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TyrantTanuki
Posted on 04-17-12 02:43 PM, in Weapon Animation/Treasure Content Questions (LS v 3.9.2) (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).


TyrantTanuki
Posted on 04-17-12 11:52 PM, in Weapon Animation/Treasure Content Questions (LS v 3.9.2) (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?

TyrantTanuki
Posted on 04-19-12 08:25 AM, in Weapon Animation/Treasure Content Questions (LS v 3.9.2) (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?

TyrantTanuki
Posted on 05-05-12 05:35 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 150807

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I had a question about the Sprite Editor: is it supposed to prompt a save even if you haven't changed anything?

All I did after loading a clean ROM and opening the Sprite Editor was change the selection in the upper left corner from Amanita to Goby, then attempt to close back out. This prompted a "Sprites have not been saved...do you want to save the changes?" message, even though I didn't actually change anything.

Opening the Sprite Editor, remaining on the Goby's page and not making a switch back to Amanita (the Editor remembered the last page I was looking at even without saving, pretty sure that's expected behavior), and then closing it did not prompt the save window.

I mainly ask this because certain Sprites on my ROM always seem to glitch after using the Sprite Editor no matter what I actually changed if I happen to select "Yes" to the save prompt. These are as follows:

*Dodo (the version in the Valentina fight), sequence 4 animation (all instances).
*Smithy (1st form), sequence 6 animation (all instances).
*Smithy's Hammer, sequence 2 animation (all instances).
*Hangin' Shy, sequence 2 animation (all instances).

Checksum before saving anything: 0x3bb4 (OK)
Checksum after performing a small test by saving from the Sprite Editor without actually changing -anything- in the ROM intentionally, via that Editor or elsewhere in Lazy Shell: 0x9B06 (FAIL).

Any ideas what might be causing this? If you need more specifics I'll try to provide them, I really want to use the Sprite Editor to create some additional monsters as it's otherwise extremely effective.

TyrantTanuki
Posted on 05-05-12 09:52 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 2 of 05-07-12 10:49 PM) Link | Quote | ID: 150816

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Ah, excellent @ the update, really looking forward to it. Also thank you for elaborating on the checksum and the save prompts, I was worried maybe I'd done something incorrectly.

Actually, my specific experience with Dodo was as you described, as well as the portion of the battle with Valentine where, after you defeat her, Dodo attempts to fly off the ground before successfully taking off and perching atop her head. Instead of the normal sequence, what plays is his 'taking damage' animation in rapid succession, making it look like he's having a neck spasm as his beak constantly retracts backwards.

The Hangin' Shy sprite simply flickers instead of the string waving about like it's supposed to, and Smithy/Smithy's Hammer glitches up badly enough I'm surprised the game doesn't freeze (misplaced tiles, palette, and animation errors).

EDIT: I guess as an aside, when were you planning to release the update?

TyrantTanuki
Posted on 05-18-12 07:59 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 150941

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Thanks for the update, really looking forward to it all the same. Been putting off some ROM edits for the new release.

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