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Main - Super Mario RPG Hacking - Announcing work on a full SMRPG hack New thread | New reply

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Mecakoto
Posted on 12-31-11 09:00 PM (rev. 12 of 05-14-12 03:41 AM) Link | Quote | ID: 148978


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I am currently working on a full hack as my way of making it up to everyone for being dead for 2 years. =p I expect to have it done in 2-3 months.

It's basically going to follow an excuse plot and it's going to be the original's half-brother's second cousin sequel. (in other words, it's an excuse to not do too much level editing) It's going to follow the path of what FF games have tended to do: plot, plot, and more plot, then eventual freedom to do what you want and beat the game when you want. It's also going to have a plethora of secrets and a very, very big secret at the end if you find everything else beforehand.

And Mario talks. I'm forced to make him if I want the concept design to work as I am planning for it to.

I'll use this thread to keep everyone updated on my progress, and any info that anyone can provide as to action scripting, just to get me through the door, would be extremely appreciated. =D


Teasers/Trailers:

Song thing that will likely end up as an end-game song.

http://www.youtube.com/watch?v=9ckaR0uWxNw


============

Progress update (1/1/2012): Level editing finished for now. I'll likely tweek things here and there. Overall, I was lazy when it came to the designs. Most of it was just adding to what already existed. Everything looks clean though. ^^ I'll likely revisit this part of the development process as everything is fleshed out.


===========


Progress update (1/4/2012): All important sprites have been placed throughout the levels. All that needs to be done with them, for now, is the editing of the sprites themselves. Also, this does not include side-bosses or the like. Most exits have been assigned as well.


===========

Progress update (1/12/2012): And now all the important sprites have been configured how I wanted them. In all, I had to change 22 sprites that would be unused in this hack, and I had to alter 4 more to make everything work evenly. There will be further changes as I progress. I just want the main ones for when I start event scripting.

Also, I took Culex's crystals and made 4 more, yielding 8, all of which can be used as individual enemies, and 4 of which still work with Culex's "Call crystals" battle event. It went a lot more smoothly then I expected it to. ^^



==========

Progress update (1/16/2012): That moment when you work 8-3 (7 hours) and lose it all because you forgot to turn on a setting in Lazy Shell.

==========

Progress update (1/21/2012): After... About 10 hours, 10-20% of the event scripting is done. I still have 2/3 of the main game to add events/edit events, along with the side events which haven't been started yet. Then I have to look at every single individual event in this f***ing game to make sure they work. And, if they don't, the fixes will likely de-sync some of the pointers, so, for every fix I do, I get to go and check every single event... Again...

This is far, far more of a pain in the ass then I thought it'd be.

==========

5/13/12

Well, I got the motivation to find out what was wrong. I did, and now all of the following are done:

- All of the event pointers for unaltered events are repaired
- Repaired and fixed an issue in Kero Sewers
- Overhauled my original scripts, both optimizing them and making them a bit more polished then they were before.
- Optimized how I will be doing custom events and how I keep track of Bits
- Event editing is complete up to Forest Maze. There are now 21 new events in the game.

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AnAxemRanger
Posted on 01-01-12 06:15 AM Link | Quote | ID: 148995


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Mecakoto! I thought you were dead! Were you one of the testers for my hack? Figures you'd come back AFTER I release it... jk =D

This hack does sound promising. Can't wait to play it!

What do you need help scripting? Are you talking just action scripts? What exactly is it that you're having trouble with?

Mecakoto
Posted on 01-01-12 04:41 PM Link | Quote | ID: 149004


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Posted by AnAxemRanger
Mecakoto! I thought you were dead! Were you one of the testers for my hack? Figures you'd come back AFTER I release it... jk =D

This hack does sound promising. Can't wait to play it!

What do you need help scripting? Are you talking just action scripts? What exactly is it that you're having trouble with?


That's basically it, really. Action scripting is the one thing I couldn't really figure out on my own. That, and custom attacks, but I can do a bit there with the knowledge I have gained.

As for everything else, I'm competent enough to put things together.

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AnAxemRanger
Posted on 01-02-12 06:44 AM Link | Quote | ID: 149009


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Okay, so you need some help with action scripts. What specifically are you having trouble with? Is there anything in particular you're trying to understand but can't? Like certain commands or how to put them together?

Mecakoto
Posted on 01-02-12 10:56 AM Link | Quote | ID: 149015


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Mostly the putting them together and making them work along with event scripts.

If I can get an into, I know I can get the hang of it easily.

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AnAxemRanger
Posted on 01-07-12 04:10 AM Link | Quote | ID: 149274


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Well I'm not really sure where to begin when it comes to explaining this sort of thing. I guess what it comes down to is what exactly you're trying to make an NPC do with the action scripts.

As far as making them work with event scripts, you don't even need to do that if you don't want to. You can make an NPC do anything using just the event script itself, which is what I always do. Although, I suppose using action scripts would be a good idea if you're running out of space in your event scripts... but I digress.

Like I said, it would be easier to help if I new what it was you're having problems with. What are you trying to do but can't seem to figure out?


Mecakoto
Posted on 01-08-12 04:25 AM Link | Quote | ID: 149322


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That is, essentially, what I'm trying to do: have npcs move during events. For some reason I can't grasp what I need to do. x.x

But thank you, though, for even taking the time to offer to help me. ^-^ It is truly appreciated.

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deshaun182
Posted on 01-10-12 05:15 PM Link | Quote | ID: 149427


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Give the NPC (whatever number it is) the action script to pull off in the events. I dont know how to say this correctly, but choosing async or sync makes an enormous difference on when they pull it off and the timing of whenn i happens. You can freeze them to run more dialogue if you want and then have them continue the action script. I've barely touched action scripts, but when i have, sometimes it has turned into a giant mess -.-

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Yakibomb
Posted on 01-11-12 08:13 AM Link | Quote | ID: 149448


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I just have to ask, are you going to include that Dark Trio boss of yours as a side quest?

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Mecakoto
Posted on 01-11-12 08:17 AM Link | Quote | ID: 149449


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Posted by Yakibomb
I just have to ask, are you going to include that Dark Trio boss of yours as a side quest?


I'd like to, but I get to figure that out in a while, since my current plans may disallow for them to be included.

And thank you deshaun. ^^

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Yakibomb
Posted on 01-11-12 08:20 AM (rev. 7 of 01-11-12 08:32 AM) Link | Quote | ID: 149450


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I think if you want another NPC to do the same actions as another NPC in the level, it should be placed in the action scripts, to maximize space in the ROM (and to just make it easier on yourself). Otherwise, if it a scene with an NPC walking two spaces northwest or something, just put it in the event scripts.

If you want any more help now, I'm here.

Edit: Also check out the Super Modify RPG YouTube channel in my signature. It is a little cluttered because of the new format, but there is one video that teaches how to make an NPC walk.

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Mecakoto
Posted on 01-15-12 11:48 AM Link | Quote | ID: 149537


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Posted by Yakibomb
I think if you want another NPC to do the same actions as another NPC in the level, it should be placed in the action scripts, to maximize space in the ROM (and to just make it easier on yourself). Otherwise, if it a scene with an NPC walking two spaces northwest or something, just put it in the event scripts.

If you want any more help now, I'm here.

Edit: Also check out the Super Modify RPG YouTube channel in my signature. It is a little cluttered because of the new format, but there is one video that teaches how to make an NPC walk.


You'll be happy to know that, over the past few days, I've gotten a rather strong grasp over Action Scripting. So I can save the space I need. ^^

Now to do what will be, by far, the biggest and longest part of this hack...

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Yakibomb
Posted on 01-15-12 04:26 PM Link | Quote | ID: 149541


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I like the music you put up, it sounds kind of dark, with that vibe of an impending battle with the final boss, or the player has witnessed destruction of a village or something. I think it could be sped up slightly, and I mean only slightly (like 4 notches, 8 max). As it is now it's a little too slow for me.

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deshaun182
Posted on 01-16-12 02:23 AM Link | Quote | ID: 149551


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The music was good - It fits for a level, but like a much later level! (=
*CoughTestersgonnabeneeded?coughcoughspitcough*
had to clear my throat....
>.>
<.<
what?

This looks promising (=

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Mecakoto
Posted on 01-16-12 04:40 AM (rev. 4 of 01-16-12 04:58 AM) Link | Quote | ID: 149554


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Posted by Yakibomb
I like the music you put up, it sounds kind of dark, with that vibe of an impending battle with the final boss, or the player has witnessed destruction of a village or something. I think it could be sped up slightly, and I mean only slightly (like 4 notches, 8 max). As it is now it's a little too slow for me.


I wish I could speed it up slightly, too. But they way it was made uses 2 different commands in an event, in addition to the song, in such a way that it glitches out the music slightly, meaning the speed is set. =( (at least in the testing I did)

And, with further tinkering around, I got the tempo boost to work and speed up the song. Tempo-1 doubles to triples the speed. Increases the speed and puts it to where the song is originally. =D

Those commands are:

-Playback, slow down track
-Playback adjust track tempo, duration: 0, speed up, tempo 94.

In that specific order. Any other way and the effect changes/there is no effect.

At tempos 0-40ish, you have the original song sped up. At 40ish-55ish the music's speed is so fast it freezes the game. At 60-94, though, you get this effect, with little difference between speeds 60-94.

For the effect you want, you can use:

-Playback, slow down track
-Playback adjust track tempo, duration: 0, speed up, tempo 94
-Playback adjust track tempo, duration: 0, speed up, tempo 1
-Playback, slow down track

The downside of this is, if the Playback, slow down track occurs again, such as what happens when you get a game over, it speeds into the 40ish-55ish range and freezes the game. x.x

I'll play with it near the end of the creation stage.

Posted by deshaun182
The music was good - It fits for a level, but like a much later level! (=
*CoughTestersgonnabeneeded?coughcoughspitcough*
had to clear my throat....
>.>
<.<
what?

This looks promising (=


I'm putting a lot of time and effort into it, so I sure hope so! And yes, I will be needing testers. But that's week(s) down the line, since I don't know how long it'll take to do the Action/Event script testing parts... Which is what I have in queue to do now. x.x


And, to both of you, that video uses snes9x, which has inferior sound quality to zsnesw. I used the former because fraps can't pick up the latter. The base in this adds far more then the video gave credit for. =D

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Mecakoto
Posted on 02-04-12 03:36 AM Link | Quote | ID: 149769


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Just a double post after half a month to let people know what's going on:

I've reached a massive road block. I have an event that I need to add, but, if I do, it ends up corrupting something in the rom that makes it so the level and event script editor are unusable. If anyone can help me, I might be able to get this done by the end of the month.

My order of actions that cause this:

Edit the lower event field and move it off of the land to a secret unmarked path, changing it to a single tile, and make it a "step on me and fight something" event.

Punchinello's room's entrance event is massively changed.

Slightly edited a custom event added in Kero Sewers.

Fixed a single tile in a custom-added path in the room directly before Punchinello's room, not related to the secret path.


Everything else before this works. Please, if anyone can help me, I'll give you a special mention. I'm taking a break for now and will attempt a few things myself in a day or 2. It sucks to have a 100+ line event fail and have to restart all your work.

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AnAxemRanger
Posted on 02-05-12 04:19 AM Link | Quote | ID: 149775


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It's a little difficult to figure out what's wrong without actually seeing the event. Would it be possible for you to take a screenshot of the event or something so I can see it?
Also, have you edited the game outside of Lazy Shell? Maybe you used a Hex editor of some kind? What version of Lazy Shell are you using by the way? When does the error occur? Does Lazy Shell crash while you're editing an event? Or can you save it, close it, and then it refuses to open again?

Mecakoto
Posted on 02-05-12 06:55 AM Link | Quote | ID: 149780


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Posted by AnAxemRanger
It's a little difficult to figure out what's wrong without actually seeing the event. Would it be possible for you to take a screenshot of the event or something so I can see it?
Also, have you edited the game outside of Lazy Shell? Maybe you used a Hex editor of some kind? What version of Lazy Shell are you using by the way? When does the error occur? Does Lazy Shell crash while you're editing an event? Or can you save it, close it, and then it refuses to open again?


I think it may be because I edited some sprites in the level itself, since the level editor only freezes when NPCs are enabled.

Na, I haven't. Been using 3.9.0 for it. It occurs after I edit the room and event. It doesn't when I do it and only after I close it and reopen it. I can edit anything except events and Levels after that.

I'll try a few different things in a week or 2. Got some major events coming up, so I'll let the motivation build a bit before I attempt it again. =p

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giangurgolo
Posted on 02-07-12 01:08 AM Link | Quote | ID: 149799


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The next release will have an improved pointer updating system. I found several bugs with the pointer updating functions, and as a result I changed/moved around/added a couple of lines and deleted some superfluous functions to finally fix a long-standing error which has caused so many users, including myself, unneeded stress.

Mecakoto
Posted on 02-07-12 04:41 AM Link | Quote | ID: 149802


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Posted by giangurgolo
The next release will have an improved pointer updating system. I found several bugs with the pointer updating functions, and as a result I changed/moved around/added a couple of lines and deleted some superfluous functions to finally fix a long-standing error which has caused so many users, including myself, unneeded stress.


You mean such as editing one thing can throw off all the pointers in the entire address set? xp

This will be a much, much needed and appreciated change. Can't wait. It might even fix the issue I'm having. You never know. xp

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