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

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Gamma1227
Posted on 08-01-10 04:00 AM Link | Quote | ID: 133684


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Hey I'm really new to lazy shell, or rather, hacking period. But already I LOVE it! I noticed some problems when i try to do some simple things, like adding weapons.

I'm almost positive your not supposed to turn a "DUMMY" into a weapon.. is this correct? That's what i tried doing to make an ultimate weapon that you get after defeating culex, and when i test the weapon, the character using it, freezes...

any help?

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Zealous98
Posted on 08-01-10 03:57 PM (rev. 2 of 08-05-10 09:57 PM) Link | Quote | ID: 133691


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Did you want an original weapon? If so, you'll have to mess with scripts.

All cutscenes, spells, etc. are controlled by scripts. Same goes for weapon attacks: they're controlled by a single animation script. What you'll have to do is find the animation script for the weapon you want, and change it to your liking.

Or, if you just want a weapon that looks and acts the same as an existing weapon, you'll have to replace that weapon and change the stats or something. Otherwise you'll be dealing with scripts. (DUMMYs are inoperable lumps of code, so replacing a weapon will be the best route no matter what you do.)

Warning, scripts are very complex for a beginner but are integral to just about every aspect of the game. The best thing you can do, besides ask specific questions, is to use existing scripts as reference.

I don't have any scripting experience, but what might be a simple scripting task is to change the pallete of the weapon when you use it. For example, the hammer--There are several hammer weapons in the game, but if you modify the script for a specific hammer, you could add a command to change its pallete? I don't know if such a command exists, but I imagine it would.

theflyingjman
Posted on 08-05-10 09:39 PM Link | Quote | ID: 133924


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How do I make a custom ending like the bob'omb mafias text ending

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Gamma1227
Posted on 08-08-10 09:25 PM Link | Quote | ID: 134053


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Posted by Zealous98
Did you want an original weapon? If so, you'll have to mess with scripts.

All cutscenes, spells, etc. are controlled by scripts. Same goes for weapon attacks: they're controlled by a single animation script. What you'll have to do is find the animation script for the weapon you want, and change it to your liking.

Or, if you just want a weapon that looks and acts the same as an existing weapon, you'll have to replace that weapon and change the stats or something. Otherwise you'll be dealing with scripts. (DUMMYs are inoperable lumps of code, so replacing a weapon will be the best route no matter what you do.)

Warning, scripts are very complex for a beginner but are integral to just about every aspect of the game. The best thing you can do, besides ask specific questions, is to use existing scripts as reference.

I don't have any scripting experience, but what might be a simple scripting task is to change the pallete of the weapon when you use it. For example, the hammer--There are several hammer weapons in the game, but if you modify the script for a specific hammer, you could add a command to change its pallete? I don't know if such a command exists, but I imagine it would.


Alright, thanks for the info! And yes i have no scripting experience, but im really hoping that my next year of school will teach me; they put me in video game tech or something like that.

____________________
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SMRPG HACKER
Posted on 08-10-10 05:18 AM Link | Quote | ID: 134154


Koopa
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Does know how to modify Damage in A Animation script
(EG. Geno whirl)
if so my weapon critcal will do so
if any body know's how please share

theflyingjman
Posted on 08-13-10 05:34 PM Link | Quote | ID: 134278


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how do I patch smrpg I wanna play a cool hack some guy made

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Zealous98
Posted on 08-13-10 08:32 PM Link | Quote | ID: 134291


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Posted by theflyingjman
how do I patch smrpg

Like for any ROM, you'll need a patching program. IPSWin or LunarIPS both do this, though the latter has a function to create IPS files from a ROM or hacked ROM.

http://zerosoft.zophar.net/ipswin.php
http://fusoya.eludevisibility.org/lips/

theflyingjman
Posted on 08-14-10 07:48 PM Link | Quote | ID: 134345


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I tried both programs but there is no change in the rom >

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Zealous98
Posted on 08-15-10 04:15 PM (rev. 2 of 08-15-10 04:20 PM) Link | Quote | ID: 134414


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Reasons (I can think of which) it may not work:

1. The ROM is not a clean copy
2. The patch needs a ROM with a header/without a header
3. The patch isn't an .ips file

And if the hack is not .ips, I would immediately suspect a virus. I don't know anything about your case, so I'm just throwing that out there.

SMRPG HACKER
Posted on 09-10-10 05:07 AM Link | Quote | ID: 135465


Koopa
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Hello
Regarding weapon Audio
i changed #73(Correct Password in anim editor)

and it changed but with a error
Its PCM is not Multiple 16
it then import
first 10 is 0's
heres the part i dont understand

i set Super hammer's Timing to play #73
yet it did not change

giangurgolo
Posted on 09-10-10 06:32 PM Link | Quote | ID: 135480


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Samples are not the same as sound effects. Sound effects are SPCs like music tracks. Thus the sample indexes do NOT coincide with sound effect indexes. Lazy Shell does not let you edit SPCs thus you cannot modify the sound effects themselves: only the samples it may use.

SMRPG HACKER
Posted on 09-10-10 08:19 PM Link | Quote | ID: 135485


Koopa
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So at the moment theres no way to make a new weapon sound

giangurgolo
Posted on 09-11-10 06:15 PM Link | Quote | ID: 135550


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There is, but you'll have to find the sample or samples that the weapon's sound effect uses. This may be tricky to do since sound effects can change the pitch of the samples they're using such as Mario's jump sound. You might notice you won't find any samples that sound like Mario's jump but I suspect that the original sample sound has a really deep pitch. Note that the sound effect for a jump inside and outside of water are different, pitch-wise, because the two sound effects use the same sample but play it back at different pitches.

al2fenrir
Posted on 09-11-10 06:24 PM Link | Quote | ID: 135554


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Gian, can you help me with the ASM hack on xp counter on the Mario's menu. The xp counter shows only up to four digits. The coins in the store menu only count up to 3 digits. Is there a way to increase the xp cap counter to 5, and the coin counter in store menu to 4?

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giangurgolo
Posted on 09-11-10 06:40 PM (rev. 3 of 09-11-10 06:43 PM) Link | Quote | ID: 135555


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Download and apply the function demo patch, and look at this file (scroll down to HEXADECIMAL TO DECIMAL CONVERSION FOR OVERWORLD MENU HP NUMERALS). In a hex editor, jump to address $03E300 (ie. $C3E300). I don't remember a lot of the technical details, but it'll show you how I was able to display 4-digit HP. The ASM code for the XP display (which is probably in bank C3 too) I suspect would use a very similar process.

al2fenrir
Posted on 09-11-10 06:45 PM (rev. 4 of 09-11-10 06:52 PM) Link | Quote | ID: 135556


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Actually what I meant was the Exp. counter. I already manage to break the xp barrier and coin cap barrier. But the menu wasn't showing the right number. When it exceeds 9999, it's showing some other weird characters such as a bomb, the letter A, etc. This is maybe because the menu only supports up to 4 digits.

The same happens to the Coin count when in a store. It shows correctly only up to 999 and when it exceeds that number, it shows some weird characters as well.

That's the only remaining problems of the hack thus far.

EDIT: Oh sorry, I got what you mean... thanks...

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al2fenrir
Posted on 09-15-10 05:25 PM Link | Quote | ID: 135755


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The ROMs busted. Now, the levels won't load when you access it via a map point. Gian, is there any way for me to fix this one?

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Got any SMRPG Hacking related question?
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GRUNK
Posted on 10-04-10 06:18 PM Link | Quote | ID: 136465


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Is there any way Mario can use enemy spells?

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Zealous98
Posted on 10-05-10 08:24 AM Link | Quote | ID: 136482


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Posted by GRUNK
Is there any way Mario can use enemy spells?

Not technically, no. Playable characters are only limited using Ally spells.

But, I think if you were a master scripter, you could alter an existing Ally spell to make it behave like an enemy spell. Scripting really does allow for almost any possibility, but alas it takes a lot of time and a lot of skill, both of which are scarce among users here.

Thunder X
Posted on 10-05-10 08:01 PM Link | Quote | ID: 136486


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Posted by GRUNK
Is there any way Mario can use enemy spells?

No, I'm not sure he can.
As zealous also stated, he can only use Ally spells.
Have you tried scripting/editing an ally spell to make it behave like the spell you wish to add? It may be however quite time consuming and I'm quite limited when it comes to scripting
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