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| (Hack Thread) SMRPG: Title Pending |
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Forum Index - Non-SMW Hacking - Super Mario RPG - (Hack Thread) SMRPG: Title Pending |
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| Posted on 2011-07-11 11:02:04 PM |
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Okay, so this used to be a thread to ask questions, but now I'm making it my hack thread. Since it takes so long to make SMRPG maps, I don't really have any screenshots of notable progress yet...well, unless you want to see slightly modified rooms with only NPCs added. Well, might as well share the hack's basic story:
One day, two years after the events of SMRPG, Princess Peach gets kidnapped YET AGAIN (starts the same because I don't know how to change the intro cutscene...), so Mario goes to Bowser's Castle to save Peach. After an extended Bowser's Castle (I'm trying to add at the very least five minutes of gameplay to Bowser's Castle, so its still short, but has more to it than the original, hence all I have to show are slightly modified rooms.) Mario gets to the room Bowser and Peach are in. Bowser reveals his plan to create an alternate dimension for him to rule, and he's taking Peach to be his bride. Due to the extreme ammount of energy needed to create an alternate dimension, he "borrows" another that he assumes easy to conquer. While promptly bashing Bowser yet again, the machine explodes, and Mario, Peach, and Bowser are all flung to different parts of this new dimension. Can Mario save Peach and get back home?
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| Last edited on 2011-07-14 02:49:18 PM by DarkBones. |
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| Posted on 2011-07-12 06:17:50 PM |
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I don't want to begin guessing what might be wrong with versions 3.0 and up for you, so I'll ask this: What is the error message when you try to open the other editors? Please post it when you get the chance.
Anyway... About graphics editing, I'll give you a slightly updated copy of LS's author's tutorial back from v1.0. I edited it a little bit so it's kinda more relevant to v2.5:
Originally posted by giangurgoloDIALOGUE # - Each set of dialogue has its own index number. Changing this lets you scroll through all the indexes, along with all the dialogue attached to them.
The byte value of a character (or letter) can be entered by placing it between []. It will show accordingly in the preview.
The up/down arrow buttons at the right of the preview move between pages. Pages are created by using [3] or [4]. Hitting ENTER or RETURN or whatever the fuck key your fucked-up keyboard has will insert [1] which is a line break. Anything after a [0] or [6] will not be saved into the dialogue, since those both end it.
The AVAILABLE BYTES thing refers to the number of space left. Deleting characters creates more available bytes, typing in characters does the opposite.
When inputting a lot of spaces, notice that the AVAILABLE BYTES won't change as much. This is because they're auto-converted to [11][*].
TEXT VIEW- clicking these will insert byte values in []. The (A) means the same thing as 'wait for "A" input'.
Option - creates an option on the current line. Only 3 triangles in one page are possible. Put them at the beginning of the line.
On the right, there is a character/letter graphics editor. Hover your cursor over a letter to get that letter's number. You can put the number in [] to put in the character you want.
I don't understand the variable parts yet, sorry.
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| Last edited on 2011-07-12 06:22:11 PM by Yakibomb. |
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| Posted on 2011-07-12 10:44:35 PM |
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There's not usually an error message, its just that sometimes changes don't save, I switched back to 3.5 today, as 2.5 was corrupting the map for some reason. I guess the only real way to work on a hack is to use two versions of LS. Of course, its not like that would hinder me much. I also found out 3.5's interface is better, so I may just use that. Welp, once I learn event editing, I guess I'll make a short demo.
EDIT: Okay, anyone know how to make an NPC walk? Most of the things I seem to have trouble with are maps, events, and non-battle text. For some reason, attacks, formations, etc. are easy for me...
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| Last edited on 2011-07-12 11:13:15 PM by DarkBones. |
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| Posted on 2011-07-16 08:56:45 PM |
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There is definitely something weird that happens when switching from different versions of LS. I had a similar problem to you, but unfortunately I forgot how I fixed it. Try deleting all versions of LS and only use one, or maybe try removing the saved settings from LS? Try experimenting, make sure you aren't using other ROMs to save, other stuff.
To make an NPC move, you need to set the action # script. It is a sub-routine to make the NPC do actions on screen.
In all honesty, I don't know exactly how to create unique NPC movement like the original game. Or actually I think I can do it, but it's just that I'm afraid to edit them, because I don't want to screw over all the other scripts. That's why I just take the movement scripts from the original game's NPCs. Go around the game and pick an NPC, take their action script #, and put it on your own NPC. Also try experimenting with this.
Conveniently, a new SMRPG YouTube tutorial channel fired up yesterday. Check it out here. Heh, but there are no tutorials yet though.
I've been posting a bunch of tutorials for people. Check them out and see if you can find any use for these:
Event Script tutorial
Battle Scripting Tutorial
-> "Dummy" attacks and spells
New Enemy Creation Guide
Getting NPC's to Display Dialogue
Using Cirrus - The LazyShell Patch Server
Submitting a hack to Cirrus
How To Run Your Own Patch Server
Useful or important events list
Lazy Shell Tips
Some HDMA-Battle-Animation Information
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| Last edited on 2011-07-19 06:21:20 PM by Yakibomb. |
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| Posted on 2011-07-16 10:55:52 PM |
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Okay, thanks. Just one question, whats the easiest way to change enemy sprites? (I'm replacing a few enemies with custom sprites from MFGG, like Terrapins into Koopas) Other than that, I can start the first map.
Edit: Also, how do you add/remove event activators for maps? I'm not going to use the first Terrapin miniboss in favor of a different miniboss in another room
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| Last edited on 2011-07-16 11:02:07 PM by DarkBones. |
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| Posted on 2011-07-19 04:30:38 PM |
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Originally posted by DarkBonesOkay, thanks. Just one question, whats the easiest way to change enemy sprites? (I'm replacing a few enemies with custom sprites from MFGG, like Terrapins into Koopas) Other than that, I can start the first map.
MAKE A BACKUP ROM BEFORE YOU DO THIS, ITS VERY IMPORTANT THAT ANY OF YOUR WORK STAYS IN TACT. Because I know how it feels to lose all of that work by one thing.
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The easiest way would be to export the graphics to files that contains the enemy graphics (would be in Sprites editor.) There should be a button at the top of the Sprites editor that looks like a bunch of garbled pixels, with the pop-out text "BPP Graphics.", then once that dialouge comes up, they're split into 8x8 chunks, sometimes in whole graphics. You'll need to export these into either .png or .bin files. If you right click in the BPP graphics window, it will bring up a menu.
.PNGs will show up as normal images, and can be edited with paint or any photoshop clone. It's recommended to use a Photoshop clone (I use GIMP personally.) to edit your sprites.
.BINs can be opened with other graphic editing programs specifically for games. The one I always used in SMW Hacking is YY-CHR.
Either will work, although you may want to expirement with either to see what works best.
There's also an import them into the top left square of the BPP graphics. If you do it anywhere else, the editor will write the graphics exactly where you put them.
Then you'll have to assemble then yourself in the sprites editor, make sequences, and molds. Good luck~.
Originally posted by DarkBones
Edit: Also, how do you add/remove event activators for maps? I'm not going to use the first Terrapin miniboss in favor of a different miniboss in another room
In the LEVELS editor, the tab to the left labeled FIELDS should show you all of the event fields the level is using. To make them appear in the level editor themselves, there should be a green square under a Terrapin at the top, click that, and all of the event fields will be shown. Delete and add them how you please. EXIT fields are not the one you want to delete, EVENT ones are.
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| Posted on 2011-07-19 05:45:21 PM |
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Hey, today is your lucky day! (Or actually it was two days ago) The tutorial for how to make NPCs walk was uploaded two days ago, check it out!
Heed elementalpowerstar's Shadow Duplicate D's words, remember to backup your ROM before you do anything heavy duty, things can get ugly if you don't do it often.
For making custom enemy sprites, I'll try my best to explain it, but I'm warning you, it can get a little tedious. This is the way I do it:
I'm going to use a custom Spikey Snifit sprite in this tutorial.

Go into Lazy Shell, find the sprite you want to replace. I'm assuming that you can put it anywhere you'd like, as long as it isn't replacing something you want to use. I'm using sprite 939, a sprite that is used in the end credits.
1) If the monster you're importing doesn't have the palette in game, follow these next steps. If the palette is in game, skip to step 2.
You want to try to narrow the monster's palette down to 15 colors (including black/white), and put them in a straight line so you can easily select them.
Go into MS Paint, use the color picker tool and select a color. Once you have the color, go to "Edit Colors" on the very right of the toolbar. There, you can pick out the red, blue, and green color values. Write them down. Do this for all 15 palettes.
In Lazy Shell, begin to manually import the palette.
2) Once you get palette in, you need a 16x16 checkerboard to be able to fit the sprites properly in the ROM. It can be any four distinct colors, the colors need to have enough contrast that they don't interfere with each other or the sprite. Here is the checkered map I use:

When placing the sprites, try your best to use as little tiles as possible, it'll make inserting it in the game easier. Here is my example:

REMEMBER TO MAKE A BACKUP OF THIS IMAGE!
3) Now this next step is completely optional, as all you're doing is condensing the graphics enough so it doesn't screw up the other tiles surrounding the image you're inserting.
Lets get started. Use the select tool and place all the tiles next to each other horizontally, like so.

You can simply use the paint bucket to clean up colored squares. Or if you'd like to learn a new way to do the same thing, I'll teach you how to take out specific colors using the color tool and the eraser. (FYI, this is completely unrelated to the guide)
First, use the color tool and select the color you want to replace, and place it in the color 1 slot. Next, select background color as the color 2 slot. Select the eraser and press mouse 2 as you hover over the colors in the color 1 slot. Magically, color 2 turns into color 1! It can be good as a safeguard, in case there is a color you might miss changing when using other tools.
If this method is above too confusing, just use the paint bucket and finish the job.
The last thing you really need to do before putting it in the editor is finding the appropriate palette to set as the background color. The beauty of the editor is that it finds the closest color from the palette and changes it in the image you insert. Find a color that doesn't interfere with the border colors. A light shade or an uncommon color works fine.

4) Inserting your graphics. In Lazy Shell, go to the BPP Graphics for the sprite you want to replace. Right-click the graphics on the FIRST TILE, and a drop-down menu will appear. Select "Import".
Just to clarify, I said FIRST TILE because right now, there is a bug in LS that misplaces the image you insert if you place it on a tile that isn't the first.
Clean up the background color and TA-DA!

5) The last, most tedious part. Making the frames. Thankfully, the editor makes this process beyond easy. This step won't really apply to you, but it can be good if you want to make other custom sprites.
Open the image that I told you to back-up in step two. Use this as a guide for placing your tiles. Place this aside while we set up the editor for building the sprite.
In the editor, be on the sprite you'd like to replace. Look at the toolbar on the left of the main sprite viewer. Click the select tool, then click select all under it. Now, click the X button below those buttons. If you're a visual person, see below:

Voila, all the tiles are now gone! Now you have a clean slate to build.
On the right you'll see a bunch of parts of what looked like the sprite. These can be thought of as the building blocks for the sprite image. These are called tiles, and the smaller tiles that make up these tiles are called subtiles. These are the BPP graphics organized in 2x2 fashion to make up the sprite's frames.
If you click the corners of these 2x2 tiles, you can change their subtiles using the up and down arrows. To see which subtiles are which before you go crazy, open the the BPP graphics viewer (I recommend turning on the grid too). Hover your cursor over the each tile, you'll see their subtile number in the top-right corner.
Now that you sort of understand how that works, go back to the image with the sprite with the checkerboard behind it. Look at how the tiles are organized to make the complete sprite image. Remember that each tile is 2x2, try to organize it so you understand where each tile will go.
5) When that is all done, click on the 2x2 tile you want to draw. Use the pencil tool to draw it onto the sprite viewer. Don't worry about position, the important thing is making the sprite look how it should.
With enough effort and palette corrections, it could turn out like this!
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| Last edited on 2011-07-21 11:04:52 PM by Yakibomb. |
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| Posted on 2011-07-20 12:17:53 AM |
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I got up to the import part, but for some reason, when I import the graphics they become garbled. Do you know what would cause that? Also, thanks for the link to the NPC movement tutorial. I never would have thought to make a new action script.
EDIT: Well, I may try what Shadow Duplicate said and use a bin. That may work better for me...
EDIT2: Well it worked...but unfortunately the sprite is one tile too tall to fit in the space...so unless there's a way to make a sprite taller, or if there's another custom koopa sprite, I'm stuck using terrapins...
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| Last edited on 2011-07-20 09:06:22 AM by DarkBones. |
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| Posted on 2011-07-20 12:12:56 PM |
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Use the tilemap option instead of the single graphic.
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| Posted on 2011-07-20 06:15:02 PM |
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Originally posted by Yakibomb
Actually, using the tilemap worked, but that spritesheet is still useful incase I want to use classic koopas somewhere. Anyway, I spent about 5 minutes typing out plans and spoilers, but then I read you didn't want it spoiled. So I'll just say: I have a few more things to do (although it may take me a bit, because one of those things is two new maps, and I'm sure you know how long those take...) and then I actually have enough for a preview video. However, there is one very incomplete map, I could show it if you REALLY want some proof of progress, but its really not worth showing off yet, its basically a square so far, but the ground isn't even complete. I'd prefer to add decorations (or at least finish the ground and collision) before I show it.
Also thanks for your help, both Yakibomb and Shadow Duplicate D. You've helped me a lot so far on this, and I'll make sure your names are in the credits.
(Fakeedit: Actually, the reason the storyline is so vague is that I haven't planned details too far out of the first couple of levels. I wanted to leave a lot of room to work with.)
Realedit: I dunno what I did but I somehow corrupted something and the goomba sprites got real glitchy and their graphics were scattered everywhere (don't know a good way to describe it...)
...but I made a backup right before I did corrupt it. Yay! Not that it really matters as everything I've done so far can easily be exported and imported again, but still...
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| Last edited on 2011-07-21 08:36:28 PM by DarkBones. |
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