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

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Waddler-D
Posted on 01-28-09 02:06 AM Link | Quote | ID: 99619


Paragoomba
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Yeah, that would be my guess. I'm not sure on the exactness of the info, but the 100% way to be sure is to try it out.

By the way... you're one of the people that I saw on Youtube playing an older version of my hack, correct? I kind of apologize on how tough it might have been at the time. I didn't exactly intended it to slip out, but I learned a few days ago the old version has been circulating around for a year now.

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Mecakoto
Posted on 01-28-09 02:11 AM (rev. 2 of 01-28-09 02:12 AM) Link | Quote | ID: 99620


Shyguy
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I took down the original videos and am going to start the run again with the non-beta version.

The only reason the videos I made made it look tough is because my lack of experience with it. At the time I had only beat it 1 time through. =p

I hope it retained the difficulty. That Culex fight was agonizing, even after I figured out how to do it, but at the same time really fun. =p

Edit: Did/do you have a problem with my calling it the "kaizo" hack of SMRPG? If you do, I will just call it "remix."

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Sukasa
Posted on 01-28-09 03:13 AM Link | Quote | ID: 99639


Red Birdo
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So, I've got one now: Action Scripts/Queues. I'm wanting to assign a script to an NPC that causes 'lightning' to play (or at least sound) in the background, but I can't figure out how to not hang SMRPG while doing that :/

Mecakoto
Posted on 01-28-09 04:57 AM Link | Quote | ID: 99648


Shyguy
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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.

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Stambersky
Posted on 01-28-09 05:36 PM (rev. 4 of 01-28-09 05:42 PM) Link | Quote | ID: 99665


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Hey, I have a...quite noobish question...


See, I want to simply translate the game, but I need some extra characters that my native languange uses. I tried "drawing" them just like this:

http://i297.photobucket.com/albums/mm230/skawo96/beztytuu-21.jpg

But I still need to them with buttons on keyboard, but I don't have idea how.

I'm a noob I know.

Sukasa
Posted on 01-28-09 06:24 PM Link | Quote | ID: 99670


Red Birdo
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On another note, has anyone run into an issue where walking off an edge causes mario to fall and get stuck in the collision mesh until he jumps out?

Kalmana
Posted on 01-29-09 04:58 AM Link | Quote | ID: 99718

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Yeah that's happened to me several times while i was fooling around with the terrain editor.

Mecakoto
Posted on 01-29-09 05:42 AM Link | Quote | ID: 99722


Shyguy
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Whenever I do a custom-scripted battle, if I get a game over, it sometimes doesn't exit the battle. Also, if I get a game over with the enemy(s) having another attack left to do, the enemy goes off in the distance and the battle never ends. (ex: I die to Meteor Swarm. Opponent has [05] left to do. Opponent goes off randomly.

How do I go about fixing this?

I wasn't sure if this is a bug or an error on my part, so I posted this here.

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Waddler-D
Posted on 01-29-09 05:49 AM (rev. 3 of 01-29-09 05:50 AM) Link | Quote | ID: 99723


Paragoomba
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I can answer that question. Basically, you have to check if at least one opponent is alive. Otherwise, that will happen all the time. I will try to get to that point in my tutorial soon. Multiple attacks are definitely a tricky part of battle scripting.

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Mecakoto
Posted on 01-29-09 06:08 AM Link | Quote | ID: 99724


Shyguy
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I just realized something...

Can't I take a look at your hack as reference to see how to do it/set it up?

Can't believe I didn't think of that before. Lol.

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Waddler-D
Posted on 01-29-09 06:12 AM (rev. 2 of 01-29-09 06:13 AM) Link | Quote | ID: 99725


Paragoomba
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Feel free to do so if you please. I released the hack to serve as some additional examples for those trying to script battles, as well as a means of satisfying some SMRPG players out there. However, I will say that I learned about the idea of multiple attacks from Axem Black's script. I remembered he was one of the few enemies in the original that attacked twice.

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Mecakoto
Posted on 02-01-09 05:12 AM (rev. 2 of 02-02-09 09:37 AM) Link | Quote | ID: 99895


Shyguy
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I have a character named Dark Mallow. He gets his sprite animation from Mallow Clones. He gets Mallow's Angry pose when he uses a spell, but turns to the side for physical attacks. The Spell one is something I want to keep, (it fits much better then when Mallow's Clone cries for a spell) but the Side thing I don't. Anyone know what dictates this?

Edit:

In the Battle Script Editor, I originally had Dark Mallow use Petal Blast. I changed it to another attack because I couldn't figure out how to make Petal Blast turn everyone into mushrooms. (He'd use it, and it'd deal damage, but the party remained unaffected from the Mushroom aspect of it) I also had the attack set up to inflict Mushroom status.

Anyone have any insight as to why it doesn't work?

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philosophia6604
Posted on 02-03-09 10:59 PM (rev. 2 of 02-03-09 11:01 PM) Link | Quote | ID: 100036


Goomba
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i know the problem same thing happened to me.
it has to do with the sprite sequences.
you will need to change it for it to work the way you want it...

http://rapidshare.com/files/193543398/mallownosideways.zip.html
(sorry i forget how to use them bb codes, just copy and paste for now)

in here is an import for mallow clone's sprite
it will make mallow face you when attacking normally

i'll also expalin a few things you need to do though...

1. enter the sprites section in the editor first of course and pick mallow clone

2. important part this is, on the top right it should say animation #.
change that into one of the last numbers that has nothing but glitchy sprites
(note: if you dont change the animation #, the normal mallow sprite could get messed up)

3. go to file, import, current sprite animation, select the animation in the file i put up here... and there you are done.

mallow should face you from now on.

if you notice him looking sideways for any other attacks just let me know and give me the attack's name too and i should be able to fix it

enjoy!

P.S. sorry dont know nothing about the petal blast problem...

Elementalpowerstar
Posted on 02-06-09 03:51 AM (rev. 2 of 02-06-09 03:56 AM) Link | Quote | ID: 100178


Paratroopa
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I"m having difficulty jumping to whatever the hexidecimal value is for a dialouge option.

I looked at a script that was an Innkeeper script. If B is chosen, the jump to $144D, which 5192, which isn't a script.

Also, I told the script I'm making to jump to $11C, #284, where the rest of the second option script is. Now, it just says " INN" and then displays the rest of the current scripts text again. (Not #284's text.)

..I'm confused, and all it says in the manual, which I need to redownload, is:

"dlg option B / C correspond to the options (indicated by [7] in the dialogue editor of the Sprites editor)
option A is the first option and if it is selected the following commands are executed instead of jumping somewhere else "

Which I ASSUMED meant, jump to script $#### but I guess not.

Help... well, fuck I just remembered I have Ashes to Ashes, the event demo...

EDIT: Ashes to Ashes didn't help, I think: Doesn't
Parent NPC Event# 256
Sibling Event#+ 1 mean script #257? If so, then "Fade from black, Async" must have dialouge in it

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Sukasa
Posted on 02-06-09 04:06 AM Link | Quote | ID: 100179


Red Birdo
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Jump to $144D doesn't refer to a script number, but a ROM address - match it with the addresses on the left of that box.

Elementalpowerstar
Posted on 02-06-09 04:16 AM (rev. 2 of 02-06-09 04:19 AM) Link | Quote | ID: 100181


Paratroopa
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I'm going to need further explination on where to find the ROM address, or a visual. Please.

Edit: This address: [1E144D] in Script #289?

____________________
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Sukasa
Posted on 02-06-09 04:29 AM Link | Quote | ID: 100182


Red Birdo
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what's the address of the jump to command?

boingboingsplat
Posted on 02-06-09 01:07 PM Link | Quote | ID: 100187


Giant Koopa
[PREFSTRING:wonderful bounciness]
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Is there any unused animation sequences?
Is there any free space in the ROM where I could insert graphics?

Right now it seems like all of the animations are used, which would make it hard for me to insert a new enemy with new animations/graphics without replacing something else.

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Omega45889
Posted on 02-10-09 06:21 PM Link | Quote | ID: 100637


Red Paratroopa
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The rom is actually pretty full. There is some extra empty space in a few banks (check with Giangurgolo about specifics), but that doesn't really help anyways.

I would just cannibalize enemies to replace their animations.

Elementalpowerstar
Posted on 02-24-09 01:58 AM Link | Quote | ID: 101722


Paratroopa
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I'm having trouble getting both a Snifit Sprite and a Hammer Sprite to appear in the same level.

I'm sure that the Parition is the problem... but I'm not sure,
and both the snifit and Hammer use the same Vram...

Any thoughts, Omega/others?

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