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Main - Super Mario RPG Hacking - Some (More) Lazy Shell Questions New thread | New reply


Purple_Poison
Posted on 06-15-16 10:02 PM Link | Quote | ID: 163336


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Hey everyone! I have a few more questions.

(1) Where/What is the event that controls the Grate Guy/Knife Guy fight from happening as soon as you exit Booster Tower onto the Balcony? I've searched the area before and the area itself but none of the events seem to link to start that fight. I want to change it to another battle. Unless it would be simple as to just change the formation? If so, see Question #2

(2) If I change the formation of Grate Guy/Knife Guy to the monster I want to battle the party instead...will the command "Mario and party run off of balcony after Knife Guy & Grate Guy fight" still work or no?

(3) Is there any way via Lazy Shell to make an equipment item raise a stat past 127 or is that the hard limit? Would I have to use a hex editor?

(4) I'm assuming all "spare" items are able to be edited freely except the one that says "throw away unwanted items" because that would mess with the trash can, I think.

(5) I tried to edit a spell, Crusher, and uploaded a new animation and everything but for some reason the animation is happening above the monster's head instead of on/under them. Is there a way to fix this?

(6) Are any of the dummy items safe to work with or no?

(7) Is there any way, via lazy shell, to give the party members more spells/abilities or am I limited to the amount of abilities in Vanilla?

(8) Are items like Coin Trick, Scrooge Ring, etc. hardcoded and I'd need to use a hex editor to give another item those properties / if I change Scrooge Ring to say, Happy Ring that is just meant to null Fire, it would also have the cut FP use in half property?

Rashama Izouki
Posted on 06-16-16 05:38 PM Link | Quote | ID: 163340


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Hello i dont know all of them but the ones i know

1. it is a animation played before the boss fight so you have to edit it there

2. it will no longer work due to Grate Guy/ Knife Guy having a counter when equals 2 a animation is played

3. if you cant change it in the item menu past that sounds like you have to hex edit it

4. i am not entirely sure but my opinion i wouldn't mess with them unless you know what may change

5 u have to edit the sprite itself or the cords in the attack script

6 some of them work

7. as for spells i think the ones with the stars are party member use only as for the other spells i think you cant use them for a party member but i may be wrong on this

8. I would say hex since theres no option to do so on the item menu

Yakibomb
Posted on 06-16-16 09:00 PM Link | Quote | ID: 163342


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Yo, Rashama Izouki answered most of them, but I want to help too!

(3) Nope, it's a hard limit. It's capped to allow a range from -127, 0, and +127, which equals 255/hex FF (255/FF is the max hex value one byte holds).

(4) Yes, I think that's right (look at me, I don't even know )

(5) Edit the coordinates in the Animations editor.

(6) The ones that say "This item cannot have a description" are not safe to use. If you want to know what you're editing, go into the Animations editor and look at the Items dropdown menu. That includes Dummy/Special items, these are all safe to edit. (You CAN use the ones that don't allow descriptions, but it just looks messy and unpolished)

(7) No, you are not limited to the amount of abilities a party member can have. You are however, limited to a max of 32 spells (including the last 5 dummy ones) a party member can use. You can have them hold all 32 spells, if you want.

(8) They are hardcoded. You'd need to hex edit them to delete some bytes to forgo the Scrooge Ring/Coin Trick check, but it's completely doable.

I'm offering my services as a SMRPG hack helper, so if you're interested please contact me here or PM me on SMWCentral.net and I'll try my best to assist your hacking prowess!

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Purple_Poison
Posted on 06-17-16 07:55 PM Link | Quote | ID: 163352


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Thank you guys for responding!

I have a few more questions based on your responses! :X Sorry in advance!

To Yakibomb:


(1) The 5 dummy spells that you can edit...which ones are they? All the dummy spells seem to have the "this spell cannot have a description" thing which I believe you said in another comment means they shouldn't be touched. Without the 5 extra ones there's only 27 spells you can play with it seems.

(2) Edit the coordinates in the animation editor. I'm assuming this is just trial and error more than anything? Like there's no magic number? Haha.


To Rashama:


(1) So if that will no longer work...is there a way to make it work, with say...Jinx? Like if I wanted to have Jinx jump the party after Mario exits Booster's Tower onto the balcony because he's a new recurring boss guy...how would I make that work without glitching? Because the Mario jump off the tower after Grate Guy/Knife Guy fight will no longer work.

Rashama Izouki
Posted on 06-18-16 06:15 PM Link | Quote | ID: 163359


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The Grate/Knife Guy uses Battle event 17 as a introduction and battle event 20 when both are defeated and checks if only one is alive so editing the end all you have to do is use battle event 20 manually remove Jinx after his Hp reaches 0 to get the event for the party to jump off the Balcony. As for the Introduction, battle event 17 is set up for 2 monsters to appear and uses set sprites to get the two into proper animation motion so you have to edit this event for only one (if thats what you want) to appear for the monster.

Purple_Poison
Posted on 06-19-16 05:43 AM Link | Quote | ID: 163365


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Posted by Rashama Izouki
The Grate/Knife Guy uses Battle event 17 as a introduction and battle event 20 when both are defeated and checks if only one is alive so editing the end all you have to do is use battle event 20 manually remove Jinx after his Hp reaches 0 to get the event for the party to jump off the Balcony. As for the Introduction, battle event 17 is set up for 2 monsters to appear and uses set sprites to get the two into proper animation motion so you have to edit this event for only one (if thats what you want) to appear for the monster.



Ahh alright. Thank you for that information.

I think this is my last question (though I apologize if it isn't) is there any kind of way to determine what items will show up in the "Special Item" area or are these hardcoded/need to be hex edited?

Rashama Izouki
Posted on 06-19-16 01:42 PM Link | Quote | ID: 163367


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It is hardcoded and need to be hex edited cause if you look at the RareFrogCoin what is a special item on the Lazy shell item tab you see it is 0 coins and not useable in any way possible everything being unchecked

Purple_Poison
Posted on 06-20-16 09:17 PM Link | Quote | ID: 163387


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So I was trying to make a new exit for an area and I thought I succeeded until Mario couldn't go there...because of solidarity or something like that?

So I took a few solidarity blocks (the red ones) from where they were and moved them around to where the new exit was and then all of a sudden the WHOLE area...broke? Like there were random places Mario couldn't walk on he had to jump past, a few exits didn't work and Mario could walk into oblivion, etc.

What happened? X.x

And also...how do you CREATE solidarity blocks like add some? Because I didnt' see a place to do that.

Rashama Izouki
Posted on 06-21-16 12:50 PM Link | Quote | ID: 163390


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Ok this one is a misunderstanding the red are unpassable the gray and clear are the passable solidarity blocks. To make passable blocks the solid quadrants must be true other Mario cannot pass this block at the same level. you always want a res boarder around the map otherwise Mario can go into areas he shouldn't be going into but you can do this if you want to make a secret area (like the one leading to the shy away that gives you the fertilizer)

Purple_Poison
Posted on 06-21-16 09:10 PM Link | Quote | ID: 163391


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And not doing so would cause all other levels to mess up? Like I was editing Mushroom Way and there were weird movement issues in Marrymore after I edited it, for example.

Rashama Izouki
Posted on 06-22-16 01:36 PM Link | Quote | ID: 163392


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this is because the same tile you edited appeared in marrymore. It's a lot better if you change out the tiles instead of changing the tile themselfs.

Purple_Poison
Posted on 06-22-16 09:54 PM Link | Quote | ID: 163394


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Ahh. So...how would I fix this? Like I'm writing over the blue background tiles with the red can't move through tiles. Do I delete the blue and then put the red tiles down?

Rashama Izouki
Posted on 06-22-16 11:52 PM Link | Quote | ID: 163395


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if you can post a screen shot it would help a lot
but until you can heres a simple rule on tiles
red you cant pass
gray and clear you can (im guessing the blues as well)
clear you can as well
always keep a red boarder around the map to make it feel more real
make sure to use taller tiles if the map goes upward in any way

Purple_Poison
Posted on 06-23-16 06:21 AM Link | Quote | ID: 163396


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Okay...

I solved that problem but encountered another >.>

I'll post screenshots for this issue.

So I managed to make the map work. Funny enough, it was my exits that was making the whole world act wonky because apparently if you have two areas which both exit to the same area, it'll break the world.

Besides that, I finally managed to make a new area attached to Mushroom Way...however, the issue is NONE of my NPCs will show up (it seems like they're underground but I don't have the coords wrong and Show NPC IS active) and it seems to have messed up other events...I.E. The Hammer Brother is back at the end of Mushroom Way despite my save being at the end of the game and a few treasure chests are missing.

And I don't even want to mention what happened to Bandit's Way... (the area I ripped a section of land from to make the new attachment I.E. I took area 3, connected Area 2 --> 4 and then added Area 3 to Mushroom Way)

Anyway, Croco is appearing where he shouldn't, etc, but I feel like this can be fixed if I just make the event better.

Anyway, here's the screenshots for the Mushroom Way issue / NPCs not appearing:

http://imgur.com/a/TQ5T3

I don't know what I did wrong =/

Rashama Izouki
Posted on 06-23-16 03:36 PM Link | Quote | ID: 163397


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did you try changing the partiton to a different number? this tend to mess up sprites if not a good number otherwise the solidary is the only other problem i can think of

Yakibomb
Posted on 06-23-16 03:50 PM (rev. 2 of 06-23-16 03:54 PM) Link | Quote | ID: 163398


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Posted by Purple_Poison
Thank you guys for responding!

I have a few more questions based on your responses! :X Sorry in advance!

You're welcome. It's not an issue, it's my pleasure to help.

Posted by Purple_Poison
To Yakibomb:


(1) The 5 dummy spells that you can edit...which ones are they? All the dummy spells seem to have the "this spell cannot have a description" thing which I believe you said in another comment means they shouldn't be touched. Without the 5 extra ones there's only 27 spells you can play with it seems.

Well... It can actually be edited via hex editing, descriptions and animations included. The reason it wasn't included, I assume, is because things need to be shifted around for it to be read properly in the game.

The explanation: The pointers to these spell animation scripts are actually all laid out in the ROM, but there is no room for additional pointers, unless things are moved around a little. I can dabble into this so you may hear a fuller explanation, if you'd like.

Oh, and to your actual question! My mistake, they are spells 27, 28, 29, 30, and 31.

Posted by Purple_Poison
(2) Edit the coordinates in the animation editor. I'm assuming this is just trial and error more than anything? Like there's no magic number? Haha.

Nope nope, no magic number, sadly! It's best to use trial and error.


Edit:

On your most recent issue, it's due to the sprites not being set to priority 3. Change the Action #: to 12 for now, since it's a pretty widely used script.



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Purple_Poison
Posted on 06-24-16 12:17 AM Link | Quote | ID: 163399


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Alright I did as you said but now I step into the area (they're present) and the game just freezes...

I'm assuming I made a mistake with the script, I guess?

Here's the script itself and how they look:

http://imgur.com/a/PQMZ8

If it makes a difference I'm trying to repurpose the event for Grate Guy's Casino (to let you in) and instead make these guys let you pass if you have a certain item.


Rashama Izouki
Posted on 06-27-16 01:25 PM Link | Quote | ID: 163405


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What event # did you use? if you use the wrong one, you can cause a real disaster

Purple_Poison
Posted on 06-28-16 05:36 AM Link | Quote | ID: 163406


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Event # 2636 - the Grate Guy Casino door people.

Rashama Izouki
Posted on 06-28-16 07:47 AM Link | Quote | ID: 163407


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with my experience for event changing, I would change only the item part of the event and it should work also check the event to see if it does any huge change like to the map, npc, etc

Main - Super Mario RPG Hacking - Some (More) Lazy Shell Questions New thread | New reply

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