Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,492,581
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 04-27-24 02:24 PM
Guest: Register | Login

0 users currently in Super Mario RPG Hacking | 1 guest

Main - Super Mario RPG Hacking - Lazy Shell Question. New thread | New reply


Shadowsoul16
Posted on 10-08-09 11:13 PM Link | Quote | ID: 116733

Newcomer
Level: 7

Posts: 2/7
EXP: 1384
Next: 64

Since: 01-06-09

Last post: 5094 days
Last view: 5068 days
Hey, I just had a question to do with a certain problem I'm facing.

So, everything is working out perfectly, I understand how to work most of it, but I'm trying to add a specific enemy in an area, and it isn't working quite the way I planned.

I'm trying to add Croco into the Marrymore Scene, and it worked, he shows up. But when I load up the game, he's...grey. He isn't normal croco colored, he's just grey. Then a few more seconds and he's all glitchy like cut in half.

The event script that I made for him was that he's supposed to give some dialogue, before fighting you. Here's the script:


"Run dialogue"
"Engage battle, pack"
"Return"
"fade in from black"


Now, he isn't activating properly, he doesn't "talk" he just immediately fights and after the battle, win or lose, the screen is black.


Can anyone please help me or give me some advice? I'll be very greatful.

giangurgolo
Posted on 10-09-09 01:20 AM Link | Quote | ID: 116738


Level: 34

Posts: 31/219
EXP: 249564
Next: 4087

Since: 02-01-08

Last post: 3248 days
Last view: 3248 days
Make sure the "asynchronous" property is checked for the "Run dialogue..." command, otherwise the following command will run immediately after the dialogue command without waiting for the dialogue to finish / exit.

The color and glitchy problems with Croco is an issue with the partitioning. Change the partition # and use the search partition feature to fix it.

Shadowsoul16
Posted on 10-09-09 05:56 AM Link | Quote | ID: 116750

Newcomer
Level: 7

Posts: 4/7
EXP: 1384
Next: 64

Since: 01-06-09

Last post: 5094 days
Last view: 5068 days
Thanks for your help, the problem with the dialogue run thing was fixed nicely.

As for the Partitioning, how do I know what statistics to put in the search for it?

Basically, it asks for:

NPC VRAM index
NPC Palette Index
Bit 4
Sprite Type
Size of Sprite
Extra VRAM use
How many bytes
and if I only want to use NPC VRAM.

This is the part confusing, funny to note is that his current Partition is 12, which is the same as every NPC in the chapel, but when I changed it once to test it, some of the other npcs pallets changed and/or acted weirdly. I assume this isn't just from changing the Partition, but from changing it to the WRONG one, haha.

Lastly, he doesn't seem to be "jump on able" like a normal npc, like he's taking up more area than he normally should. I don't mean to be annoying, but any more advice you have would be very welcome.

Sorry for any inconvenience

Main - Super Mario RPG Hacking - Lazy Shell Question. New thread | New reply

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.043 seconds. (339KB of memory used)
MySQL - queries: 42, rows: 64/65, time: 0.037 seconds.