 89074


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Here's an example of how to make a new enemy in Lazy Shell.

If you can't handle the heat...

This guide has visual aids to help along the way, just click on the links for further insight.

First, you have to decide what enemy you want to make. I want to make a Fire Goomba, so from there I'm going to have to use a dummy monster. I'll start in the stats editor.

"Stats Editor"

You can see I've chosen a monster that won't be used in game (mosters with no name) and will be safe to use from here on out. This is #242, a Croco dummy. You can see all the different fields and flags you can fiddle with for this monster. I'm going to rename this monster "Fire Goomba" and change its stats to where I want them.

"Monster with desired stats"

Please note that the monsters with no names are actually filled with spaces instead of nothing, so you won't be able to add anything until you delete those spaces. Also, know what spells and effects you are going to give your monster when considering statistics.

After you've got what you want, we need to give the goomba an image. Right now, it's set at Croco's image, and will animate like Croco in game. To change it, we need to use another editor. First, save your changes (File -> Save Stats; or Ctrl+S), then close out the Stats Editor. Now, open up the Sprites Editor.

"Sprites Editor"

Now, with the sprites editor open, you'll need to choose the monster you were working on. Since this editor refers to the monster in hex, #242 equals $F2 in hex. To get its actual number, add $100 to that, and you end up with $1F2. This is your monster number. Write it down. Note that all monsters are between $100 and $1FF.

Next, since you want it to look like a goomba, you'll need to get its graphic information. The goomba's number is $106. The information you need is the following:

-Image (5)
-Animation (7)
-Offset (283140)

"Write These Down"

Now that you have this information, go to the monster that you want to change. I've opened up our monster, $1F2. Plug in the information that you wrote down. Viola! You have a Goomba!

Now, you're probably going to want to change your palette, so you need to find an empty one. Browse the palettes with the "IMAGE PALETTE" window, but change it back to its original palette when you're done, because you don't want to change the default palette that all goombas use. Find a palette that is all black. Note, you can only go a maximum of 7 slots down. Once you find one, (Mine's 29) calculate the difference (29 - 22 = 7) and write it down if you need to. You can now make your palette. Once you make your palette, Go back to the original palette and put the number you wrote down in "PALETTE +". Note that the "Gu Goomba" sprite uses a "1" as a value here, so it will use the palette one slot down from its default. This is why you have to keep the default the same, or anything that uses the default will change too.

"Finished Palettes"

Now, this goomba will animate the same as a normal goomba, but will have a different palette! Now, you need to change how it acts in battle. So, on to the next step! Save your changes in the menu bar and close out this editor. Open up the Scripts Editor. Click on the "Battle Scripts" button to the very left and choose your monster from the list. It should be labeled what you named it earlier, mine's "Fire Goomba". If you can't find it, you can go by the monster number. Mine is #242.

"Scripts Editor"

This next part is entirely up to you. This editor is pretty much self-explanatory. To insert a command, choose one under "BATTLE COMMANDS", edit it the way you want it in the "CURRENT COMMAND PROPERTIES" window, then hit "INSERT COMMAND". To edit one, double-click one under the main script tree, change it how you want in the "CURRENT COMMAND PROPERTIES" window, then hit "APPLY CHANGES".

"Finished Script"

Once you are done with your script, save and close the editor. You're almost finished! Now all you have to do left is tell the game where this monster will appear. Open up the Stats Editor again. This time, click on the "FORMATIONS" button to the very left.

"Formations"

We're going to focus on the top part of the window. Change the formation to #13 (or whatever you want your monster to appear in) and you'll see a preview of how it looks in battle. You can drag your monsters in the preview window to move them, or you can just set them using the value fields themselves. Change one of them to the Fire Goomba (or your new monster) and make sure it's checked "USE"... otherwise, it will just be ignored. Of course, you can just add the monster (as opposed to replacing it, like I just stated) by adjusting its X/Y position, checking the "USE" flag, and setting the monster.

"Done!"

Now that you're totally finished, save your changes and close out the editor. Now, this next step is a crucial step, so don't forget to do this. In the main window of Lazy Shell, go to "File --> Save Rom". Since all you've been doing up to this point is saving to an *image* of the rom, just closing out the editor won't save changes to the actual rom you opened. Following this last crucial step saves all the changes you made in this guide so far to the actual ROM.

Below, I've included the IPS patch of my finished product, the Fire Goomba. You can see it when you encounter a group of three goombas in Mushroom Way. Have fun, and don't get burned!

smrpg_tut_fg.ips (213.5K)

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troopa pride
Posted on 08-17-08 10:39 AM Link | Quote | ID: 89076


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Dunno if this was answered yet, but are we able to make our own attack animations?
I.E. Instead of Jump, Mario dashing to the enemy and slashing the enemy with a gust a wind.



Celice
Posted on 08-17-08 04:13 PM Link | Quote | ID: 89080


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The little tutorial reminds me of when I first messed around with FFHackster years ago--except these feels even more customizable than that. Really can't wait for the editor. I'm not even a big fan of Super Mario RPG, it's just going to be nice to tinker around with a cool game with a nice atmosphere~

Omega45889
Posted on 08-18-08 05:09 PM Link | Quote | ID: 89120


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What do you guys think about maybe KP9000 doing a series of these tutorial's covering topics like Scripting, Sprite Editing, and Level Editing? I personally am very happy with the quality and depth of the New Monster tutorial (which sorta covers Stats, Sprites, and Scripts all briefly)?

While the help files are quite in-depth, they are not as interesting as tutorials. Tutorials would probably complement the help files nicely too.

In fact, KP, I know we had some other plans in mind, but if your willing to create them, im sure that Giangurgolo and myself would be happy to embed them in the Lazy Shell package. Let me know.

Everyone else, its tough to say without access to Lazy Shell, but whats your opinions on the tutorial(s)?
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Main - Super Mario RPG Hacking - Lazy Shell - Super Mario RPG Editor New thread | Thread closed

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