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geno'sawesome
Posted on 10-15-09 08:21 AM Link | Quote | ID: 117180

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im new to the hole hacking thing, but i have a problem with lazy shell editor of course. ok so i want to like put a geno clone in the first area of bowsers castle 1st time as a npc then be able to fight that geno clone but no matter how much i try i cant get it to work can someone help me please? thank you

al2fenrir
Posted on 10-15-09 01:12 PM Link | Quote | ID: 117186


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You can start by reading the help file that comes with Lazy Shell. You have to set stats, battle formation, battle pack, and attach it to the level that you want to edit.



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geno'sawesome
Posted on 10-15-09 08:06 PM Link | Quote | ID: 117203

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well i have read it. but it doesnt tell you what terms like partition mean and stuff like that so to me its like reading japanese. i have gotten it to work once when i was fooling around with it once but now i dont know

al2fenrir
Posted on 10-15-09 09:33 PM Link | Quote | ID: 117210


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Posted by geno'sawesome
well i have read it. but it doesnt tell you what terms like partition mean and stuff like that so to me its like reading japanese. i have gotten it to work once when i was fooling around with it once but now i dont know


VRAM partition is a hardcoded index used by the ROM. This acts like a memory. When you put heavy gfx into the levels, they may glitch as the program won't recognize them. Sadly, there is a limit to how many and what you could put in the levels. Howbeit, editing the ROM via ASM hack could override this problem, but Lazy Shell is not designed to do this.

The key to make the gfx work is to order the NPCs from largest to smallest ie. Treasure Box before Goomba. There is not much of a problem when you assign small sprites, but the problem usually sets in when you insert large ones. Partition 85 seems to be perfect if you have 2-3 large sprites in the level.

Here is an additional resource..
http://giangurgolo.home.att.net/smrpg/

Just figure it out. Hacking is never easy task.

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geno'sawesome
Posted on 10-16-09 04:21 AM Link | Quote | ID: 117235

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ok thanks, do you of any news on a full tutorial at all? becuase im waiting for one to learn from

geno'sawesome
Posted on 10-18-09 04:18 AM Link | Quote | ID: 117442

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ok i figured it out. i didnt press the enter event button when i went to preivew it (duh!) lol. but i have another problem. i want to start text hacking but its not as easy as it looked. could someone explain to me how to use it and what everything means. thanks. and im sorry if im being anoyying for asking too many questions.

al2fenrir
Posted on 10-18-09 03:10 PM Link | Quote | ID: 117458


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Go to Sprites, and edit the dialogues. That's all there is to it.

If you want to attach a dialogue to a certain character, go to scripts, and enter an event script.. Just take a peek into already existing events that has a dialogue in them. Copy the procedure, and apply it to your script.

Be careful though. Lazy Shell's event script editor is kinda buggy. It sometimes alter the memory codes. It could ruin some scripts and make your game glitch.

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hypershadic88
Posted on 10-19-09 02:55 AM Link | Quote | ID: 117490


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Hey I was wondering how I could go about having an enemy change itself
into another enemy? kinda like how boomer and johnny change from blue to red.
To be more precise though I want croco to change into that unused purple dragon
enemy.

al2fenrir
Posted on 10-19-09 02:30 PM Link | Quote | ID: 117511


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No, it can't be done without hacking via ASM.

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hypershadic88
Posted on 10-21-09 06:40 PM Link | Quote | ID: 117694


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I'm trying to make a new boss so I can replace the hammerbro,
but I've run into a few problems, I want to make it so that when he gets below
a certain hp he will summon two sky troopas, but there are two problems
#1 When they aren't on the field you can still see their shadows.
#2 I want to make it so it's an one time deal but he keeps summoning them back.
I read of a way to fix problem two but it makes it so he never summons them,
here it is
If target: self, Hp is below : 1008
---If memory address: 7EE004 , bit(s) are clear: 0
------Set memory address: 7EE004 , bit(s): 0
------Then blah blah blah
------Wait 1 turn, restart script

Is this what I should do or did I do something wrong?

Note the above is how someone else wrote it.

al2fenrir
Posted on 10-21-09 09:36 PM Link | Quote | ID: 117707


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#1 There's nothing can be done with the shadow. The only thing you could do is to change sprite behavior "sprite shadow" to another one, but this will make the sky troopa look as if it's walking.

#2 Once the below hp trigger has been met, there's no way to cancel, let alone with another trigger. Unfortunately, there's no trigger capable of canceling it unless Hammer Bro recovers his HP.

Anyway, try "if target is dead" trigger, set it to the sky troopa (monster x). Then set a different command. I haven't tried it yet though, and I dunno if it's gonna work. You may need ASM hack to do the trick.

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hypershadic88
Posted on 10-21-09 10:05 PM Link | Quote | ID: 117709


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Thanks, you helped me fix the shadow issue, as for the continuous summons
I think I'll let those stay, I'll just edit mack to never summon his minions back,
as to no be repetitive in battle style.

Sukasa
Posted on 10-22-09 03:36 PM Link | Quote | ID: 117762


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The script segment you posted,

If target: self, Hp is below : 1008 
If memory address: 7EE004 , bit(s) are clear: 0
Set memory address: 7EE004 , bit(s): 0
Then blah blah blah
Wait 1 turn, restart script


Should work. Just change the bits used, if you need to. Essentially, this just checks the boss' HP every turn, and if it's under 1008, it checks if he's summoned them before. If not, it summons them, otherwise it does nothing.

hypershadic88
Posted on 10-24-09 11:24 PM Link | Quote | ID: 117923


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What exactly do you mean by change the bits used?
Do you mean the 0 through 6 bit thing?
Does it matter how they are ordered in the list?
for example if I put it like this:
-----If memory address: 7EE004 , bit(s) are clear: 0
-----If target: self, Hp is below : 1008
-----Set memory address: 7EE004 , bit(s): 0
-----Then blah blah blah
-----Wait 1 turn, restart script
Would it still work?
Also is there another sequence of commands like above
that can get him to not summon them back?

Sukasa
Posted on 10-28-09 04:55 AM Link | Quote | ID: 118096


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By changing the bits, I meant change them to something that won't conflict with any other "set/clear bits" thing.

And yeah, that would work.

hypershadic88
Posted on 10-28-09 12:54 PM Link | Quote | ID: 118102


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I finally got it to work thanks for all the help.

al2fenrir
Posted on 11-12-09 07:13 AM Link | Quote | ID: 119235


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Anybody knows where the offset of the dummy spell animation pointer is located? I can't seem to find em anywhere.

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Zelkova
Posted on 11-29-09 03:36 AM (rev. 2 of 11-29-09 03:36 AM) Link | Quote | ID: 120879

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Sorry if this can't be done or something nooby. I simply love Mario RPG and hate that the level cap is 30. I want to make it at least 100 and redo the stats so that they evenly go with the game while keeping all of the monsters the same. So basically I trying to make training more fun and maybe give spells earlier.

Is there a way to make the level cap 100 on the program? I seen one SMRPG rom hack with the level cap at 50 so I know it can be done, just not sure if it can be with this program.


al2fenrir
Posted on 11-29-09 03:39 AM Link | Quote | ID: 120880


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It can be done via Hex editing. See http://giangurgolo.home.att.net/smrpg/ for the references. Gian had provided the information about the ROM and their offsets.

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al2fenrir
Posted on 12-10-09 04:41 PM Link | Quote | ID: 122085


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Alas.. I encountered NPC overload. Now, some NPCs wont show up. Anyone knows how to resolve this?

When I tried it on Lazy Shell preview, it shows up fine, but when it's on the emulator, it's not. Could it be VRAM issue? Deleting NPCs also wont do any good. I'm afraid, this is one of those ASM limitations.

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