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Main - Super Mario RPG Hacking - Lazy Shell Improvement Thread | New thread | New reply |
SMRPG HACKER |
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Koopa Level: 25 Posts: 27/107 EXP: 79088 Next: 10532 Since: 04-06-10 From: On mars Last post: 3201 days Last view: 3201 days |
Deshaun your event problem.
does it have return? i found that some times if the end does not have one it runs next event. |
deshaun182 |
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Red Koopa Level: 27 Posts: 31/131 EXP: 106331 Next: 9828 Since: 06-21-10 Last post: 2271 days Last view: 2271 days |
Here's what the event looks like, and when i switch it back to 515, it still doesnt work, so im leaving it at 517 now:
[1E5224] If set, mem 00:7051, bit: 3, jump to $5233 [1E5228] Run dlg: [2053] "Goomba:[32]Darn.[12][12].[12][12].[12...", sync =fal [1E522C] Playback start, sound: [014] flower [1E522E] Inventory store x1, item: [84] "=Dancing Pin" [1E5230] Set mem 00:7051, bit: 3 [1E5232] Return [1E5233] Run dlg: [2056] "Goomba:[32]Stupid[32]talent[32]show.....", synce = fal [1E5237] Return ____________________ --The Disappeared-- God Bless |
SMRPG HACKER |
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Koopa Level: 25 Posts: 30/107 EXP: 79088 Next: 10532 Since: 04-06-10 From: On mars Last post: 3201 days Last view: 3201 days |
Gian. small features
see offset 292EC >BF 1E 00 7E< these control what equip slot to load now Whats weapons,armor,accesorys 292F3 C9 >58< Thats coin trick's value as hex data for exp booster 2DD08 >BF 0E F8 7F< these control what equip slot to load now Whats weapons,armor,accesorys 2DD0F C9 >50< Thats exp booster's value as hex To be able to change these offsets form lazy shell |
al2fenrir |
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Panser Level: 41 Posts: 270/333 EXP: 442538 Next: 37607 Since: 09-20-09 Last post: 4929 days Last view: 4935 days |
Posted by SMRPG HACKER LOL. Gian knew that already. The ASM hack at bank 2 I showed you was his reference. He already told us a few months ago that he had no plans to include ASM hack into LS. Although that would really be a cool feature. If there are guys who have mastery over SMRPG hacking, that would be gian and omega. ____________________ SUPER MARIO RPG EXPANSION MY PERSONAL BLOG Got any SMRPG Hacking related question? astralgamma.nursing-resource.com |
deshaun182 |
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Red Koopa Level: 27 Posts: 33/131 EXP: 106331 Next: 9828 Since: 06-21-10 Last post: 2271 days Last view: 2271 days |
Hey, just got back from vaca. Did anyone find a problem in my script?
Btw, i download Version 3.0 I will probably test it out today, and ill see if i still have the same script error ____________________ --The Disappeared-- God Bless |
deshaun182 |
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Red Koopa Level: 27 Posts: 36/131 EXP: 106331 Next: 9828 Since: 06-21-10 Last post: 2271 days Last view: 2271 days |
Talk about annoyed, what did i do?
So i was changing colors, and now the game wont load past the STUPID super mario rpg legend of seven stars screen ____________________ --The Disappeared-- God Bless |
SMRPG HACKER |
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Koopa Level: 25 Posts: 31/107 EXP: 79088 Next: 10532 Since: 04-06-10 From: On mars Last post: 3201 days Last view: 3201 days |
im not sure if this would be off topic
but i screwed around in the animtion editor i made a hammer that give 5 coins if timed. but marios sits idle when done so can some one tell me what i did wrong. the coins work |
Gamma1227 |
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Red Paragoomba Level: 18 Posts: 30/53 EXP: 27255 Next: 2642 Since: 07-31-10 Last post: 4971 days Last view: 4784 days |
I was thinking maybe if there's another version of lazy shell, they could include some tutorials for the more advanced editing such as scripting, mapping, maybe hex editing? (probably not, but just a thought) ____________________ Time heals all wounds.. but so does a couple pain killers, anti-depressants, and some hard core metal. |
deshaun182 |
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Red Koopa Level: 27 Posts: 57/131 EXP: 106331 Next: 9828 Since: 06-21-10 Last post: 2271 days Last view: 2271 days |
Alright, i've got a suggestion for you.
Music - Sayy whaaaaaa Face it guys. You cant input music from other games and stuff like that, everyone has its own engine, gtf over it. However, how about editing music within the game limitations. I can change tempo and pitch before a battle, thats easy. I mean allowing us to go in, and change maybe the pitch of one specific note, or even removing that note entirely, or placing the note somewhere else, you know what I mean? Within the games limitations. That leaves room for creativity for the maker. Good thought, bad thought? Lemme know! ____________________ --The Disappeared-- God Bless |
SMRPG HACKER |
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Koopa Level: 25 Posts: 61/107 EXP: 79088 Next: 10532 Since: 04-06-10 From: On mars Last post: 3201 days Last view: 3201 days |
in 3.4 you cant import palletes |
giangurgolo |
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Level: 34 Posts: 59/219 EXP: 248942 Next: 4709 Since: 02-01-08 Last post: 3219 days Last view: 3219 days |
Posted by SMRPG HACKER You're right. Because of your post, I've added that back on for v3.5. Here are the changes made for v3.5 (to be released in the unforeseeable future) so far: General changes: *Command color-coding for event and battle script editors is lighter Additions: *Fill/paint bucket feature for graphics editor, contiguous and non-contiguous *Levels: can now see how many bytes left for NPC's, events, exits, overlaps *Palette Editor: import/export palette feature added back on Fixes: *Dialogues: couldn't draw to lower-right region of overworld font characters *Levels: graphics weren't saving after editing in graphic editor *Levels: palettes and graphics were saving when choosing not to save on close *Levels: moving tiles in tileset was resetting edits within tilemap *Levels: scrollbars were resetting when changing window focus I'm waiting to release it so people can report more bugs or more missing features that were somehow lost during the move from 2.x to 3.x. I encourage people to continue reporting bugs and missing features like this; they aren't going ignored. |
SMRPG HACKER |
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Koopa Level: 25 Posts: 62/107 EXP: 79088 Next: 10532 Since: 04-06-10 From: On mars Last post: 3201 days Last view: 3201 days |
yo gian
what about resource checker so you could check where palettes are used and sprites in levels and enemies maybe audio samples in sounds for easier audio editing since really hard to change sounds right now in my opinion Audio editor would have a option to open a sound and have It lists samples involved And about importing palettes. I use 2.1 cause its stable and I can’t import palettes in 3.4 lol yes I know that I brought this up once before but I’m making my idea easier to understand |
deshaun182 |
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Red Koopa Level: 27 Posts: 72/131 EXP: 106331 Next: 9828 Since: 06-21-10 Last post: 2271 days Last view: 2271 days |
How do i make an item unfreebieable?
Formula editor? Change the way damage is dealt and taken? Quick Select for specific event codes (creating a new savepoint, and just clicking the save event will fix everthing for that save point?) I havent tested yet, but is max hp still somewhere around 32,000 or is that changed? Some reason in battle if i put it too high, the game just turns the boss into an autokill. Battle Event Editor? A Max Level Change, with ready made stats input ideally for levels? (lvl 30 max is 16 exp to get lvl 2, lvl 50 max is 12 exp for level 2, level 75 is 8 exp level 2, etc. Party member switch already in play after adding 4th character? I always have problems with this. Ability to remove Mario from party? (but he stilp walks around) Just a couple suggestions with some questions as well ____________________ --The Disappeared-- God Bless |
giangurgolo |
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Level: 34 Posts: 66/219 EXP: 248942 Next: 4709 Since: 02-01-08 Last post: 3219 days Last view: 3219 days |
1. in the animations editor; null the RNG subroutine at the end
2. that requires assembly hacking 3. just copy/paste a save point npc from another level 4. max hp is 65535, but you shouldn't go above ~32,000 5. it's there, see the animations editor 6. someone made a hack for that 7. look at the event where switch option is added to menu 8. use these PAR codes: C3627500 and C3628600 |
Fire-WSP |
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Micro-Goomba Level: 8 Posts: 5/10 EXP: 2078 Next: 109 Since: 05-29-12 Last post: 4246 days Last view: 4321 days |
Is there anything planned for:
Changing the Character Names in the Intro Changing the lines during a battle like LUCKY! or VIGOR UP! and so on Changing the Credits Text it would be also good to implement an Letter Limit for Item Names |
giangurgolo |
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Level: 34 Posts: 126/219 EXP: 248942 Next: 4709 Since: 02-01-08 Last post: 3219 days Last view: 3219 days |
None so far, those are all separate font tables not implemented in the editor. Item names are all fixed lengths, the name field in the editor is limited to this length minus the icon, or did you mean something else? |
Fire-WSP |
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Micro-Goomba Level: 8 Posts: 7/10 EXP: 2078 Next: 109 Since: 05-29-12 Last post: 4246 days Last view: 4321 days |
Well for the Credits i have the fonttable somewhere but we where never able to change the character names in the Intro and the battletext like Lucky! and so on.
I know that does not belong into this thread but any help to change them would be cool. What i do at the moment is improving the German Alemanic Translation. I was part of that team back then. After i found Lazy Shell i tought now is the time to do the improvements |
Pierre |
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Micro-Goomba Level: 11 Posts: 14/18 EXP: 5020 Next: 965 Since: 05-28-12 Last post: 4303 days Last view: 4303 days |
I'll state the one thing on my wishlist right now.
Add an export option to the Level Editor that can export all of the pre-rendered tileset. You already have the option to right click on a tileset, and it saves it as tileSet.png. having an option that exorts the two/three tilesets for each level (in one click like the export arrays option) would be really nice. (Off topice I must thank you profusely for creating lazy shell. My project would be dead in the water if it wasn't for your tool, and if it wasn't open source. |
Elementalpowerstar |
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Paratroopa Level: 29 Posts: 111/155 EXP: 144005 Next: 3880 Since: 12-29-08 From: --- Last post: 3768 days Last view: 3661 days |
Suggestion(s) for v3.10.1 and beyond:
Abillity to edit ROM header name "SUPER MARIO RPG" and small bits of text easier. I'm sorry in advance if you happen to know all this already. -The "Rom Name" starts at 0x7FC0 and is 21 Bytes long, with six spaces at the end of "SUPER MARIO RPG" -MARIO1, MARIO2, MARIO3, MARIO4 Save data titles, starting at 0x3EF528 with "MARIO1" and a "line break hex" (00), then MARIO2 is next, and the pattern continues with MARIO# and a line break "hex." (00). Should be nestled inbetween the explination text for changing out partners and the text for Toad explaining how to play the Beetle Minigame. (And that you shouldn't use a Turbo-Type controller.) -Starting at 0x3F000, there is text for the Overworld Menu as well as some text for things like "New Game" and "Your Name?". The first bit of text is "Equip." But I believe the names for the menu sections are coded to start rendering the text at certain values, as I changed "Equip" to "Weapon", taking up space where "Item" started, and Item disappeared on the menu screen. However, Weapon rendered normally. The first letter in each Menu item "Equip" "Item" "Special Item" is where it is set to render, and ends with a (00) Hex. -On an unrelated suggestion, adding a Highlighted section or an explanation that the third row of tiles in the Mode7 part of the Minecart minigame editor is the one that triggers the rotation of Mario and the Mode7 to go to the next area, and stopping the clock. Also if there's a way to edit where you come in on each level. Thank you. ____________________ Introduction to The Lazy Shell Editor (youtube) Super Modify RPG's Youtube Channel. |
Elementalpowerstar |
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Paratroopa Level: 29 Posts: 118/155 EXP: 144005 Next: 3880 Since: 12-29-08 From: --- Last post: 3768 days Last view: 3661 days |
Another request:
If possible, ability to change which sequences the Save Menu and the Overworld Menu use. Reasoning / Example .png (Tinypic.) Thank you. ____________________ Introduction to The Lazy Shell Editor (youtube) Super Modify RPG's Youtube Channel. |
Main - Super Mario RPG Hacking - Lazy Shell Improvement Thread | New thread | New reply |
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