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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Super Mario RPG Hacking - How do I _________..? New thread | New reply

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giangurgolo
Posted on 12-31-11 03:57 AM Link | Quote | ID: 148969


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I didn't notice that the first time. If the graphics are different or modified, you will have to import them as new. If only the colors are changed, though, you shouldn't have to import new graphics. Don't worry about the palette issues, those will be fixed when I release v3.9.0 on 2012/01/01.

M.E.R.255
Posted on 12-31-11 04:14 AM (rev. 4 of 12-31-11 05:13 AM) Link | Quote | ID: 148970


Red Goomba
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Thanks! And what, tomorrow already? Awesome! (I'd like to give you kiss for that haha)

Well, since you're releasing the new version, it wouldn't make much sense bothering you with the current problems that might be lifted in the new version. ^^

I guess one thing, that I would probably ask you later, is how you could display a NPC to do something different while standing. I mean like... stand, but use a different mold for that, with a different palette set (like, have a NPC standing looking like Bowser's pose, colored in palette set 2). I was just wondering if you could recolor a NPC in SPRITES (like make a few sets) without having to replace other characters to display someone in a different color.
Like, having a red Toad and green Toad in one, instead of having two SPRITES characters where red Toad and green Toad are seperate.
A better example would be:
Have Bowser walking around normally, and having Bowser walk around with... sunglasses, but have him wear those in a few of his molds (in SPRITES), instead of replacing a character and have him wear sun glasses there.

I don't expect a reply soon, since some of you (especially you) are very busy (plus New Year's Eve is coming up), so I wouldn't mind receiving an answer to that more than a few days from now (but I would appreciate receiving an answer at all to that =O). ^^

josuetello
(post deleted) ID: 149858

giangurgolo
Posted on 05-04-12 08:31 PM Link | Quote | ID: 150794


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I've answered nearly every single question and fixed all bugs posted in this thread so far in a newly added FAQ and Glossary section in the readme file. Check the new readme file and read the FAQ and Glossary for any questions and/or problems you might have with the editor. I will continue to add and edit the readme file for any future unanswered questions or issues by users posted in this thread or this forum. Thank you to everyone for their interest and feedback over the years.

Son23
Posted on 05-04-12 11:24 PM Link | Quote | ID: 150795


Mini Octorok
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I'm not sure if this was asked or not, but is it possible to add allies into the game somehow?

I had an old thread http://acmlm.kafuka.org/board/thread.php?id=5149 where I wanted to add Link and Luigi as allies. I even have sprites. http://acmlm.kafuka.org/board/thread.php?id=5155
I was thinking if there was a limit, what if you could still add allies but switch them out with a different method.

giangurgolo
Posted on 05-05-12 01:22 AM Link | Quote | ID: 150798


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You can't add new allies, just replace them. From the FAQ:

Q: How do I add a new index for _____?
A: You cannot add new indexes of any element, but you can replace the
properties of existing elements. That is the basic rule of hacking
SMRPG. Many elements, like sprites, have dummied or unused indexes
which you may edit or modify to "add" new stuff. Lazy Shell should
not be viewed as an expansion tool but as a modification tool.

Of course with assembly hacking anything is possible.

Son23
Posted on 05-08-12 09:46 PM Link | Quote | ID: 150849


Mini Octorok
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thank you.

one last question, would it be possible to use assembly hacking, then once new codes are added could Lazy Shell still be used?

giangurgolo
Posted on 05-09-12 08:21 PM Link | Quote | ID: 150863


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Custom assembly hacks probably wouldn't affect the editor's functionality since it doesn't read assembly data (outside of defense timing).

Pierre
Posted on 05-28-12 10:28 PM Link | Quote | ID: 151064


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This is either a how do i, or whats the best way.

I'm trying to export the tilemap and tileset from lazyshell. What I intend to do with it is use information in the map to reconstruct a few levels using the information in the tilemap.

Ultimately, I'm looking to have a set of png (or other format) and a file for each level that maps each coordinate to a tile (for each layer).


Tileset (1) Tile # Row 1 Collumn 2, Tileset(1) Tile # Row 1 Column 3 ...



In lazy shell I have been able to grab tilesets 1 at a time by showing a particular level. (Rose Town #84) and selecting each layer in the tileset viewer on the right and selecting "Save Image As".

The same function doesn't work for the level, since that exports the rendered level, and I"m looking for the raw data.



Can lazy shell export this data, or do I need to get it directly from the rom. (If it is the latter could you point me to the source file in lazy shell that parses that data?)

thanks.

giangurgolo
Posted on 05-28-12 10:59 PM Link | Quote | ID: 151065


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"Export Arrays" will export the raw data for all types into a new folder, including tilesets and tilemaps.

Pierre
Posted on 05-28-12 11:39 PM Link | Quote | ID: 151073


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THanks that gets me 90% of the way there. Is there a document that explains the format of the output bin files?

Thanks

Tom112089
Posted on 08-03-12 09:58 AM Link | Quote | ID: 151809


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ok im very new to this like i just started playing with this tonight . im playing around with lazy shell to get a feel for it and maybe make my own game when i understand it enough, i did some extremely basic stuff like changed some spell names and pallets. i understand the audio sample for spells and attacks is the same as the the music but how do i go about changing what the sounds of a spell are. like for example i made thunderbolt red so now its called red bolt and is fire elemental and im going to change the flash at the end red (if i can figure it out). but if i want to change the sound to say the sound flare makes when the flash happens how do i go about doing that. also i made star rain dark star turned it black and going to make it hit only 2 times like the actual dark star attack but i want to change the sounds too.

Elementalpowerstar
Posted on 08-03-12 05:14 PM Link | Quote | ID: 151812


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Tom, look in the Animations editor for that. While a lot of it is big, scary, and confusing, simply reading what you can make out of the scripts can be helpful. You should find the sound effects there, and change them pretty simply.

All else fails, you could always look in the Readme.txt the program came with and scroll down to the Frequently Asked Questions section.

Good luck with playing with the editor!

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

Tom112089
Posted on 08-04-12 05:17 AM (rev. 5 of 08-13-12 04:49 AM) Link | Quote | ID: 151816


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edit: im editing this whole post because i figured out that stuff from my last post but now i have new questions. i posted some topics in the forums and i got some views but barely any responses. i really don't want to be bothersome but i need help to continue my work.

firstly
how do i make it rain with lightning in a level. and also can i change that to snow or anything else at all? like i cant get the L3 gfx to work. i even copied settings exactly from other levels and it is always garbled
Edit: I got the rain to show up it kind of looks like snow when it is set to SE very fast. Before it would show up over the map but garble it up now it won't show up over the map only in the background. And i only have it set to mushroom kingdom during mack but now every other levels background is garbled

second
i asked before how to edit screen effects for attacks. for example i want to change the ending from geno blast to the aurora flash screen effect. i was told that i can actually delete the 3 commands under 35bc38 and replace them with the commands from aurora flash and it should work. id also like to change snowy to something else but the problem is i can not edit or delete the screen effect command. i was told to change the animation packet which makes sense and was even given the values to enter but the program will not let me edit or delete the screen effect command.

Third
how can I change weapon effects like change what the hammer does. Like one pound then drop an ice crystal
any help would be greatly appreciated

Tom112089
Posted on 08-15-12 04:31 AM Link | Quote | ID: 152059


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I'm having a few scripting problems. I made a new monster from the booster dummy. I coppiced the hammer bros and made icy Hammer bro. I copied the script exactly from the original and all was fine. But now that I want to add dialogue there are many problems.
The first thing I tried was to create an event just before him (he's in the mushroom kingdom ectrance to throne room during Mack) I wanted to make an event that runs the dialogue then enters the battle. When I touch the event it goes right to battle then after I beat them the screen goes black.
The second way I tried was making the npc of him trigger the event but I got the same results

The last time I thought I had it. I made him a regular battle and added run battle dialogue commands before he attacked. That way was worse it turned the formation into 1 booster with 1 health.
It seems like no matter how I do this it won't let me run it

How should I have the scripts written in order to get this battle just before Mack to have dialogu correctly?
Their scripts aren't working correctly either I coppied the script exactly except I made the attacks different and wanted him to use light beam instead of valor up. The attacks work. The spells don't get used and there's nothing at all when one dies. I'm using the original in the game too and that one works fine.

Any thoughts?

Tom112089
Posted on 08-24-12 08:41 PM Link | Quote | ID: 152161


Goomba
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how can I write an event script in which mario walks up to an NPC when you push A there is dialogue then a battle with it then return to the map after it is over. iv fiddled with it alot but every time i write it, it always comes out the same. i walk up and push A but there is no dialogue it just goes right to the battle.the pack is correct but then after the battle i get a black screen with music. no matter how i seem to write the event it comes out the same every time. how exactly should i have the event script written? i am creating new bosses in the rooms right before the actual armed bosses but so far the best i can get is just to make it a battle NPC and thats it.

josete2k
Posted on 08-30-12 11:29 PM Link | Quote | ID: 152231


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Hi, does anyone know how can I edit some.sentences like:

LUCKY!
Max HP

and others?

I've seen "Alphabet", and also changed MISS (in battle numerals) to [....] but I don't know how I can edit LUCKY! to ¡SUERTE! for example.

Thanks in advance.

giangurgolo
Posted on 08-30-12 11:42 PM Link | Quote | ID: 152233


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In the dialogues editor, select "Flower Bonus Messages" in battle dialogues sub-window.

kogami
Posted on 08-31-12 08:50 AM Link | Quote | ID: 152235


Goomba
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And for "MISS"

josete2k
Posted on 09-02-12 03:01 AM (rev. 2 of 09-02-12 03:11 AM) Link | Quote | ID: 152255


Goomba
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MISS letters are here.


giangurgolo, thank you. I was using 3.9.0 because 3.12.0 can´t edit Atacks properly and this option wasn't fetured yet.

Another question, why don't key fields get saved when i change between 3.9.0 and 3.12.0...?
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