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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

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Posted on 09-10-05 05:42 AM Link | Quote
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

Koopa
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Posted on 09-10-05 05:53 AM Link | Quote
Do I have to rename the save state? Cause it isnt loading.
giangurgolo

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Posted on 09-10-05 06:14 AM Link | Quote
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.


(edited by giangurgolo on 09-09-05 09:33 PM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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LOL FAD

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Posted on 09-10-05 11:03 AM Link | Quote
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

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Posted on 09-10-05 09:21 PM Link | Quote
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!


(edited by giangurgolo on 09-10-05 12:23 PM)
(edited by giangurgolo on 09-10-05 12:23 PM)
(edited by giangurgolo on 09-10-05 12:35 PM)
(edited by giangurgolo on 09-10-05 12:36 PM)
(edited by giangurgolo on 09-10-05 12:38 PM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 09-11-05 03:09 AM Link | Quote
Nope, no header here. I only equipped one item at a time.
Skreename

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Posted on 09-11-05 06:15 AM Link | Quote
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.
Mattrizzle

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Posted on 09-11-05 07:41 AM Link | Quote
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.
Omega45889

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Posted on 09-11-05 12:48 PM Link | Quote
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.
giangurgolo

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Posted on 09-18-05 10:00 PM Link | Quote
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.


(edited by giangurgolo on 09-18-05 01:01 PM)
(edited by giangurgolo on 09-18-05 01:04 PM)
(edited by giangurgolo on 09-18-05 01:08 PM)
(edited by giangurgolo on 09-18-05 01:08 PM)
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