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

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BossMan
Posted on 05-19-11 07:28 PM (rev. 2 of 05-19-11 07:29 PM) Link | Quote | ID: 142228

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I have been messing with the levels editor for some time and I cant figure out how to get solidity to work. I thought it would be as easy as click the solidity button and draw my physical boundaries (#255 tile) but when I save and load to test the game never registers my boundaries, just the ones that were already made in the game. I cant seem to get much else out of that.


Posted by SMRPG HACKER
can some body help with a mapping problem
when i stand on the edge of box then it overlaps with mario
top edge i and if a make it not layer 1 mario overlaps the box
if hes stand next to it


I didnt test what you are doing but in my time trying to figure out solidity I think I figured this out. You need to use the solid tileset and lay tiles that have different priorities for you if your on it. So that you dont appear beneath another layer or above one you arent wanting to.

However, that could be wrong, try it out. I think thats what that is for.




Kyle873
Posted on 05-25-11 12:11 PM Link | Quote | ID: 142455

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Hey all, I was wondering if there was a way in the scripts to create a setup with more than 3 choices or a way to create my own custom "menu" so to speak. I think there was a spot in-game something like this was done, but it's been a while and I can't quite remember.

Kyle873
Posted on 06-13-11 02:34 AM Link | Quote | ID: 143722

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Well, scratch my last question. I figured it out using a lot of branching and memory addresses. Now I have a much simpler question. Is there any particular script that is always running in the overworld that I can use to run custom events to constantly check memory addresses?

Frijolez
Posted on 07-18-11 09:50 PM Link | Quote | ID: 145292

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I'm new at SMRPG Rom hacking and I want to know how can I add new sprites because I have some sprites that actually looks good to be used on the hack but it says that the sprite must have DAT file extension and I don't know how to convert my png files can somebody help me?

M.E.R.255
Posted on 12-14-11 03:16 AM (rev. 2 of 12-14-11 03:16 AM) Link | Quote | ID: 148749


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Well, I figured it might be better if I ask a question in here, then keep creating new threads when I don't need to.
I can't really answer your questions since I'm new to ROM hacking itself, but it's starting to make sense to me now, on how to use the program.

This question might be tough to answer though...


Is it possible to remove/replace the opening scene, when starting a new game?


I'm not so familiar with several things yet, so I do not know if it's possible or not, BUT it seems to me that you may have to do something in the EVENT SCRIPTS section...

giangurgolo
Posted on 12-14-11 03:58 AM Link | Quote | ID: 148751


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Lazy Shell is incapable of editing the opening scene. The animation script is probably written in its own language somewhere in the ROM outside of my knowledge. The location of the graphics has been documented however.

M.E.R.255
Posted on 12-14-11 10:16 PM (rev. 5 of 12-15-11 12:44 AM) Link | Quote | ID: 148760


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Hmm, so I guess so far it's not possible to remove/replace the scene...

You said that the graphics have been located, so does that mean I could edit those somewhere? Or not just yet?

Oh, and I just wanted to say, that this program is awesome! It's much more fun when you start understanding it better.


I hate to say this, but either it is me, or I noticed two things that do not work on the program (on my computer, or ROM)= I can't listen to the AUDIO tracks (Playback), and when exporting one to a .wav file, I can't open it either.

The other thing, which isn't a problem, but what I have noticed, is that in the ITEMS sections, there are two "Buy only, no selling" fields. Is there a reason for that, or are there two by mistake?^^
I'm using Lazy Shell 3.8.2, my laptop is Windows 7 Ultimate, 64-bit operating system.
It's not like I'm wanting to ask about these things for fun, I just think that reporting is important for improving something (like when I used to do web development and created a design for a website, I was glad when someone reported me issues so I could fix them, even though it bothered me a little bit because I'm always trying to make sure, that everything was correct in the first place).

giangurgolo
Posted on 12-18-11 07:09 PM Link | Quote | ID: 148818


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Thank you for the feedback.

The offsets for the intro scene are in bank 37000; look in the doc_offsets.txt file in the smrpg_docs.zip file on my homepage. I don't know why you're unable to play the audio or exported audio files, since I use the same operating system as you and have no problem. The two "buy only no selling" fields set/clear two different bits but do exactly the same thing.

M.E.R.255
Posted on 12-20-11 11:04 PM (rev. 12 of 12-25-11 12:59 AM) Link | Quote | ID: 148849


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Wow, I didn't know about this folder before, I just had the program by itself. This has really a lot in it. Did you make all that? Because that is so amazing! Unfortanetly, I'm not very good with ROM hacking and everything so it will take me a long time to figure everything out, but I'm really glad for all of your help!

I wonder how many people know about this program and being able to edit this wonderful game, because I'm sure more should know about it!

To the "buy only, no selling": Since they don't clear the same bits, but do the same thing. It already says that in "help" (when hovering the fields), so I guess there isn't much wrong with that. The only thing that could be done (for experts) is to say which of them clears what bits.


SOLVED: I was right, it was a bad ROM that I've downloaded a long time ago! I tried a some out and I found one where I have playback when playing the Sound Effects on MUSIC!


Well, since I've already written down so much, maybe I could write a few more questions (that don't have to be answered right away):
Is it possible to walk as someone else than Mario, without removing him from the team? Like Booster's Tower the 8-bit version. How did that work?
Another question would be, if it is possible to change the look of a character for battle. Like, Geno in a different color, or Mario without a hat?


ADDED QUESTION: Well, since I haven't received any answers to my questions yet, probably because it's around Christmas time or because of another reason, I'll just add a few questions. By the way, I would like to receive at least SOME answers, also those who don't really answer all of that, just to let me know that you guys don't just ignore my reply.
You have How To threads, which may make sense to people who know what does what already, but don't really help me yet since I'm still at the start... so far, my biggest issue is... what does memore mean, and how do you properly make an event, like just talking to someone and not having this person disappear afterwards!
I have only experience with website programming, meaning I heard about if-else, loops (for, while), switches (pretty much the same as if-else for me) and other stuff, but I never encountered "memory" in something before.



One question that goes to the community though (and isn't a "How do I" question):
I'm trying to make like a sequel to the game with someone else. I'm wanting to create a lot of new sprites (more than recolors, actually creating and/or editing) and I wanted to know if I should maybe make a thread (or post it in one) where I show that stuff to you and let you use it for your games, so I can give you something back in return for helping me out so much. ^^


Once again, I'm really glad for receiving all of your help, and that goes to everyone!^^

PS: I wouldn't mind if my older topics got deleted, to clear up more space and make it easier to find the topics you need, so go ahead and delete them. I'd delete them myself if I could. ^^ And seriously, let me know if I can help you somehow, I don't like it when I'm receiving help without giving something back in return!

darkne55
Posted on 12-26-11 01:20 AM Link | Quote | ID: 148893

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how come when i click load rom it just lets me load something on my computer
i didnt create any roms

Kawa
Posted on 12-26-11 09:48 AM Link | Quote | ID: 148898


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Posted by darkne55
how come when i click load rom it just lets me load something on my computer
i didnt create any roms
That's what the "Load" function usually does in a computer program: it loads an existing file to edit. It's just that, unlike your average text or image editor, you can't start from scratch so there's no "New".

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M.E.R.255
Posted on 12-27-11 11:09 PM (rev. 3 of 12-27-11 11:13 PM) Link | Quote | ID: 148924


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First of all, WOW, that's a high level there!^^

But now to a question that is very important to me. =O
Is it possible to edit Effects? I'm talking about like, replace Mushroom and Scarecrow and make new Effects? Don't come here with "not possibe" because I know that nothing has to be "impossible". ^^
What I had in mind sounds kinda funny, but okay, two Effects called "love" and "fat" (yep, sounds strange), where there are random times where the character can't attack, and the other one is where the character changes into a fat version where they lose speed, their attacks do less damage, and it raises their defense.

I was wondering... are there some EVENTS or so that I would have to edit, to make it do something different? Like an event where scarecrow turns the characters into a scarecrow, but instead acts like fear, where the character does something different while standing and the attack changes as well?

giangurgolo
Posted on 12-28-11 04:33 AM Link | Quote | ID: 148932


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That would require assembly hacking; there are no event scripts or animation scripts that deal with that. Look for the battle algorithms in the assembly that check the effect bits of a character.

M.E.R.255
Posted on 12-28-11 05:45 AM Link | Quote | ID: 148934


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Assembly hacking? I don't even know what that means. Do I have to edit a file in the smrpg_docs folder? Oh, and I guess I finally figured out what memory is. Isn't it something like a variable with a value set to it, which you can use in a IF clause like uh if(men 7000=1){run dialouge[17];return;}
Well something like that, but just pretty much a "switch" or how I remember it.

By the way, I love your work!

giangurgolo
Posted on 12-30-11 01:40 AM Link | Quote | ID: 148955


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Assembly is 65816 code. Look around romhacking.net for tutorials or look in smrpg_docs.zip for the asm txt files. You've got the right idea: event scripts often check RAM memory addresses as a conditional to either jump ahead/back to a specified ROM offset or continue executing the following lines.

Thanks for the feedback. I'd wait around for v3.9.0 of LS in the next couple of days which will make it remarkably easy to import sprites from other games or your own custom made sprites:


M.E.R.255
Posted on 12-30-11 12:11 PM (rev. 5 of 12-30-11 01:14 PM) Link | Quote | ID: 148961


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This is still way above my head, so I don't think I'm ready for that yet. I have no clue what all the numbers and letter in those files mean, nor how they can be used to change the ROM.

I haven't found a tutorial on that website yet, probably because I don't know what to enter into the search bar. I really appreciate all the help and can't wait for v3.9.0. I had some troubles with the monsters, like I've edited them but didn't just recolorize them. Like I thought if I would replace Chomp Chomp with this, I would still have a regular Chomp and my Mad Chomp (it has 15 colors + 1 transparent):

It works, though for some reason 1-2 colors are displayed black in battle, like a part of his tongue (color 800000). =/ Are there colors that can't be used? Also it seems that Chomp and Chomp Chomp use the same graphicSet, and that the other one just uses a different pallete set.
It seems that that happens on every character that I try to give a different pallete set! Just like Bandana Dark, who has no changes, but uses different colors!
Ont he left is Bandana Dark (replaced Bandana Blue) in SPRITES, and on the right in an actual battle (also in MONSTERS the same thing):

Why is that happening? The color pallete of this character is:
181818, 686868, 909090, 808080, 505050, 604040, 300000, 180000, 202020, 101010, 101010,101010, 200010, 080000, 080000
Another thing is, I tried to replace Machine Made Yardovich with Mad Chomp, which worked fine in SPRITES, but NOT in battle (uses Yardovich's regular attacks and has his shape), which you could already see on the bottom right in MONSTERS (that Mad Chomp looked strange, compared to SPRITES).
Well, you said the next version of the program will make much easier to import sprites, so does that mean that something like this could exist in the game, but not change the other/original crab? I mean like, replace an enemy like Machine Made ones, and replace it with the animation and graphicSet?


I also encountered a little problem in the program, in the DIALOGUE section:
I tried to give a custom (handmade) symbol/letter a key, but it didn't really work, or caused some "error". This is my dialogue graphic:

I tried to give ä (german letter) the key ä. After I had saved the keystroke table and loaded it then, it suddently had the key ! instead. And the ones after it (öüß) have now #-´, while the first line has no keystrokes anymore, also ( ) (if they ever had any).
What happend there? Could it be because I tried a few things out on that copy of the ROM, and it's normal to encounter things like these when editing a copy? Or not?


Hope you don't mind when I bring these things up. I'm still a little curious if there are things that I can and can't do, or shouldn't do (like having a 32-bit character in a 16-bit game). Plus if there are some things that need to be fixed, I'd like to report any issues so they're not unnoticed and therefore will remain in the program.


Oh, and I like Bahamut, haha. Really funny how he talks in your image! ^^
Sorry for the long reply, it's a bad habit of mine.

giangurgolo
Posted on 12-30-11 07:16 PM Link | Quote | ID: 148964


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Did you check the exported keystroke .txt file? With v3.9.0 you will not have to manually cull your graphic set as you have done. All it'll take is a couple of clicks and the editor will automatically cull the graphics and create the tileset and palette for you. If you want a monster that uses the same graphics but a different custom palette like the crab, don't try to stuff in new graphics when they already exist. Change the "Palette Index" of the new monster and modify it from there. I can't explain the palette problem. Did you try saving, closing, opening the entire editor and reexamining it in SPRITES?

Yakibomb
Posted on 12-30-11 10:37 PM Link | Quote | ID: 148965


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I know what's wrong with the palette. Giangurgolo actually helped me understand when I reported the bug awhile ago. Quote:

Posted by giangurgolo
...the 16th color is the same byte as the 1st color of the next palette row. You should modify the 1st color in the next row instead.

So this is a bug if it doesn't show up changed in the both rows of palettes, right?
Changing the 16th palette in the first row doesn't do anything for the sprite, however changing the 1st color in the next palette does. Neither palettes affect each other in the editor. The color that actually changes the sprite in game is the first color in the next palette...

Essentially the 16th color doesn't do anything but display the color on the sprite...

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giangurgolo
Posted on 12-30-11 11:56 PM Link | Quote | ID: 148966


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You're right. There are issues with 30-byte palettes and the 1st color overwriting the last color of the previous row. About half of the different palette types are 30-byte and the rest are 32-byte. There are no issues with 32-byte palettes, but elements which use 30-byte palettes (eg. levels and sprites) currently have this problem.

To fix this, I've prevented the editor from writing the 1st color to ROM for 30-byte palettes since that's reserved for transparent pixels anyways.

M.E.R.255
Posted on 12-31-11 01:22 AM Link | Quote | ID: 148967


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I now reopened the editor, and now the character looks in SPRITES and MONSTERS the same way (with the same error). Now to palletes... second row? There is only one row of colors in SPRITES for each character, what do you mean with second row? Here's an image that shows what I'm talking about.

Where is a second row of colors there?

Oh and I just want to be sure on this one:
You mean that, even though the crab has more spikes and lines, basically doesn't has an 100% identical shape, I won't have to adjust the gpahicSet in the new version?

This is what I mean, as example. The first one is original, the second one is edited by me.
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