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

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Mecakoto
Posted on 12-17-09 10:36 AM Link | Quote | ID: 123207


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I've been having an issue with battle formations lately. When I create a battle formation with more then 3 enemies, most of the time enemies 4-8 are glitched. For some others, however, I can have as many as I want. Any way to fix this or bypass it? I've tried summoning some of the enemies that glitch up, but they glitch up as soon as they appear. Any advice?

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al2fenrir
Posted on 12-17-09 05:10 PM Link | Quote | ID: 123216


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Yeah, do not attempt to mix large enemies with large enemies. The reason why they glitch is because of the VRAM. Some huge monsters consumes large VRAMs and uses a different VRAM index. If there are too many, they may also glitch.

I've learned this from experience.

I'm going to add a SMRPG hack tutorial on my blog soon. This should help you guys out.

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Mecakoto
Posted on 12-17-09 10:34 PM Link | Quote | ID: 123234


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Posted by al2fenrir
Yeah, do not attempt to mix large enemies with large enemies. The reason why they glitch is because of the VRAM. Some huge monsters consumes large VRAMs and uses a different VRAM index. If there are too many, they may also glitch.

I've learned this from experience.

I'm going to add a SMRPG hack tutorial on my blog soon. This should help you guys out.


Ah. That explains why you can have 8 Jinx but no more then 3 Cannon Enemies. I guess I'll just have to mix and match to see if I can manipulate the system to my will. =p

Thanks.

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Mecakoto
Posted on 12-19-09 09:36 PM Link | Quote | ID: 123500


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I have a new question:

Is there any way to add music to a SMRPG Rom? Be it through Lazy Shell or other methods? I'm working on something and a certain song would work perfectly.

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al2fenrir
Posted on 12-20-09 04:28 AM Link | Quote | ID: 123529


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You need a compression/decompression software to do that. Unfortunately, I can't find any software that can read SMRPG except for LS, and our guys had announced that this will not happen.

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Mecakoto
Posted on 12-22-09 10:06 PM Link | Quote | ID: 123802


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Can you tell I just activated my activity button? Question after question? Someone ask something to make me look less needy. XD

I just want to know if anyone else has an issue with bonus stats on level up. (Just to clarify, stats gained on level up work perfectly fine. It's the bonus stats you can choose from after the level up that I'm having an issue with.)

When I make a character, such as Peach, level 1, for levels 2-9, regardless of what I make the bonus, Magic Attack and Defence will not provide anything other then 0. This also effects Bowser (2-8), Geno (2-5), and Mallow (2 only). Oddly enough, all of the other stat bonuses (Hp and Physical) work fine.

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Zealous98
Posted on 12-24-09 08:39 AM Link | Quote | ID: 123959


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How do you edit Mario's overworld sprite? It's not apparently possible with LS, because I can't find it anywhere in the sprites editor.

al2fenrir
Posted on 12-25-09 04:18 AM Link | Quote | ID: 124038


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Posted by Zealous98
How do you edit Mario's overworld sprite? It's not apparently possible with LS, because I can't find it anywhere in the sprites editor.


I don't think it's possible

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al2fenrir
Posted on 04-16-10 10:15 PM Link | Quote | ID: 129993


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Anybody knows what "Run action queue @ x, packet = AMEM $60, animation y" means?

Where x=ROM address
y=Animation sub-packet

I am using giangurgolo's custom item hack as reference. I manage to reverse engineer their hack to save up space, however, I just can't figure out how they manage to create the red aurora flash effect.

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SMRPG HACKER
Posted on 05-04-10 05:27 AM Link | Quote | ID: 130859


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I have a question about how to make spell boosting equips not weapons e.g. Gaingurgolo's pyro gloves but instead jumping i made a theard about it and pmed Gaingurgolo im about ok With LS Can someone please tell me
i just need help

BowserMan
Posted on 05-09-10 06:28 PM Link | Quote | ID: 131049

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WHAT KIND OF QUESTION IS THIS? I CANNOT UNDERSTAND!

SMRPG HACKER
Posted on 05-10-10 12:23 AM Link | Quote | ID: 131061


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Posted by BowserMan
WHAT KIND OF QUESTION IS THIS? I CANNOT UNDERSTAND!
Let me Say it again you Probably know of Gaingurgolo's Custom Items patch well i want to remake the pyro gloves to make to deal more damage with Jumping, Super and ultra

Elementalpowerstar
Posted on 06-07-10 01:37 AM (rev. 3 of 06-07-10 03:04 AM) Link | Quote | ID: 131800


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In the new version, 2.5b, it lets user make their own Title Screen stuff, however, I do not know how to do this, or rather, what to import and export. Can anyone clarify this?

Edit:
I feel like an idiot, you have to right click the image to export, and import it. While this is a little obvious, it should have been clarified in the tip shower or something.

Edit 2:
Alright, now I have a question that is probably also obvious. I keep getting an "Out of Memory" error when I import the title .bin. I assume that this means that my computer LITERALLY doesn't have enough RAM to do that?

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giangurgolo
Posted on 06-08-10 12:04 AM Link | Quote | ID: 131826


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You can only import images (.jpg, .gif, .png) for now. You can save the title logo as an image and edit in a paint program and import it later.

Elementalpowerstar
Posted on 06-08-10 09:51 AM Link | Quote | ID: 131834


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Thank you, Giangurglo. It worked well.

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Elementalpowerstar
Posted on 06-24-10 06:30 AM Link | Quote | ID: 132340


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Apologies for the double post combo.

I'm having a really difficult time finding some of the spell effects, namely on Geno Beam, and Willy Wisp's BG, i'm sure there are other spells that I'm going to find troubles with.

Can anyone shed some light on my problem...?

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Zealous98
Posted on 06-29-10 12:15 PM (rev. 2 of 06-29-10 12:19 PM) Link | Quote | ID: 132494


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I'm hacking the molds in Mario's sprites, and I need his 24x32 tiles to be all sorts of different values. The problem there is that I can't fluently switch between 1-255 value tiles and 256-whatever tiles. doc_spriteMolds.txt doesn't cover this, unfortunately.

In the hex, right before molds with 256+ values, there is a 3-bit string (instead of a single bit) which, I imagine, determines which of the following 12 values will have a 255-decimal addition placed on them.

For example, [000] Mold 6 (in LS), from 27E729: 09 FB 01
... and then following are twelve values for drawing this mold's tiles. The first 9 tiles have the 255-decimal addition (except for the empty 00 in the upper-right).
Directly after, for Mold 7, there is another:
from 27E738: 09 FF 00, where the first eight have the addition.

My question is, what's the math behind those three bits? Can I do it myself instead of hoping I can find a mold with an identical grid to reference?

giangurgolo
Posted on 06-30-10 04:00 AM Link | Quote | ID: 132502


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They're 16-bits actually. 8 bits for each byte. Thus 0x01FB is:
00000001 11111011

Each bit is for a tile, totaling a max of 16 tiles. Here the first 7 bits are 0's because the sprite only has 9 tiles and thus only uses the last 9 bits. In this case all the tiles have 0x100 added except for the third to last one where it is not set.

Zealous98
Posted on 06-30-10 10:26 PM Link | Quote | ID: 132539


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Thanks. I have practically no coding experience, so I was probably just confusing my terminology, bits with bytes.
So then, binary is important. I'll see what I can do.

deshaun182
Posted on 07-16-10 06:29 AM Link | Quote | ID: 133032


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Im having spell issues. I cannot figure out how to add things to an weapon script or spell script. Is that possible? Or do i have to work with what is in the game?

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God Bless
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