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Main - Super Mario RPG Hacking - How do I _________..? New thread | New reply

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giangurgolo
Posted on 09-02-12 04:16 AM Link | Quote | ID: 152257


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Since keystroke tables are customizable, they're saved to the application's settings on the user's computer.

What problems are you having editing attacks in v3.12? Are these the same problems with the text icons or something different?

josete2k
Posted on 09-02-12 10:49 AM Link | Quote | ID: 152260


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See.this.picture (from my another post):



In 3.12.0 I can properly edit descriptions using [numer of char] instead "รก", but when i change to the next attack, they're always set wrong.

Only works fine if special character is set in a position like [xx], but not if it is placed in a [xxx] position.

KingCheezBurrito
Posted on 09-30-12 11:28 PM Link | Quote | ID: 152560


Red Goomba
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How do you create NPCs and Exit Fields? I want to create a trampoline at Bowser's Castle Area 01, but I don't know how. Can you please help me?

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josete2k
Posted on 10-02-12 10:32 PM Link | Quote | ID: 152576


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Hey, Anyone knows if changing the pass "PEARL" in the ship is possible? I want to put PERLA instead...

Mecakoto
Posted on 10-05-12 12:06 PM (rev. 2 of 10-05-12 12:12 PM) Link | Quote | ID: 152591


Shyguy
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Posted by josete2k
Hey, Anyone knows if changing the pass "PEARL" in the ship is possible? I want to put PERLA instead...


Ya, but it involves event script editing.

Events 3232 - 3237 control the 6 boxes. Do not edit them. To edit the letters themselves, you have to edit all of the following dialog numbers to match what you want. You should be able to see how this works when you first see them:

1696-1700 is the first box
1708-1712 is the second
1720-1724 is the third
1732-1736 is the fourth
1744-1748 is the fifth
1756-1760 is the sixth

The event that defines which of the messages comes up can be found at Event number 3225. Do not edit the event itself. It's a major part of this puzzle as a whole.


Note: The following addresses are from a clean rom. For reference, the first event (2A56) states "If Mem [address] =4, jump to [Address 2 lines under it. This address is similar]"

You can edit the following in Event 3218, if you choose to re-position where the correct letters are, to make that character's position register as correct: Address 2A56 controls the first box, 2A5E controls the second, 2A66 controls the third, 2A6E controls the fourth, 2A76 controls the 5th, and 2A7E controls the 6th. Change their values to the position the letter is in, with far left being 0, the one to the right of it being 1, the one right of that being 2, etc. The rest is done for you.

If you edit only these events and dialog pages, and nothing else, it should work.

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josete2k
Posted on 12-14-12 02:30 AM (rev. 3 of 12-16-12 11:58 PM) Link | Quote | ID: 153070


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Thank you, It's done.

And now, I've read that with lazyshell is not possible to edit the animated intro in order to change names and the "Help!" draw.

I downloaded the german patch and it has all of these changed... could someone make a simply guide to do that?

Edit: ok I've found the offsets and it's done.


SMRPG HACKER
Posted on 01-22-13 04:10 AM Link | Quote | ID: 153332


Koopa
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hey anybody do you know what 90 03 in Smrpg ASM is

Mauron
Posted on 01-22-13 09:21 PM Link | Quote | ID: 153340


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Posted by SMRPG HACKER
hey anybody do you know what 90 03 in Smrpg ASM is


In ASM that would be BCC $03, which is a conditional branch that would skip an instruction. I can't give a more helpful answer without more details. What is the address of this instruction, and how do you trigger it?

SMRPG HACKER
Posted on 01-23-13 02:02 AM (rev. 2 of 01-23-13 02:05 AM) Link | Quote | ID: 153342


Koopa
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c442 is in question with that code and c47e I am being lead to believe that these are related to the coin limit, i was able to break part of it(got it to go to 9999 but it would do that even if you where selling a 1 coin item), i think 90 03 holds some other parts of it.

Mauron
Posted on 01-23-13 09:04 AM Link | Quote | ID: 153343


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c9 e7 03 // CMP #$03E7
90 03 // BCC $03
a9 e7 03 // LDA #$03E7

In a high level language, that would be written as this:
if (coins > 999)
{
coins = 999
}


For a 9999, both instances of e7 03 should be replaced with 0f 27.

SMRPG HACKER
Posted on 01-24-13 02:25 AM (rev. 4 of 01-25-13 07:47 AM) Link | Quote | ID: 153345


Koopa
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Ok what about (30 15 at $0262B0)(B0 03 at $0170E6)? Sorry don't know much about asm btw these are related to my previous comment.

edit: also is possible to reset it to your turn on the use of a items, (use the item then go again)
also is it possible to make a three use item

sleepy
Posted on 03-10-13 03:32 AM Link | Quote | ID: 153521

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Is it possible to rename an item? I can't seem to find it.

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SMRPG HACKER
Posted on 03-13-13 02:37 AM (rev. 2 of 03-13-13 02:37 AM) Link | Quote | ID: 153547


Koopa
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It's next to the item selection box in the items editor.

silbiwen
Posted on 04-07-13 12:08 AM (rev. 7 of 04-07-13 02:54 AM) Link | Quote | ID: 153634

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EDIT: Sorry for the useless post, figured out I was simply looking at something wrong shortly after I asked.

SMRPG HACKER
Posted on 06-07-13 08:22 AM Link | Quote | ID: 154053


Koopa
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Does anybody know where some unused graphics offsets are, so i can overwrite them?

Darkkefka
Posted on 08-18-13 12:42 PM Link | Quote | ID: 154586


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ASM. ..........ASM. .......ASM. ........ASM.. WHAT IN BLAZES IS ASM.?????!!!


WHERE IS THE PROGRAM? HOW DO I GET IT?? HOW DO I USE IT??!!!

WILL SOMEBODY PLEASE PLEASE TEACH ME!!!!!!!

DS Piron
Posted on 08-18-13 06:34 PM Link | Quote | ID: 154588


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In case you don't actually know what ASM is

ASM is short for ASMembly, it is the most basic code, it's what the processor sees, from what I know.

You could probably google it, this is what I got for googling ASM
http://wiki.superfamicom.org/snes/show/ASM+Hacking+for+Dummies
http://wiki.superfamicom.org/snes/show/ASM+Tutorial+Part+1

Darkkefka
Posted on 09-13-13 02:03 PM Link | Quote | ID: 154768


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How do I use the previwer? I'm changing a lot of things on screen and levels, and sometimes it forcers you to start a new game because the game will glitch up if you continue to play the same file while editing.

giangurgolo
Posted on 09-13-13 06:11 PM Link | Quote | ID: 154771


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Try leaving/re-entering the level from another one.

Darkkefka
Posted on 09-13-13 11:00 PM Link | Quote | ID: 154773


Red Koopa
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Sorry for asking so many questions, but i'm taking this hack very seriously.

It seems that making/moving a hidden treasure box isn't as simple as copying it and pasting it on another map.

I want to change the locations of the hidden treasure, but when I move it to another map, it bugs up. Are those hardcoded?
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