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

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Niamek
Posted on 10-25-14 06:32 PM Link | Quote | ID: 158868


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Hello!

I'm writting this post since I have a question:


Is there something hardcoded in the ROM of SMRPG that when you're in level 68, you,re *always* on 2 blocks?

I've deleted all events, mods, sprite, but when I preview, once I move, Mario is automatically placed on a y level of 2.

ThegreatBen
Posted on 01-06-15 06:11 AM Link | Quote | ID: 159286

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Hi brand new to this forum and hacking as well, I love LS and have done some pretty cool things with it, but I want to make Mario switchable from the switch menu the same as the rest of the characters is this possible?

Niamek
Posted on 01-06-15 09:05 PM Link | Quote | ID: 159291


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From what I remember, it's not possible since it's hard coded in the game.

You'll have to do some fancy coding, OR switch the main character to n another via a patch that exists somewhere.

Please note that the patch doesn't allow neither the main character to be switched.

ThegreatBen
Posted on 01-06-15 09:17 PM Link | Quote | ID: 159292

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After searching this board I found a par code that does it but its too bad it cant be permanant

ThegreatBen
Posted on 01-07-15 10:30 PM Link | Quote | ID: 159296

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New question is there a way to stop retaining experience when you die? Stars are fun but way to easy to abuse.

beneficii
Posted on 09-23-15 08:29 PM (rev. 2 of 09-23-15 09:39 PM) Link | Quote | ID: 161192


Shyguy
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In the level editor, how do I choose whether to draw the layers on the mainscreen or the subscreen? This question especially applies to layers 1 and 2.

I see that for level 350 (Smithy's factory, area 1), it appears the layer 1 and layer 2 drawings are all drawn on the subscreen, but not the mainscreen. (You can tell by turning the subscreen off for L1 and L2, which causes the levels to disappear; nothing seems to change, however, when you turn off the mainscreen for L1 and L2.) It seems that most levels, however, put the layer 1 and layer 2 drawings all on the mainscreen, not the subscreen.

EDIT: I think I figured it out. This apparent effect comes from a complex interplay of the priority set, the L3 layer, the palette, and of course layers L1 and L2. In level 350, change the L3 tileset from desert to, say, Nimbus land and you can begin to see the effect; removing the L1 and L2 mainscreen then would simply darken the map, but their effects remain.


____________________
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Darkkefka
Posted on 10-08-15 12:15 PM Link | Quote | ID: 161386


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Posted by ThegreatBen
New question is there a way to stop retaining experience when you die? Stars are fun but way to easy to abuse.


Kind of. You need to edit all of the
"Reset Game, Choose Game"
with "Reset Game"

That's what I do in my hack. This is the only way I believe. It will be treated like a game over in any game..that it... GAME OVER. So whatever you had from your last save point is what you'll have when you load that save point.

Rashama Izouki
Posted on 10-21-15 07:05 PM Link | Quote | ID: 161535


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Here is my question where is the ending scene located? i like to change this so it teleports u back to Mario pad so i can use the parade sprites for other purposes.

Adeleine
Posted on 02-03-19 10:00 PM Link | Quote | ID: 166884

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I'm hoping to breathe some new life into this section, but I'm having some difficulty with the title screen. It seems that no matter how I index the colors in Photoshop, the palette imported gets mangled. Even worse than that, the animation that fades the first layer in is... really distraught. It would appear LS is assigning blue overlays to certain tiles, which are what fade in and glow in the title animation... How do I fix this? The actual title from layer 3 fades in fine, though even for that the palette is a little mixed up.

Yakibomb
Posted on 02-16-19 07:22 AM Link | Quote | ID: 166895


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Posted by Adeleine
I'm hoping to breathe some new life into this section, but I'm having some difficulty with the title screen. It seems that no matter how I index the colors in Photoshop, the palette imported gets mangled. Even worse than that, the animation that fades the first layer in is... really distraught. It would appear LS is assigning blue overlays to certain tiles, which are what fade in and glow in the title animation... How do I fix this? The actual title from layer 3 fades in fine, though even for that the palette is a little mixed up.


Yeah, title screen is a little limited in the editor, but it is doable with some workarounds. All I can suggest is importing the title (or part of the title, with all colors you need) into the Sprites editor, then copy each color's HTML code from the Palette editor into a notepad. You'll be making it look the best it can look like via MS paint, importing the title into the Sprites editor, vice versa until you've achieved the desired look. At last, use the title screen editor to finish your assets.

It is not an A to B slap-this-tag-on process. I know I'm probably not much help but these were the workarounds I've taken in making my title screens. Be inspired to teach yourself the editor, really have fun with it.

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Oxinar
Posted on 07-21-19 10:19 PM (rev. 2 of 07-22-19 01:10 AM) Link | Quote | ID: 167066

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I would like to ask for help in extracting and insert a graphic in the Super Mario RPG (USA), more precisely the one that appears as soon as you boot the game the Nintendo Square logo, I want to edit the graphic below the nintendo / square logo.
©1996 Nintendo/SQUARE CHARACTER ©Nintendo, © SQUARE
I managed to find him using the Lunar Compress, but after editing it and insert it again into the rom the game bugs. So, somebody with more experience than me, could tell me the correct offset to extract this graphic.
This is the offset I use on Lunar Compress decomp rpg.sfc logo.bin 3EFD90 3 0

r_goulon
Posted on 08-22-19 12:20 AM Link | Quote | ID: 167092

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how do i set the rcp speed to double sound card refresh rate aaaaaaaaaaaaa im noob
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