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Main - Super Mario RPG Hacking - Weapon Animation/Treasure Content Questions (LS v 3.9.2) New thread | New reply


TyrantTanuki
Posted on 04-17-12 02:43 PM (rev. 2 of 04-17-12 03:20 PM) Link | Quote | ID: 150711

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What I'm attempting to do is alter the "lucky" Hammer (HexID: $35) into a new staff weapon for Mallow. The stats of the item I don't have any problems with, but I need to change the "lucky" Hammer's animation script so that it matches the Ribbit Stick (HexID: $22). Otherwise, this new weapon will glitch the moment I try to use it, seeing as the lucky Hammer's original animation assumes you're using Mario's sprite, not Mallow's.

I'd also like to then use the Froggie Stick (HexID: $06)'s script for the Ribbit Stick's, the end result being the Froggie Stick and Ribbit Stick sharing the Froggie Stick's animation, while the new weapon uses the Ribbit Stick's animation.

I am -not- trying to actually change the scripts themselves (which, as noted in the readme file, will never be supported, as the animation engine is very sensitive); I just want to 're-point' the weapons to use different pre-existing scripts. I can't seem to figure out how to do that in Lazy Shell; what am I missing/is there another relatively simple way for me to accomplish this?

ALSO, I want to place this new weapon in a treasure chest somewhere late in the game to be found in a way similar to the Ultra Hammer (so probably in that same area, somewhere in the Factory yard). Removing the weapon from the shops is a snap, but when I go to the Map editor and activate the NPC layer to view the chests on a given map...I'm stuck. I don't know how to alter the contents of a chest, place a new chest on the map, or set up the event sequence necessary to get the chest to behave properly once it's been placed.

(EDIT: I apologize for not putting this in the "How do I _____?" thread, just noticed it; will use for future questions).


giangurgolo
Posted on 04-17-12 06:41 PM Link | Quote | ID: 150713


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Perhaps I was misleading in the readme file. You *can* modify scripts, you simply cannot add/delete entirely new commands. The readme file should probably say this instead:

"Commands within animation scripts may be modified, moved, or replaced with new commands of the same or smaller length, but adding/deleting entirely new commands within animations is not supported and never will be due to the fickle and erratic nature of the animation script engine."

You'll want to change the "Current object = sprite: whatever" commands. If the coords are offset, try tweaking the "AMEM $xx = coords: whatever" commands.

TyrantTanuki
Posted on 04-17-12 11:52 PM (rev. 2 of 04-18-12 04:22 AM) Link | Quote | ID: 150717

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Thank you for the quick reply, I'm going to try it out soon and edit this post afterwards to report how it went (wonderful, wonderful editor, btw, I've been using it quite a bit lately).

Edit: I'm sorry, but I am still unable to alter the animation data itself in any meaningful way, nor where the game pulls said data from for a given item (such as getting the routine to point to the code another staff uses). The only functions in the animation editor that do anything are the trash can icon, which removes the highlighted line of code, and the double up/double down icons, which shift a preexisting line in the given direction, causing 'NOOP's to appear in order to refill the space held by the original block of code so that they match. I cannot replace deleted lines or save anything else done in the editor; the right sidebar makes it seem like you can change minor parameters, but these cannot be saved.

It might be easier to just find the data where each weapon is assigned the pointer for their animation data (as I can just copy the one for a staff and paste it onto the lucky Hammer); is that data available somewhere?

giangurgolo
Posted on 04-18-12 10:21 PM Link | Quote | ID: 150721


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You must click "APPLY" once you've made any changes in the "CURRENT COMMAND PROPERTIES" window on the right. If modifying the raw hex below, you must click the check button. Replacing commands must be done by changing the first value in the raw hex editor below. A list of commands can be found in the docs_ani-code.txt file in the archive on my homepage.

TyrantTanuki
Posted on 04-19-12 08:25 AM (rev. 2 of 04-23-12 01:28 AM) Link | Quote | ID: 150724

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Thanks for being patient with me, I'll go ahead and read these first before continuing.

EDIT: Yay, got the staff working! Now I have some new questions, these regarding ally spells (thinking of different ways to alter Mallow's specials).

The first thing I was wondering about was changing the timing/'power-up' function of said spells. The main spell I would like to change for this is Mallow's Snowy special (have you push Y repeatedly instead of rotate the Control Pad). If this is not possible (at least within Lazy Shell) that's fine, this is mostly out of curiosity more than anything else. I altered Star Rain to be able to land as many times as Mario's Super/Ultra Jump specials since they have the same 'power-up' function; the damage for the former was ludicrously high, got a laugh out of that.

Second thing I wanted to ask about was Geno Whirl. Exactly where is the code that controls its damage output when timed properly? I looked in the animation data and could see how the game calculates the graphics of the spell when timed vs. untimed, but I'm not sure where to look for its unique damage function. Strangely, it doesn't have the '9999 Damage/Heal' or 'Check for Mortality Protection' bits set in the Attack editor, so that's why I was confused. I was thinking about having Mallow's Shocker spell act in a similar fashion.

Next was Mallow's HP Rain special and making it multi-target. Now, changing the targeting itself to 'all allies' is trivial, but of course the graphics won't match up. I was hoping to rewrite the animation script so that, instead of a single cloud sprite moving towards the target, the spell would simply make the sprite/bg/fg layers appear directly over each ally's head. However, I am unsure what code is used to detect the presence of allies (for example, I don't want three clouds showing up when it's just Mario and Mallow in the party); also, I am afraid these script alterations might change the size of the data the special takes up in memory, so I might have to re-point it. I guess what I'm asking is if anyone's done something similar (particularly with this spell) that would be willing to provide some guidance.

Last question is in regards to Mallow's Psychopath special. I hate this thing; it's nigh useless and it's not even weather-related. The main thing I wanted to do to it was alter the graphics and sound so that instead of spotlights, question cloud, and a drumroll (a mask effect), they would be actual sprites/action effects and a more weather-y sound (an example would be Electroshock/Ice Rock's sprites and Blizzard's sound effect). The animation paths would remain the same. Then, I wanted to have the spell actually do something useful...but I'm having a hard time coming up with something relevant. Stat downs do not work on enemies, so that's out; any ideas, or things I need to know before trying to remodel this stupid special?

Main - Super Mario RPG Hacking - Weapon Animation/Treasure Content Questions (LS v 3.9.2) New thread | New reply

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