Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,491,088
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 04-27-24 04:29 AM
Guest: Register | Login

0 users currently in Super Mario RPG Hacking | 1 guest

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

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13

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


Red Paragoomba
Level: 18

Posts: 2/53
EXP: 27335
Next: 2562

Since: 07-31-10

Last post: 5001 days
Last view: 4814 days
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?

____________________
Time heals all wounds.. but so does a couple pain killers, anti-depressants, and some hard core metal.

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


Red Goomba
Level: 16

Posts: 11/40
EXP: 18729
Next: 1527

Since: 04-25-09

Last post: 3601 days
Last view: 3601 days
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


Micro-Goomba
Level: 11

Posts: 7/17
EXP: 4963
Next: 1022

Since: 08-03-10

Last post: 5000 days
Last view: 4984 days
How do I make a custom ending like the bob'omb mafias text ending

____________________
yeah man

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


Red Paragoomba
Level: 18

Posts: 24/53
EXP: 27335
Next: 2562

Since: 07-31-10

Last post: 5001 days
Last view: 4814 days
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.

____________________
Time heals all wounds.. but so does a couple pain killers, anti-depressants, and some hard core metal.

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


Koopa
Level: 25

Posts: 45/107
EXP: 79313
Next: 10307

Since: 04-06-10
From: On mars

Last post: 3230 days
Last view: 3230 days
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


Micro-Goomba
Level: 11

Posts: 15/17
EXP: 4963
Next: 1022

Since: 08-03-10

Last post: 5000 days
Last view: 4984 days
how do I patch smrpg I wanna play a cool hack some guy made

____________________
yeah man

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


Red Goomba
Level: 16

Posts: 14/40
EXP: 18729
Next: 1527

Since: 04-25-09

Last post: 3601 days
Last view: 3601 days
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


Micro-Goomba
Level: 11

Posts: 16/17
EXP: 4963
Next: 1022

Since: 08-03-10

Last post: 5000 days
Last view: 4984 days
I tried both programs but there is no change in the rom >

____________________
yeah man

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


Red Goomba
Level: 16

Posts: 15/40
EXP: 18729
Next: 1527

Since: 04-25-09

Last post: 3601 days
Last view: 3601 days
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
Level: 25

Posts: 51/107
EXP: 79313
Next: 10307

Since: 04-06-10
From: On mars

Last post: 3230 days
Last view: 3230 days
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


Level: 34

Posts: 48/219
EXP: 249556
Next: 4095

Since: 02-01-08

Last post: 3248 days
Last view: 3248 days
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
Level: 25

Posts: 52/107
EXP: 79313
Next: 10307

Since: 04-06-10
From: On mars

Last post: 3230 days
Last view: 3230 days
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


Level: 34

Posts: 49/219
EXP: 249556
Next: 4095

Since: 02-01-08

Last post: 3248 days
Last view: 3248 days
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


Panser
Level: 41

Posts: 314/333
EXP: 443751
Next: 36394

Since: 09-20-09

Last post: 4958 days
Last view: 4964 days
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?

____________________
SUPER MARIO RPG EXPANSION
MY PERSONAL BLOG
Got any SMRPG Hacking related question?
astralgamma.nursing-resource.com

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


Level: 34

Posts: 50/219
EXP: 249556
Next: 4095

Since: 02-01-08

Last post: 3248 days
Last view: 3248 days
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


Panser
Level: 41

Posts: 315/333
EXP: 443751
Next: 36394

Since: 09-20-09

Last post: 4958 days
Last view: 4964 days
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...

____________________
SUPER MARIO RPG EXPANSION
MY PERSONAL BLOG
Got any SMRPG Hacking related question?
astralgamma.nursing-resource.com

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


Panser
Level: 41

Posts: 319/333
EXP: 443751
Next: 36394

Since: 09-20-09

Last post: 4958 days
Last view: 4964 days
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?

____________________
SUPER MARIO RPG EXPANSION
MY PERSONAL BLOG
Got any SMRPG Hacking related question?
astralgamma.nursing-resource.com

GRUNK
Posted on 10-04-10 06:18 PM Link | Quote | ID: 136465


Goomba
Compromised account. Please contact staff for a password reset.
Level: 15

Posts: 22/33
EXP: 14572
Next: 1812

Since: 02-21-08
From: New york

Last post: 2788 days
Last view: 2788 days
Is there any way Mario can use enemy spells?

____________________
not enough space for arguments

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


Red Goomba
Level: 16

Posts: 16/40
EXP: 18729
Next: 1527

Since: 04-25-09

Last post: 3601 days
Last view: 3601 days
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


Mini Octorok
Level: 11

Posts: 8/16
EXP: 4519
Next: 1466

Since: 09-01-10
From: The UK

Last post: 4920 days
Last view: 4920 days
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
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13


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

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.032 seconds. (340KB of memory used)
MySQL - queries: 117, rows: 156/157, time: 0.022 seconds.