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KP9000
Posted on 08-17-08 09:49 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 89074


Boomboom

Level: 90

Posts: 381/1975
EXP: 6937858
Next: 250751

Since: 02-19-07

Last post: 3552 days
Last view: 3176 days


Here's an example of how to make a new enemy in Lazy Shell.

If you can't handle the heat...

This guide has visual aids to help along the way, just click on the links for further insight.

First, you have to decide what enemy you want to make. I want to make a Fire Goomba, so from there I'm going to have to use a dummy monster. I'll start in the stats editor.

"Stats Editor"

You can see I've chosen a monster that won't be used in game (mosters with no name) and will be safe to use from here on out. This is #242, a Croco dummy. You can see all the different fields and flags you can fiddle with for this monster. I'm going to rename this monster "Fire Goomba" and change its stats to where I want them.

"Monster with desired stats"

Please note that the monsters with no names are actually filled with spaces instead of nothing, so you won't be able to add anything until you delete those spaces. Also, know what spells and effects you are going to give your monster when considering statistics.

After you've got what you want, we need to give the goomba an image. Right now, it's set at Croco's image, and will animate like Croco in game. To change it, we need to use another editor. First, save your changes (File -> Save Stats; or Ctrl+S), then close out the Stats Editor. Now, open up the Sprites Editor.

"Sprites Editor"

Now, with the sprites editor open, you'll need to choose the monster you were working on. Since this editor refers to the monster in hex, #242 equals $F2 in hex. To get its actual number, add $100 to that, and you end up with $1F2. This is your monster number. Write it down. Note that all monsters are between $100 and $1FF.

Next, since you want it to look like a goomba, you'll need to get its graphic information. The goomba's number is $106. The information you need is the following:

-Image (5)
-Animation (7)
-Offset (283140)

"Write These Down"

Now that you have this information, go to the monster that you want to change. I've opened up our monster, $1F2. Plug in the information that you wrote down. Viola! You have a Goomba!

Now, you're probably going to want to change your palette, so you need to find an empty one. Browse the palettes with the "IMAGE PALETTE" window, but change it back to its original palette when you're done, because you don't want to change the default palette that all goombas use. Find a palette that is all black. Note, you can only go a maximum of 7 slots down. Once you find one, (Mine's 29) calculate the difference (29 - 22 = 7) and write it down if you need to. You can now make your palette. Once you make your palette, Go back to the original palette and put the number you wrote down in "PALETTE +". Note that the "Gu Goomba" sprite uses a "1" as a value here, so it will use the palette one slot down from its default. This is why you have to keep the default the same, or anything that uses the default will change too.

"Finished Palettes"

Now, this goomba will animate the same as a normal goomba, but will have a different palette! Now, you need to change how it acts in battle. So, on to the next step! Save your changes in the menu bar and close out this editor. Open up the Scripts Editor. Click on the "Battle Scripts" button to the very left and choose your monster from the list. It should be labeled what you named it earlier, mine's "Fire Goomba". If you can't find it, you can go by the monster number. Mine is #242.

"Scripts Editor"

This next part is entirely up to you. This editor is pretty much self-explanatory. To insert a command, choose one under "BATTLE COMMANDS", edit it the way you want it in the "CURRENT COMMAND PROPERTIES" window, then hit "INSERT COMMAND". To edit one, double-click one under the main script tree, change it how you want in the "CURRENT COMMAND PROPERTIES" window, then hit "APPLY CHANGES".

"Finished Script"

Once you are done with your script, save and close the editor. You're almost finished! Now all you have to do left is tell the game where this monster will appear. Open up the Stats Editor again. This time, click on the "FORMATIONS" button to the very left.

"Formations"

We're going to focus on the top part of the window. Change the formation to #13 (or whatever you want your monster to appear in) and you'll see a preview of how it looks in battle. You can drag your monsters in the preview window to move them, or you can just set them using the value fields themselves. Change one of them to the Fire Goomba (or your new monster) and make sure it's checked "USE"... otherwise, it will just be ignored. Of course, you can just add the monster (as opposed to replacing it, like I just stated) by adjusting its X/Y position, checking the "USE" flag, and setting the monster.

"Done!"

Now that you're totally finished, save your changes and close out the editor. Now, this next step is a crucial step, so don't forget to do this. In the main window of Lazy Shell, go to "File --> Save Rom". Since all you've been doing up to this point is saving to an *image* of the rom, just closing out the editor won't save changes to the actual rom you opened. Following this last crucial step saves all the changes you made in this guide so far to the actual ROM.

Below, I've included the IPS patch of my finished product, the Fire Goomba. You can see it when you encounter a group of three goombas in Mushroom Way. Have fun, and don't get burned!

smrpg_tut_fg.ips (213.5K)

____________________

KP9000
Posted on 08-17-08 11:28 PM, in board2 Town Square: Typos leave me bothered (rev. 2 of 08-17-08 11:29 PM) Link | Quote | ID: 89085


Boomboom

Level: 90

Posts: 382/1975
EXP: 6937858
Next: 250751

Since: 02-19-07

Last post: 3552 days
Last view: 3176 days


Make sure you don't use one that's been sitting in the bottom of the sink... that's pretty nasty. It'll make your keyboard smell like an old cup of pussy juice...

____________________

KP9000
Posted on 08-17-08 11:32 PM, in New Enemy Creation Guide! (rev. 2 of 01-28-09 07:32 PM) Link | Quote | ID: 89086


Boomboom

Level: 90

Posts: 383/1975
EXP: 6937858
Next: 250751

Since: 02-19-07

Last post: 3552 days
Last view: 3176 days


Here's an example of how to make a new enemy in Lazy Shell.

If you can't handle the heat...

This guide has visual aids to help along the way, just click on the links for further insight.

First, you have to decide what enemy you want to make. I want to make a Fire Goomba, so from there I'm going to have to use a dummy monster. I'll start in the stats editor.

"Stats Editor"

You can see I've chosen a monster that won't be used in game (mosters with no name) and will be safe to use from here on out. This is #242, a Croco dummy. You can see all the different fields and flags you can fiddle with for this monster. I'm going to rename this monster "Fire Goomba" and change its stats to where I want them.

"Monster with desired stats"

Please note that the monsters with no names are actually filled with spaces instead of nothing, so you won't be able to add anything until you delete those spaces. Also, know what spells and effects you are going to give your monster when considering statistics.

After you've got what you want, we need to give the goomba an image. Right now, it's set at Croco's image, and will animate like Croco in game. To change it, we need to use another editor. First, save your changes (File -> Save Stats; or Ctrl+S), then close out the Stats Editor. Now, open up the Sprites Editor.

"Sprites Editor"

Now, with the sprites editor open, you'll need to choose the monster you were working on. Since this editor refers to the monster in hex, #242 equals $F2 in hex. To get its actual number, add $100 to that, and you end up with $1F2. This is your monster number. Write it down. Note that all monsters are between $100 and $1FF.

Next, since you want it to look like a goomba, you'll need to get its graphic information. The goomba's number is $106. The information you need is the following:

-Image (5)
-Animation (7)
-Offset (283140)

"Write These Down"

Now that you have this information, go to the monster that you want to change. I've opened up our monster, $1F2. Plug in the information that you wrote down. Viola! You have a Goomba!

Now, you're probably going to want to change your palette, so you need to find an empty one. Browse the palettes with the "IMAGE PALETTE" window, but change it back to its original palette when you're done, because you don't want to change the default palette that all goombas use. Find a palette that is all black. Note, you can only go a maximum of 7 slots down. Once you find one, (Mine's 29) calculate the difference (29 - 22 = 7) and write it down if you need to. You can now make your palette. Once you make your palette, Go back to the original palette and put the number you wrote down in "PALETTE +". Note that the "Gu Goomba" sprite uses a "1" as a value here, so it will use the palette one slot down from its default. This is why you have to keep the default the same, or anything that uses the default will change too.

"Finished Palettes"

Now, this goomba will animate the same as a normal goomba, but will have a different palette! Now, you need to change how it acts in battle. So, on to the next step! Save your changes in the menu bar and close out this editor. Open up the Scripts Editor. Click on the "Battle Scripts" button to the very left and choose your monster from the list. It should be labeled what you named it earlier, mine's "Fire Goomba". If you can't find it, you can go by the monster number. Mine is #242.

"Scripts Editor"

This next part is entirely up to you. This editor is pretty much self-explanatory. To insert a command, choose one under "BATTLE COMMANDS", edit it the way you want it in the "CURRENT COMMAND PROPERTIES" window, then hit "INSERT COMMAND". To edit one, double-click one under the main script tree, change it how you want in the "CURRENT COMMAND PROPERTIES" window, then hit "APPLY CHANGES".


[NOTE] For a more (much more) detailed explanation on Battle Scripting, please check out this thread:
http://acmlm.kafuka.org/board/thread.php?id=4592


"Finished Script"

Once you are done with your script, save and close the editor. You're almost finished! Now all you have to do left is tell the game where this monster will appear. Open up the Stats Editor again. This time, click on the "FORMATIONS" button to the very left.

"Formations"

We're going to focus on the top part of the window. Change the formation to #13 (or whatever you want your monster to appear in) and you'll see a preview of how it looks in battle. You can drag your monsters in the preview window to move them, or you can just set them using the value fields themselves. Change one of them to the Fire Goomba (or your new monster) and make sure it's checked "USE"... otherwise, it will just be ignored. Of course, you can just add the monster (as opposed to replacing it, like I just stated) by adjusting its X/Y position, checking the "USE" flag, and setting the monster.

"Done!"

Now that you're totally finished, save your changes and close out the editor. Now, this next step is a crucial step, so don't forget to do this. In the main window of Lazy Shell, go to "File --> Save Rom". Since all you've been doing up to this point is saving to an *image* of the rom, just closing out the editor won't save changes to the actual rom you opened. Following this last crucial step saves all the changes you made in this guide so far to the actual ROM.

Below, I've included the IPS patch of my finished product, the Fire Goomba. You can see it when you encounter a group of three goombas in Mushroom Way. Have fun, and don't get burned!

smrpg_tut_fg.ips (213.5K)

____________________

KP9000
Posted on 08-18-08 02:18 AM, in board2 Town Square: Typos leave me bothered Link | Quote | ID: 89088


Boomboom

Level: 90

Posts: 384/1975
EXP: 6937858
Next: 250751

Since: 02-19-07

Last post: 3552 days
Last view: 3176 days


I'm scared to think what's underneath my laptop keyboard. I've had this thing for 3 years, and it's been in near constant use since I bought it. Maybe an elephant...

____________________

KP9000
Posted on 08-18-08 02:38 AM, in board2 Town Square: Typos leave me bothered Link | Quote | ID: 89090


Boomboom

Level: 90

Posts: 385/1975
EXP: 6937858
Next: 250751

Since: 02-19-07

Last post: 3552 days
Last view: 3176 days


I should look up a guide on my particular model of laptop and try to remove it, so I can show you all what is in here...

____________________

KP9000
Posted on 08-18-08 02:41 AM, in board2 Town Square: Typos leave me bothered Link | Quote | ID: 89092


Boomboom

Level: 90

Posts: 386/1975
EXP: 6937858
Next: 250751

Since: 02-19-07

Last post: 3552 days
Last view: 3176 days


Well, someone ought to get the government here pretty damn quick, because it's about to happen....

____________________

KP9000
Posted on 08-18-08 02:36 PM, in board2 Town Square: Typos leave me bothered Link | Quote | ID: 89116


Boomboom

Level: 90

Posts: 387/1975
EXP: 6937858
Next: 250751

Since: 02-19-07

Last post: 3552 days
Last view: 3176 days


Well, I just spent 8 hours cleaning it... exactly the way you just specified. I removed every key, and for a laptop, that sucked ass. It wasn't as dirty as I thought it was, but I did find a lot of shit down there.

____________________

KP9000
Posted on 08-19-08 12:28 AM, in Lazy Shell - Super Mario RPG Editor (rev. 2 of 08-19-08 12:41 AM) Link | Quote | ID: 89148


Boomboom

Level: 90

Posts: 389/1975
EXP: 6937858
Next: 250751

Since: 02-19-07

Last post: 3552 days
Last view: 3176 days


Posted by feeldawrath
can you change where an exit leads out to? so you go from mario's pad to nimbus land or something? or do you have to edit the original exit only?
Congratulations on being the first SMRPG Lazy Shell n00b.
I think a sticky thread should be made stating what can be edited. (Actually, stating what can't be edited would probably be easier.)
Posted by Omega45889
What do you guys think about maybe KP9000 doing a series of these tutorial's covering topics like Scripting, Sprite Editing, and Level Editing? I personally am very happy with the quality and depth of the New Monster tutorial (which sorta covers Stats, Sprites, and Scripts all briefly)?

While the help files are quite in-depth, they are not as interesting as tutorials. Tutorials would probably complement the help files nicely too.

In fact, KP, I know we had some other plans in mind, but if your willing to create them, im sure that Giangurgolo and myself would be happy to embed them in the Lazy Shell package. Let me know.

Everyone else, its tough to say without access to Lazy Shell, but whats your opinions on the tutorial(s)?
I'll do my best, I only knew what I wrote my guide about, but I'm sure that in time I'll know this thing like the back of my hand. Eventually I'd like to get many more guides up. I wonder if we could put up a wiki?

____________________

KP9000
Posted on 08-21-08 06:38 AM, in Red Falcon, Contra editor (Formerly "Contra hacks...") Link | Quote | ID: 89250


Boomboom

Level: 90

Posts: 391/1975
EXP: 6937858
Next: 250751

Since: 02-19-07

Last post: 3552 days
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Should have been done from the start of development, but renamed the thread to accommodate its content.

This truly is awesome.

____________________

KP9000
Posted on 08-24-08 08:46 PM, in board2 Town Square: Typos leave me bothered Link | Quote | ID: 89393


Boomboom

Level: 90

Posts: 392/1975
EXP: 6937858
Next: 250751

Since: 02-19-07

Last post: 3552 days
Last view: 3176 days


Posted by Grey Mario
chkdsk ate my cookies.txt
Careful, chkdsk might steal some cake from GLaDOS...

____________________

KP9000
Posted on 08-26-08 02:02 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 89458


Boomboom

Level: 90

Posts: 393/1975
EXP: 6937858
Next: 250751

Since: 02-19-07

Last post: 3552 days
Last view: 3176 days


Yeah, it was inspired by days of throwing shit around due to lack of clarity (understatement of the year, folks) in PSP modding guides. I never want people to feel so fucking frustrated reading guides, so I made sure things were clear and easy to read. Thanks, I appreciate it. I actually made it on a whim, and it turned out to be this huge thing going on.

Also, none of you caught that extremely minor easter egg in there...

____________________

KP9000
Posted on 08-26-08 02:12 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 89461


Boomboom

Level: 90

Posts: 394/1975
EXP: 6937858
Next: 250751

Since: 02-19-07

Last post: 3552 days
Last view: 3176 days


Did you even READ the guide?

http://img.photobucket.com/albums/v409/KP9000/smrpg_tut2.png <--- no, it isn't the easter egg.

____________________

KP9000
Posted on 08-26-08 04:35 AM, in board2 Town Square: Typos leave me bothered Link | Quote | ID: 89463


Boomboom

Level: 90

Posts: 395/1975
EXP: 6937858
Next: 250751

Since: 02-19-07

Last post: 3552 days
Last view: 3176 days


That just screams bloody n00b murder. A week with that I may just get n00bicidal.

____________________

KP9000
Posted on 08-26-08 06:39 AM, in Debt and Equity (rev. 2 of 08-26-08 06:40 AM) Link | Quote | ID: 89471


Boomboom

Level: 90

Posts: 396/1975
EXP: 6937858
Next: 250751

Since: 02-19-07

Last post: 3552 days
Last view: 3176 days


They say that "95% of the nation's money is in 5% of the nation's population". Which is bullshit, because at 5 percent, one out of 20 people are rich. My ass. In reality, when it comes down to it, in this great fucking country of Almighty America, 20% of the money is in .001 percent of the nation's population the rest is in the government's pocket.

Though, I digress. Debts are directional. If Bob lends $20 to Jerry, then Tom isn't going to pay Bob his money back. It has to be Jerry, unless there is an agreement between the three that Tom will pay Bob the money back. In this case, the money is not paid back but the equity is only transferred. But, Bob gets his money back, and Tom loses some, and has to wait for Jerry to pay him back.

That's also a contributing factor. If anyone could pay off anyone else's debts, somebody's getting fucked.

____________________

KP9000
Posted on 08-26-08 09:03 PM, in Okay, I admit it. Link | Quote | ID: 89510


Boomboom

Level: 90

Posts: 397/1975
EXP: 6937858
Next: 250751

Since: 02-19-07

Last post: 3552 days
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lol spatula

____________________

KP9000
Posted on 08-27-08 03:34 PM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 89550


Boomboom

Level: 90

Posts: 398/1975
EXP: 6937858
Next: 250751

Since: 02-19-07

Last post: 3552 days
Last view: 3176 days


Alright, this is ridiculous. Do not fucking post if you don't have anything to contribute to the thread, or otherwise have nothing more to post than a half-line opinion... This is a known rule, and Levesque, you seem to break it constantly.

Anyway, I'm going to start another guide soon, though I don't know what I should to tackle next. Perhaps a new room? Heh, I'm gonna have to adjust my normal way of editing, since everything I've been doing as of late is 2D. I'm going to need to change my way of thinking!

____________________

KP9000
Posted on 08-27-08 11:57 PM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 89567


Boomboom

Level: 90

Posts: 399/1975
EXP: 6937858
Next: 250751

Since: 02-19-07

Last post: 3552 days
Last view: 3176 days


I believe it should *be* hard to make it, since if it would be made easy, people would be making hacks that take 2 and a half fucking hours to get through. The way the editor is set up now is as best as its going to get and will take some effort to make. However, it doesn't take much thought to make one... after you are finished with the first layer, do a PrtScrn and use the first layer for reference and do it for each layer until you are finished.
Posted by Metal Knuckles
If I may, perhaps you can create a tutorial on implementing custom art into animation frames for a sprite? Seems simple once you have knowledge of TLP and whatnot, but the implementation process for animation seems a bit foggy.
Well, it seems that you'd have to make your own set of animations, put them into a graphics sheet, then assemble TSA, then make your molds, then your sequences. It's a lengthy process, but it's worth it. Complete custom sprites, fuck yeah!
Posted by Metal Knuckles
Also, are you going to be against other people contributing tutorials as well, and maybe amassing them all into one collective document? Given that they pass for helpfulness and overall quality, of course.
Well, I don't know who you are referring to, but I sure as hell don't mind, because I'm so far the only one making tutorials. You'd have to ask one of the main dudes though... You'd also have to make the tutorials very readable and simply worded; as is the purpose of a guide.

____________________

KP9000
Posted on 08-28-08 06:43 AM, in Notice. Link | Quote | ID: 89580


Boomboom

Level: 90

Posts: 400/1975
EXP: 6937858
Next: 250751

Since: 02-19-07

Last post: 3552 days
Last view: 3176 days


He's referring to the apparent dumbassery of people using spatula as an excuse to attack people/websites etc.. Not as if we needed an explanation.

"Why?"

"BECAUSE TITTY SAID SO!"

____________________

KP9000
Posted on 08-30-08 08:38 PM, in Debt and Equity (rev. 2 of 08-30-08 08:39 PM) Link | Quote | ID: 89656


Boomboom

Level: 90

Posts: 401/1975
EXP: 6937858
Next: 250751

Since: 02-19-07

Last post: 3552 days
Last view: 3176 days


The money stays at the bank in precious metal, coin, or paper form. All the electronic part of it does is tell you how much you have, and makes it easier to transfer money.

EDIT: Also gives the bank a good way to charge you for every fucking little thing.

____________________

KP9000
Posted on 08-30-08 08:47 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 08-30-08 08:48 PM) Link | Quote | ID: 89658


Boomboom

Level: 90

Posts: 402/1975
EXP: 6937858
Next: 250751

Since: 02-19-07

Last post: 3552 days
Last view: 3176 days


Posted by Kawa
Laser chicken, perhaps?

Also this:
IMAGE
Ominous, innit?
This is awesome. Sort of reminds me of Star Trek... you know, warp core type thing...

____________________
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Main - Posts by KP9000

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