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Main - Super Mario RPG Hacking - How do I _________..? | New thread | New reply |
master higgins |
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Red Goomba Level: 17 Posts: 31/42 EXP: 21245 Next: 3498 Since: 08-22-07 From: ViƱa del Mar, Chile Last post: 2230 days Last view: 461 days |
Hi, I know i asked this some time ago, but nobody has been able to answer. How could I change the arrow cursor position in battle for enemies in a battle formation? I tried adding enemies to the battle formations, but the cursor positions appears in a wrong position. It doesn't point the added enemy at all.
Anyone knows how to fix this? Thanks! ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
Doomi |
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Newcomer Level: 6 Posts: 3/4 EXP: 593 Next: 314 Since: 03-26-09 Last post: 5505 days Last view: 5487 days |
How do i add custom sprites, if that's possible yet? |
JamesM |
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Newcomer Level: 3 Posts: 1/1 EXP: 73 Next: 55 Since: 05-30-09 Last post: 5445 days Last view: 5444 days |
I'm kinda new to this, so I wanted to ask 2 questions about spells:
1) is there a way to make Party Members use other spells? If not, Is there a way to change the animation of each spell? How? 2) Also, about spells, how can I change the level each spell is learned by a party member? New question: How to change the Dialogues background and fotn colors? Thanks! |
giangurgolo |
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Level: 34 Posts: 17/219 EXP: 249554 Next: 4097 Since: 02-01-08 Last post: 3248 days Last view: 3248 days |
JamesM:
1) You can, but it will most likely glitch out with any spells other than the ally's default spells. You must edit the spell animation to do this, which the editor cannot currently do. The next version will have this capability (although with very minimal capabilities, as it will only edit exact hex values). 2) You cannot currently do this. We have added this feature for the next version. 3) Change dialogue fonts/colors/BG's in the Sprites editor under the "DIALOGUES" tab. Doomi: If you want to create a new sprite based off of an original one, just export the data of the original and import it to the new one and modify whatever you want. I recommend this instead of creating one from scratch because that is honestly a lot of work. Still, if you want to, you'll have to overwrite an existing sprite's data. master higgins: You cannot currently do this. The next version will have this capability. Elementalpowerstar: It's definitely the partition #. This was one of the most trivial parts of creating the Bob-omb Mafia hack; I guess you'll just have to play around with the search and test the partitions to see which one's you need. Word of advice: put the larger sprites (eg. the hammer bro, also any treasure chests you might add) as the first NPC's and the smaller sprites as the last. Does the current version let you move the NPC's up/down in the list? If not, the new version will. It will make this much easier. Elementalpowerstar: On your earlier question on script addresses, the new version will put the bank # in front of the "Jump to" or any commands that have a script address in them. For now, just assume the bank # is the same as the bank # (ie. the first two digits in the 6-digit address in the []'s). This will simplify the scripting and avoid further confusions. Here's a list of changes that have been completed for the next version:
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Waddler-D |
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Paragoomba Level: 21 Posts: 31/71 EXP: 44654 Next: 5289 Since: 01-24-09 Last post: 4813 days Last view: 4780 days |
Sweet, everything's looking good for the next release and ironing out those bugs from before.
I may try to fiddle around with it a bit. ____________________ AIM: WaddlerD 85 |
Mecakoto |
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Shyguy Level: 23 Posts: 48/93 EXP: 66923 Next: 800 Since: 01-28-09 From: A computer. Last post: 3462 days Last view: 3357 days |
It's nice to see the project is still continuing. Maybe once new release comes out the community will grow a bit. ____________________ http://www.youtube.com/user/mecakoto |
philosophia6604 |
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Goomba Level: 12 Posts: 10/20 EXP: 6673 Next: 1248 Since: 01-29-09 From: Land's End Last post: 5064 days Last view: 4532 days |
i love you guys
im gonna put your program to the test you will all have a awesome hack soon enough |
Son23 |
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Mini Octorok Level: 9 Posts: 1/10 EXP: 2327 Next: 835 Since: 06-29-09 From: On my Computer Last post: 4369 days Last view: 4279 days |
I have a few questions
I am a noob at this so... 1.) In the Lazy Shell hack my Geno battle portrait is red. Is that normal or is something wrong? 2.) Is there a tutorial on how to use this properly? I am new to editing and hacking, so most of this is gibberish to me 3.) Is it possible to import custom made sprites into Lazy shell (for example putting Luigi sprites in Mario RPG) 4.) Is it possible to add a new party member to SMRPG without taking out another party member? |
Nintendude88 |
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Shyguy Level: 22 Posts: 27/85 EXP: 58002 Next: 348 Since: 04-27-09 From: MD/VA Last post: 4523 days Last view: 3274 days |
I need help changing character's animation. For example, I want a Mario change his animation from standing to in shock. Overall, how would you change a character's animation while the dialog is going on? ____________________ My Yoyogames.com Page http://www.yoyogames.com/members/PKGamer88 My Youtube Page http://www.youtube.com/user/PKGamer88 |
Yakibomb |
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Level: 28 Posts: 20/137 EXP: 122964 Next: 8374 Since: 03-21-08 Last post: 772 days Last view: 772 days |
I have a problem I can't seem to find the answer to. I'm using the script editor to make battles, and I can't seem to make a new group of events without making it go into my previous group. Is there any way to make it so I can create a new group without interfering with my previous one? ____________________ Layout by Erik557 & LDA.
Thank you! |
Ronin180 |
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Newcomer Level: 6 Posts: 2/5 EXP: 817 Next: 90 Since: 09-04-09 Last post: 5339 days Last view: 4996 days |
I have a question.
How do you make NPCs visible? I know it has to do with Partition #, but I have no clue how to use it. Sometimes when I screw around with it, the sprite appears, but is blinks and looks weird. Can someone explain it please? Thanks. |
giangurgolo |
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Level: 34 Posts: 24/219 EXP: 249554 Next: 4097 Since: 02-01-08 Last post: 3248 days Last view: 3248 days |
Yakibomb:
Make sure the group (ie. conditional) ends with either "Wait 1 turn recheck ifs" or "Wait 1 turn", both highlighted in yellow. Look at other scripts for comparison. Ronin180: Make sure the "SHOW NPC INSTANCE" is enabled. Also, do a partition search to find the right #. If NPC #0 is 32 or 24 px wide, then select "32px wide" in the list for NPC #0 in the search dlg, otherwise select "BYTE NOT USED" (unless a treasure then select treasure). For the rest, just choose "BYTE NOT USED". Then test each result you get to find one that displays it properly. |
Ronin180 |
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Newcomer Level: 6 Posts: 3/5 EXP: 817 Next: 90 Since: 09-04-09 Last post: 5339 days Last view: 4996 days |
Thanks giangurgolo. It works now, but I have 2 another questions.
1. When I press The X button the inventory menu does not appear. How would I get the menu to appear when I press the X button? 2. I am making a level, but some of the tiles are blocking the sprite of Mario. The tiles that block Mario are blue when I press the "Highlight Priority 1" button. So is there a way to remove the Priority 1 from the tiles? Also thanks again. |
giangurgolo |
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Level: 34 Posts: 25/219 EXP: 249554 Next: 4097 Since: 02-01-08 Last post: 3248 days Last view: 3248 days |
1. Easiest solution: Event #2496, delete the command "[1FD095] Joypad disable: ...", or when you first enter your new level add the command for the level's entrance event by going to "Joypad" > "Joypad enable exclusively..." and check all the buttons you want to enable
2. Best solution: draw physical tiles that give sprites P1 (these are the phys tiles following phys tile #255, from height 0 to 15) to the places you want, or add overlaps |
Ronin180 |
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Newcomer Level: 6 Posts: 5/5 EXP: 817 Next: 90 Since: 09-04-09 Last post: 5339 days Last view: 4996 days |
Posted by giangurgolo I have the menu working now thanks to you and I found a way to remove the Priority 1 from the tiles. Thanks again, you have been very helpful. I can't wait to tryout v2.1 |
Yakibomb |
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Level: 28 Posts: 21/137 EXP: 122964 Next: 8374 Since: 03-21-08 Last post: 772 days Last view: 772 days |
Thanks giangurgolo for the last question.
I have a new question: I need help editing the names in the Level-up bonus screen. It's the part right when you first are greeted with it ("So-and-so reaches level #"), I'm trying to edit the 'so-and-so' part of it. I am trying to make it so "Geno" displays as "Luigi". I don't know how to change it so I can have more letters to showing. Right now, each character's name is set specifically to only show letters after a certain byte, and ends at a certain byte of your chosing if you set your last byte after a name to 00. The offsets are from 02D3AF - 02D3D1. Is there any way to change where that byte begins? Any help? ____________________ Layout by Erik557 & LDA.
Thank you! |
al2fenrir |
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Panser Level: 41 Posts: 1/333 EXP: 443748 Next: 36397 Since: 09-20-09 Last post: 4958 days Last view: 4964 days |
Guys I would like to join this SMRPG hack community, but I am also a noob. I had been trying to hack the game using the Lazy Shell. I have actually added new sprites by editing the non-usable ones, but when I try to apply it to a monster, I notice that there was no option to attach the sprite to the monster.
I am also wondering how to hack the level cap. I intend to extend it to 99. But, how do I do it? Can you guys pls help me out? ____________________ SUPER MARIO RPG EXPANSION MY PERSONAL BLOG Got any SMRPG Hacking related question? astralgamma.nursing-resource.com |
giangurgolo |
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Level: 34 Posts: 26/219 EXP: 249554 Next: 4097 Since: 02-01-08 Last post: 3248 days Last view: 3248 days |
You must edit sprites 100-1FF (the ones used by monsters). To assign a sprite image to a monster, set the sprite's "IMAGE" to the image #.
The level editor cannot edit levels past 30, and it never will. This would require some serious data-shifting of several data blocks which are stored back-to-back with other data. A lot of assembly hacking would be required as well. The game was simply not made for it. It is probably not impossible, just way too time consuming. |
al2fenrir |
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Panser Level: 41 Posts: 4/333 EXP: 443748 Next: 36397 Since: 09-20-09 Last post: 4958 days Last view: 4964 days |
I understand now..
Thanks... ------------------------- I got a new problem.. I cannot display the new sprite on the map. I notice that NPC# does not correspond to image #. When I use the search function, it gave me the wrong #. Btw, I was trying to use a modified image #338. How do I change the NPC# to match the image that I wanted? ____________________ SUPER MARIO RPG EXPANSION MY PERSONAL BLOG Got any SMRPG Hacking related question? astralgamma.nursing-resource.com |
al2fenrir |
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Panser Level: 41 Posts: 10/333 EXP: 443748 Next: 36397 Since: 09-20-09 Last post: 4958 days Last view: 4964 days |
Hi guys..
Anyone knows how to edit the maximum experience? Lazy Shell displays a maximum 65535 exp. but when I test it, the maximum exp that can be achieved remains at 9999. Is this a bug? By the way, is the Lazy Shell project dead? I am really looking forward to the success of this editor. ____________________ SUPER MARIO RPG EXPANSION MY PERSONAL BLOG Got any SMRPG Hacking related question? astralgamma.nursing-resource.com |
Main - Super Mario RPG Hacking - How do I _________..? | New thread | New reply |
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