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Main - Super Mario RPG Hacking - How do I _________..? New thread | New reply

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Sukasa
Posted on 08-16-08 04:01 AM (rev. 2 of 04-28-12 11:46 PM) Link | Quote | ID: 89015


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NOTICE BY GIANGURGOLO:
I am currently answering every single question posted in this thread, which will be added to the FAQ at the end of the readme.txt file included with the editor and accessible here. Pay attention to this text file in the future which will include commonly asked questions, such as "Why aren't my NPCs showing in the level?" Please continue asking questions in this thread as people have been doing so far, and I will try to continue answering them.


So, for anyone new to SMRPG hacking, as every single one of you excepting omega and giangurgolo is, this is the thread where you can ask questions about how to do stuff that may not be easy or obvious at first. Of course, there are some exceptions. Posts requesting stupid things like how you find the ROM or where you get it, etc. will be deleted at any moderator's discretion. If a question you had was deleted, do not repost it.

Delmaru
Posted on 01-25-09 03:57 AM Link | Quote | ID: 99394


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Okay, I have 2 questions.

1. How do I edit the properties of terrain? Like, I deleted the statues and stuff and mario still goes under them. I'm not sure how that works.

2. Not a big problem, but would it be possible to start with other characters besides mario? I have a work around if not, but it'd be nice to start with them.

____________________



Shinnok
Posted on 01-25-09 04:21 AM (rev. 3 of 01-25-09 04:26 AM) Link | Quote | ID: 99397

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@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.

PressAdob
Posted on 01-25-09 04:28 AM Link | Quote | ID: 99398


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How do I make mallow the only active party member? I mean, I can see how to add party members, but there is no remove code.

Peach does get removed during the game though, why is it not a command?

Or is it something hardcoded? :/

Delmaru
Posted on 01-25-09 04:33 AM (rev. 2 of 01-25-09 04:35 AM) Link | Quote | ID: 99400


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Thanks Shinnok, that helps.
EDIT: I think you went the wrong way with conversion. I think you started with hex and went to decimal. Try again, but start with decimal and go to hex, your number should be smaller.

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Phoenix Yoshi
Posted on 01-25-09 05:15 AM (rev. 2 of 01-26-09 07:07 AM) Link | Quote | ID: 99402


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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...

Omega45889
Posted on 01-25-09 05:22 AM Link | Quote | ID: 99403


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Delmaru, your talking about the Physical Layer. In the Level editor at the top where you see the 5 multi colored buttons (to the left of the text "Edit"), the grey one toggles the Physical layer on and off (also under the "View" menu).

I think that removing members from a party is an event script, so I would find how its done in the original, and just copy that.

Shinnok
Posted on 01-25-09 05:39 PM Link | Quote | ID: 99437

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@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.

Delmaru
Posted on 01-25-09 06:19 PM Link | Quote | ID: 99442


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Yes, sprites don't actually appear in Lazy Shell, they are infact that square you mention. I myself am having troubles with sprites, as they are not showing up for me either.

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Shinnok
Posted on 01-25-09 06:32 PM Link | Quote | ID: 99444

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Oh, finally I have discovered. Just click on "Show NPC Instance" and it will appear. Also, toggle the NPC red square (should be pretty obvious, heh).

Elementalpowerstar
Posted on 01-26-09 03:34 AM Link | Quote | ID: 99478


Paratroopa
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Hey.

I'm wondering how NPC's direct and show dialouge values, the Help file my copy came with it didn't re-direct to the action/battle scripts.

This might be the only thing I've not been able to do.

____________________
Introduction to The Lazy Shell Editor (youtube)
Super Modify RPG's Youtube Channel.

Omega45889
Posted on 01-26-09 06:14 AM Link | Quote | ID: 99482


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I wrote a quick tutorial to show you how.

http://acmlm.no-ip.org/board/thread.php?id=4582

Yakibomb
Posted on 01-26-09 07:48 AM Link | Quote | ID: 99487


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For importing graphics, I just use YY-CHR..? Is there anything else special noting before I go about doing it?

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Elementalpowerstar
Posted on 01-26-09 10:13 PM Link | Quote | ID: 99526


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...I''m having trouble being able to engage battle with formations 256+. It keeps reverting them back to #255. It isn't hexicdecimal based, because I tried putting in "D" and that didn't work...

Any help?

____________________
Introduction to The Lazy Shell Editor (youtube)
Super Modify RPG's Youtube Channel.

Omega45889
Posted on 01-27-09 01:51 AM Link | Quote | ID: 99546


Red Paratroopa
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You have to hit the dropdown menu "Formations 0-255" and select "Formations 256-511"

Elementalpowerstar
Posted on 01-27-09 04:50 AM Link | Quote | ID: 99563


Paratroopa
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Alright, my game's final Boss is Culex, and I'm trying to use his room that never seemed to be used in the game, 15F. But the only problem is, it seems that none of the tile boundaries seem to work there, and I've been there, they don't interact with mario.. I know there is supposed to be just one event, which I'm considering to using to make Mario walk all the way to CUlex and battle him at the start, but I don't know. Any help Omega? His room seems to be something special.

____________________
Introduction to The Lazy Shell Editor (youtube)
Super Modify RPG's Youtube Channel.

Omega45889
Posted on 01-27-09 07:30 AM Link | Quote | ID: 99572


Red Paratroopa
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You need to have a look around or check the help file, lots of your questions have already been answered somewhere.

There are no tile boundaries in SMRPG, its all done with a Physical Layer. Toggle it next to the other layers.

Mecakoto
Posted on 01-28-09 12:39 AM Link | Quote | ID: 99611


Shyguy
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I've looked around the help files and looked at previous renditions of various equipment, but neither was conclusive.

I want to give some equipment negative bonuses, but because bonuses don't go past 255 or go under 0, I find that I can never really be sure. I have experimented and it seems that anything over 200 either gives negative bonuses, which I want, or causes a glitched graphic to appear.

So, my question: How do I control negative bonuses of equipment items?

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Waddler-D
Posted on 01-28-09 01:58 AM Link | Quote | ID: 99617


Paragoomba
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The way to give items negative bonuses is to give that's over 128. Check out the Lazy Shell armor in the item editor with a unhacked rom. Basically, the way it works is that 255 = -1 and going down from that value means that the negative will grow larger. I think HP will work in the same way, after you get past 32768 (correct me on this, I'm not an expert with numbers all the time), it'll be negative.

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Mecakoto
Posted on 01-28-09 02:01 AM Link | Quote | ID: 99618


Shyguy
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So, for example, 129 would be -128?

Also, thanks for the info.

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