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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Has anyone even considered creating an editor for Mario RPG?
  
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giangurgolo
Posts: 41/42
There is now a complete documentation for all objects which includes the palette, mold, and uncompressed GFX offsets for every single object (1024 in total).

The area offset list is now complete, with all 512 areas identified and recorded. Included in the offsets are the exit fields, which have all been recorded as well.

The mode 7 graphics and tilemap offsets of Moleville Mountain can be found in the ROM offset list, which includes the physical field of two stages (the Mode 7 stages don't need a physical field since the tilemap IS the phys.field).

As usual, the entire collection is available here.
Omega45889
Posts: 322/335
giangurgolo, can i grab ur aim off of you? PM me, or just add me (d3tl4) if you dont want to post it here. Im going to need help with the data structures when writing the editor. Thx.
Mattrizzle
Posts: 44/75
I think that the unused forest background didn't look as messed up at one point. I mean look at it, you can clearly see windows and a beanstalk in it that aren't in the version that is used. The palette is the only thing that looks messed up.

But what is peculiar is that the Mushroom Castle appears twice in the list and there was originally a battlefield that took place outside of Bowser's Keep.
Skreename
Posts: 75/107
Those items are cool. The Rubber Shoes do make Super/Ultra jumps a lot easier to do... Managed the 100 Super Jump task with no difficulty at all.

The unused battle scene just looks like a glitched version of another one... I wouldn't put too much thought into it, although it would likely be space that one could easily put their own new background into.
HyperLamer
Posts: 6983/8210
Nope, no header here. I only equipped one item at a time.
giangurgolo
Posts: 40/42
The Rubber Shoes are supposed to load a 30 frame range between Super/Ultra Jumps thus making them remarkably easier to execute.

Make sure you're patching a headerless rom, although I doubt you weren't since I haven't heard of any that actually have headers, and you probably wouldn't have even been able play half the game without crashing/locking up.

Also make sure you're using the latest WIP of ZSNES.

I didn't have any problems you mentioned with Kero Sewers/Pipe Vault. Neither with Mario disappearing unless you're referring to the problem with ZSNES, when Mario enters an area that displays a sign at the top of the window he disappears until the sign goes away. What was equipped when you were having the errors, if you wouldn't mind telling?

Thanks for the feedback!
HyperLamer
Posts: 6971/8210
Awesome patch, but many problems (though I suspect some may be related to having SPC emulation disabled when I started). The entrances to Kero Sewers and Pipe Vault are messed. Rubber Shoes don't seem to do anything (and it was hard enough figuring out what Relay Flag does), and Mario often disappears.
giangurgolo
Posts: 39/42
The ZST needs to be the same name as the rom and must be in the same directory as the rom or whatever save directory is specified by zsnes.cfg. Make sure you apply the patch before loading the state.

Okay, I've fixed the Kuribo's Shoe problem. I only had it load the accessory from character slot 1, which for many reasons is changed during battle, thus changing Mario's character slot to 3. Now it checks all three slots to see if it is equipped.

Redownload the patch for the fix.
BrooklynMario
Posts: 109/110
Do I have to rename the save state? Cause it isnt loading.
giangurgolo
Posts: 38/42
You can't buy them; the save state has them in the inventory. Just apply the patch, load the game, and load the ZST. Look in the equipment & item inventories for the items.
BrooklynMario
Posts: 108/110
How do I load the save state, cause when I try to, it stays to where I am at.

How can i see the new items. Do I have to wait till I get to a shop to buy them?
giangurgolo
Posts: 37/42
I made a little ASM hack here, with four new custom items (three are equipment).

Apparently there are still several errors, especially with the Relay Flag. I'll try to relocate the new code to a place where it doesn't re-execute it again for whatever stupid reason.

I might add even more items or add effects of the current custom items, since there are still some unused dummy items. There's a little 'bug' with this patch, though, and you'll notice once you exit/win a battle the Kuribo's Shoe loses its effect. Just open/close the menu to reactivate it. I'll probably fix this later, but this is just an example of my knowledge of ASM so far in this game so it's not up to par.

Included is a ZST savestate to test the items.
Mattrizzle
Posts: 42/75
I was looking at the mold pointers that you posted, giangurgolo, and I found that the pointer for mold 30 is unused. It has all of the animations an enemy would have too, but I can't find any art that fits it though.
giangurgolo
Posts: 36/42
All of the data available from the debug menu has been documented (sound effects were the only thing I didn't have at that point). So far the SCENE option to choose any formation at any time in battle has been very useful, and the OBJ has helped with the palette documentation.

Don't think I did all of those one by one, though, because I ripped the data straight from the ROM and had to do several modifications with search/replace in MSWORD and Hex WS (AND'ing and adding in correlation with the code). Instead of the monotonous task of recording each individually from trace log observations (which for the monsters, BTW, were all read by the SA-1 which doesn't have breakpoint support).

Also, here's the code to unlock the quick exit battle option (with SELECT):
C28EFA05

Holding L and/or R while pressing SELECT executes the ending credit sequence.

On the Exor bug, I'm not sure about a bugfix because I haven't even heard of any other versions other than one other bad dump and a bunch of translations. It's not really much of a bug, but rather one simple overlook in the coding.

Here's the problem just FYI:

C2/A68C BF 41 00 7E LDA $7E0041,x[$7E:FC41] A:0001 X:FC00 Y:0019 ;load special defense
C2/A690 29 FC FF AND #$FFFC A:0003 X:FC00 Y:0019 ;isolate all bits EXCEPT bit 0 and 1
C2/A693 9F 41 00 7E STA $7E0041,x[$7E:FC41] A:0000 X:FC00 Y:0019 ;store as current defense


bit 1 is the death protection bit, so it's isolating the other bits from it nulls its effect...so changing the AND #$FFFC to AND #$FFFE should fix it (TEST: yep, that fixes it)
HyperLamer
Posts: 6908/8210
Didn't they fix that Geno Whirl bug in some versions?

Also I'm sure the debug menu will be quite useful for hacking with.
giangurgolo
Posts: 35/42
I've documented all palette offsets of almost every object (000 - 23F) and the mold offsets and sprite animation pointers. Also, the offset document has been organized and optimized for better viewing.

That last unknown byte in the monster stats was just the magic evade, and only applies to spells like Terrorize, Sleepy Time, and the other few that don't have 100% hit rate. The stats guide is now 99% complete save for two bits in the magic stats in byte 1 which I haven't found any effect of. Other than that, I'm pretty sure it's all you would need to create a perfect monster stats editor.

I overhauled the battlescript chart, which should be immaculate now. NOTE: Exor is actually protected against instant death (ie. Geno Beam) but a command in his battlescript , along with breaking his protection from the Eye, nulls the protection bit in his stats thus making him vulnerable to mortal infliction.

I've recorded a lot of ASM code into the two documents here. People might find it interesting I don't know.

If there are any questions just ask!
Spekkio
Posts: 17/22
Here's value 1b:
giangurgolo
Posts: 30/42
Originally posted by Spekkio
I want to edit the underwater battle stages to not have the underwater color pallete. The values in question are: 0E(Undewater Sewers), 22(Undersea) and 26(Undersea Cave).



Also, 1B(Forest Land(Messed GFX)) is unused.


you can change the palette set in the BG layout data

check nfo_areamaps.txt at the bottom which lists the battlefield layout data

since the palette itself is comprised of blue tints and the like there isn't anything that changes the BG palette to 'underwater' like the monsters and characters

if you want to fix it so that the monster and characters don't use the underwater palette, just change the 0x78 at address:

C2/88DE A9 78 00    LDA #$0078              A:0000 X:4080 Y:001C ;underwater palette pointer


to 0x00 and they will retain their original palettes
Sukasa
Posts: 1685/1981
Pretty awsome, wnything at all I could do to help?
xZeaLitYx
Posts: 165/199
Did you grab a screenie of Bahamutt? SMRPG was the first one I ever played, so I've been following this thread. Shy Ranger...man, what a rarity.

Edit: Nevermind, found it.
This is a long thread. Click here to view it.
Acmlm's Board - I2 Archive - Rom Hacking - Has anyone even considered creating an editor for Mario RPG?


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