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

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master higgins
Posted on 03-22-09 03:47 PM Link | Quote | ID: 103722


Red Goomba
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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!

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Doomi
Posted on 03-28-09 01:53 AM Link | Quote | ID: 104147

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How do i add custom sprites, if that's possible yet?

JamesM
Posted on 05-30-09 03:36 PM (rev. 2 of 05-30-09 04:09 PM) Link | Quote | ID: 107800

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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
Posted on 06-18-09 08:18 PM (rev. 2 of 06-18-09 08:20 PM) Link | Quote | ID: 108929


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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:

v2.0

DATE PORTION DESCRIPTION
-------------------------------------------
2009-01-28 (all) Fixed: palette colors weren't being read correctly
2009-01-28 Stats Fixed: issue with level-up bonus controls
2009-01-28 Stats Fixed: saving issue with inflict element for spells
2009-01-31 Sprites Added: Font characters not usable by default are now usable, except '[' (Character #59)
2009-02-02 Levels Fixed: problem drawing molds outside of the mold index range for NPC's
2009-02-02 Stats Fixed: starting coins/frog coins were being read as bytes instead of ushorts
2009-02-06 Stats Fixed: reading effect type for spells was incorrect; label texts weren't updating
2009-02-06 Levels Added: graphic set exporting; go to File > Export > Graphic Sets...
2009-02-06 Sprites Fixed: inserting a new tile to molds listed after null molds caused a crash
2009-02-06 Scripts Added: a quick jump to dialogue editor - right click "Run dlg" commands
2009-02-06 Levels Added: a quick jump to event and action script editor from NPC's - click the buttons
2009-02-06 (all) Added: export/import features remember last used directory
2009-02-07 Levels Added: graphic set painting in 16x16 tile editor
2009-02-07 Levels Added: graphic set importing for .gif/.jpg/.png files
2009-02-08 Levels Added: 16x16 tile editor is now a panel that can be easily accessed through toggle
2009-02-09 Sprites Added: pop-up window for dialogue "Delay..." and "Variable..." is now a panel
2009-02-14 Sprites Fixed: IMAGE GRAPHICS Offset wasn't changing when changing IMAGE #
2009-03-29 Stats Fixed: psychopath message was being saved to the item description and vice versa
2009-03-30 Stats Fixed: NEW LINE and END button functions for item descriptions were reversed
2009-03-30 Sprites Added: a spell effect editor
2009-04-06 Levels Fixed: doing Undo/Redo while moving a tile selection had unorthodox results
2009-04-06 Levels Added: edit all layers (ie. cut, copy, paste, delete all layers simultaneously)
2009-04-06 Levels Added: option to clear all unused tilesets, tilemaps, and physical maps
2009-04-08 Levels Added: overlaps are now drawn on the level image when toggled on
2009-04-08 Main Added: "Load Last Used ROM" in "Settings" menu loads the last used ROM if checked
2009-04-08 Scripts Fixed: adding new command in battle scripts placed it before the selected node
2009-04-08 Levels Added: a quick jump to event editor from entrance event and event field event
2009-04-11 Levels Added: a template system for inserting objects composed of 3 layers and a physical layer
2009-04-25 Stats Added: search function for Formation Packs with formation(s) containing a certain monster
2009-04-26 Stats Added: target arrow cursor positioning for monsters in battle
2009-04-26 Levels Added: inserting new NPCs/fields sets coords near top-left visible bounds of level image
2009-06-01 Stats Fixed: item names wouldn't save if the icon value was >= 0x18
2009-06-18 Stats Added: preview for item and spell descriptions (like the dialogue preview)
2009-06-18 Stats Added: name lists are drawn with the game's font
2009-06-18 Scripts Added: event and action scripts can be assigned labels for easy ID'ing
2009-06-18 Scripts Added: animation script editor for several types of animations
2009-06-18 Stats Added: target cursor (the red arrow) position editing for monsters
2009-06-18 Stats Added: formation pack searching
2009-06-18 Sprites Added: can mirror/invert font characters
2009-06-18 (all) Added: an optional Help Tip label that shows when the mouse moves over a control

Waddler-D
Posted on 06-21-09 09:51 AM Link | Quote | ID: 109092


Paragoomba
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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.

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Mecakoto
Posted on 06-21-09 11:51 PM Link | Quote | ID: 109136


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It's nice to see the project is still continuing. Maybe once new release comes out the community will grow a bit.

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philosophia6604
Posted on 06-28-09 12:30 AM Link | Quote | ID: 109441


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i love you guys
im gonna put your program to the test
you will all have a awesome hack soon enough

Son23
Posted on 06-29-09 01:28 AM Link | Quote | ID: 109512


Mini Octorok
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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
Posted on 07-06-09 02:59 AM Link | Quote | ID: 109994


Shyguy
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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?

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Yakibomb
Posted on 09-08-09 04:06 AM Link | Quote | ID: 114692


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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?

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Ronin180
Posted on 09-08-09 05:54 AM Link | Quote | ID: 114695

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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
Posted on 09-09-09 12:48 AM (rev. 3 of 09-09-09 12:53 AM) Link | Quote | ID: 114730


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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
Posted on 09-10-09 01:16 AM (rev. 5 of 09-11-09 07:39 PM) Link | Quote | ID: 114804

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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
Posted on 09-12-09 06:37 PM (rev. 2 of 09-12-09 06:39 PM) Link | Quote | ID: 114977


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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
Posted on 09-13-09 05:12 AM Link | Quote | ID: 115037

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Posted by giangurgolo
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


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
Posted on 09-15-09 04:44 AM (rev. 7 of 09-16-09 05:45 AM) Link | Quote | ID: 115195


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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?

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al2fenrir
Posted on 09-20-09 11:48 AM Link | Quote | ID: 115630


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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?

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giangurgolo
Posted on 09-20-09 06:03 PM Link | Quote | ID: 115645


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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
Posted on 09-22-09 01:20 PM (rev. 2 of 09-22-09 08:13 PM) Link | Quote | ID: 115825


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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?

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al2fenrir
Posted on 10-01-09 05:08 PM Link | Quote | ID: 116413


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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.

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