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Main - Super Mario RPG Hacking - Hacking Guide.doc | "Lazy Shell complete hacking guide." | New thread | New reply |
Elementalpowerstar |
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Paratroopa Level: 29 Posts: 97/155 EXP: 144387 Next: 3498 Since: 12-29-08 From: --- Last post: 3798 days Last view: 3691 days |
Earlier in Lazy Shell's releases, before version 2.3, giangurgolo included a file in the releases called "Hacking Guide.doc" which outlined what he believes is the best possible way to create a hack, and what he most likely did when creating The Bob-Omb Mafia and/or OFFEREZEPS, the flagship and demonstration hacks resepectively.
However, in the most current versions of Lazy Shell, he did not include Hacking Guide.doc, and I believe it contains wonderful tips and a streamlined basic outline for any hack wanting to make a hack, as well as pointing out that some people don't want to make full hacks and just want to mess around with some stuff (being most of the hacks on here.) Below is the entire document excerpted from the file itself. However, if you want the document itself on your computer for use whenever you would like, you can download it in his website or Extract it from this .zip of Lazy Shell version 3.2b. Below is the document. Be reminded that this document is slightly out of date on features, but most of it retains to what is correct. -------------------------------------------------------------- LS complete hacking guide This guide was made with the intention of creating a complete hack. If you just want to edit monster stats, dialogues, and palettes, go ahead. Just remember to do them in the order that they appear in this guide, or it will become confusing. If you plan to create a full hack, use this ordered sequence guide to do it otherwise I guarantee it will get very very confusing and time consuming. Do not waste precious hours getting headaches and neck aches because of a poorly thought out hacking strategy. I wrote this because I hope anyone else who has an unquenchable desire to hack this game to pieces will not have wasted hours and hours trying to figure out what went where, getting frustrated, etc. Of course, you can avoid all of this by remembering that there’s always the option of not doing any of this at all. Most individuals simply want to play around with the editor for a little while, and not invest countless hours into something which offers little in return other than being an outlet for creativity. Unlike other mediums, though, remember that ROM hacking probably won’t yield any revenue. Unless there’s the rare occasion that someone might become involved with an electronic gaming studio as a result of gained experience from using this editor. It is highly recommended to use existing elements and modify those instead of creating something entirely from scratch. Base the hack off of sprites, items, and monsters that already exist in the game with the intention of modifying those items. If you want a poison-protection item for example, use Antidote Pin and rename it later after everything else is done. Use existing sprites and change their palette using the “COLOR MATH” feature as an easy suggestion. Use existing level maps, or even use one of the several dummied ones that are already drawn. Also, before all of this, take notes using the notes database feature or use a word processor to catalogue all of the levels, events, monsters and dialogues you want to create. If this seems is a waste of time you have no idea how much time you will waste trying to keep everything organized without notes, eventually being forced to either give up or start taking notes. Also consider the event memory addresses you will need, and assign each bit an event completion (example: Terrapin guards in level #4 are defeated). Even if you don’t think you will need to check it, do it anyways. There’s plenty of memory addresses available. Here’s the editing sequence I recommend you follow (there might be a better one, but this one should make the task much simpler and quicker): 1. Levels (drawing or modifying the actual level)
2. Levels (drawing the physical field)
3. Levels (exits)
4. World Maps
5. Levels (NPCs)
6. Levels (overlaps)
7. Sprites (dialogues)
8. Event Scripts
(It may not be buggy anymore.) 9. Levels (NPCs)
10. Levels (events)
11. World Maps
12. Sprites (sprites)
13. Stats (formations)
14. Event Scripts
15. Stats (monsters)
16. Stats (items, shops)
17. Battle Scripts
18. Animation Scripts
19. Sprites (spell effects)
Anything else (like the other stuff in the stats editor such as starting stats, shops, or items) you should edit after everything else. —giangurgolo --------------------------------------------------------------------------- Anything written in this guide is all giangurgolo's work, and I hold no rights, credit, or claim to his work. He and Omega did a wonderful job with the editor and this guide is no exception. Last edit: Made it with lists, and more HTML thingies. Should look goodlike now. ____________________ Introduction to The Lazy Shell Editor (youtube) Super Modify RPG's Youtube Channel. |
DJSonicFreak |
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Micro-Goomba Level: 8 Posts: 5/10 EXP: 2141 Next: 46 Since: 10-07-11 Last post: 3809 days Last view: 3806 days |
Thanks for this, I had no idea where to start first originally with Lazy Shell because there was so much to do and learn within it, I'll keep a copy of this guide saved in a document. Thanks again! |
Main - Super Mario RPG Hacking - Hacking Guide.doc | "Lazy Shell complete hacking guide." | New thread | New reply |
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