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Main - Super Mario RPG Hacking - Super Mario RPG Revolution - ABSOLUTE Final Version has been released! New thread | New reply

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Arbe
Posted on 02-03-09 12:38 PM Link | Quote | ID: 99993

go away
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This would be a lot better with custom sprites.

Waddler-D
Posted on 02-09-09 10:43 PM Link | Quote | ID: 100444


Paragoomba
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Hmm, I'm not sure if custom sprites are gonna be easy as SMW and Lunar Magic, besides I did have a few custom attacks, but of course they're nothing too special.

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boingboingsplat
Posted on 02-10-09 12:48 AM (rev. 2 of 02-10-09 02:52 AM) Link | Quote | ID: 100460


Giant Koopa
[PREFSTRING:wonderful bounciness]
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Posted by Arbe
This would be a lot better with custom sprites.

I'm working on graphics for a bully (SM64) enemy.

Edit: Oh crap I thought this was the community hack thread.

Sorry for wasting everyone's time.

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KP9000
Posted on 02-10-09 12:54 AM Link | Quote | ID: 100462


Boomboom

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At one point I had started the battle scripts for a 3 sprite formation boss... "Rock, Paper, Scissors" miniboss. I was going to try to get someone to render the graphics in 3d, then convert them to the appropriate graphics in photoshop. This idea hasn't progressed further than a couple lines of dialogue and battle script though...

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Matt Chapman
Posted on 02-23-09 09:13 PM Link | Quote | ID: 101713


Micro-Goomba
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Hey, how do I properly load this patch with SMRPG...I can't get it to work right! Thanks!

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-Matt-

Banished
Posted on 03-11-09 12:19 AM Link | Quote | ID: 102463

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I am having an issue with a few sounds (Bowser Door Opening/Bowser Claw Attack) and it sounds horribly distorted. I'm not sure if it's the RoM and the Snes9x version that is doing it. I am using 1.43 (I am going to degrade and see what that does)

Any advice?

Matt Chapman
Posted on 03-11-09 02:38 AM Link | Quote | ID: 102466


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Posted by Banished
I am having an issue with a few sounds (Bowser Door Opening/Bowser Claw Attack) and it sounds horribly distorted. I'm not sure if it's the RoM and the Snes9x version that is doing it. I am using 1.43 (I am going to degrade and see what that does)

Any advice?


I have zsnes and it does the same thing, I wanna say it's just the ROM though but I'm not 100% sure either...

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-Matt-

KP9000
Posted on 04-18-09 06:36 AM Link | Quote | ID: 105429


Boomboom

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ZSNES doesn't emulate as accurately as some other emulators. Try Snes9x. Should work fine.

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Kles
Posted on 04-18-09 05:28 PM (rev. 2 of 04-19-09 05:14 PM) Link | Quote | ID: 105437


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Two bugs that I've found so far...

1) The Valentina fight is glitched. You must defeat Dodo before defeating Valentina, or else the fight cannot end.

2) You cannot do anything to the hidons during the czar dragon fight. If you do, the Axem Rangers scene begins to run a script and it completely glitches out.

3) You can't fight Earthlink. If you win the fight, the game crashes.

4) Smithy's "PERISH!" attack sometimes fails to draw the beam.

As an aside, the middle of the game (From the end of Moleville to Yaridovich) is much easier than the rest. Perhaps a rebalance is needed? Aside from that, it's great.

Waddler-D
Posted on 04-20-09 05:36 AM (rev. 3 of 04-20-09 06:14 AM) Link | Quote | ID: 105534


Paragoomba
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Thank you very much for pointing out the bugs. I'm currently going through the game and patching up everything and balancing stuff accordingly. I tried fixing the Valentina fight with Version 1.0a, but by the time I got that out, I learned I had screwed up AGAIN.

The last bug I knew about. Unfortunately, not sure what to do about that, but I'll look into it. The other two bugs I'll definitely look into. My bet is that it has to do with enemy scripts not having the correct bytes or not ended off properly.

Though, I'm glad you enjoyed it Kles and I'll try to rebalance the middle part when I'm going through the hack.

EDIT: Regarding Bug #2, I was correct about my hunch... Apparently forgot an FF and that ended up putting Axem Rangers' battle script into Helio's counterattack script. I'll deal with that ASAP. Bug #3 probably might be a screw up with the battle event number or something solvable. Again, thank you for the heads up Kles. I really appreciate it.

EDIT #2: Yep, I was right. Ugh... Well, at least it's fixed. I can have a patch for V1.0b out right now.

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Kles
Posted on 04-22-09 05:22 PM Link | Quote | ID: 105717


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Hmm... I was just thinking. Is "I'm ready... to end this..." the line of text that is supposed to run when you paralyze Smithy's body? That doesn't seem right.

Waddler-D
Posted on 04-23-09 12:37 AM Link | Quote | ID: 105735


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Well, yeah... I can see what you mean. I'll figure out somewhat to make it a little more meaningful.

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0xwas
Posted on 06-04-09 09:41 AM (rev. 3 of 06-04-09 09:42 AM) Link | Quote | ID: 108052

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I found two bags in ver1.0b.

1
If Mario team makes Punchinello summon Mezzo bombs successively,Punchinello summons invisible Mezzo bombs.
If Mario or others attack to them,the game freeze.
(When this thing happened,I did Super Jamp 100 times.)

2
When Knife Guy unites with Grate Guy,broken graphic appears around partys' HP.

I'm in Marrymore.
It's hard to play. But nice hack^^

JerryG20
Posted on 06-05-09 04:38 AM Link | Quote | ID: 108111

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I don't know why, but I can't get anywhere with this hack (and I'd love to, as the idea of a much harder Mario RPG excites me!). In the beginning (Bowser's Keep), does Mario have a star or something? Because with both ZSNES and SNES9X any enemy that Mario touches dies (pops away, like as if you had a star), but there's no star music or graphics. However, if you kill 2 enemies by contact this way, Mario freezes (Mario can't move anywhere, but the enemies can; when the enemies touch Mario, nothing happens). Also, when trying to fight the terrapin guarding the door in Bowser's Keep, the game also a bit buggy: The four terrapins are lowered from the ceiling, only come down part of the way (they don't make it all the way to the ground), then the first one comes to attack Mario and does like 92 damage (instantly killing Mario), then the one that just attacked races off of the screen, leaving the other 3. The game then just stays there; music and animations playing, but nothing happens.

Am I doing something wrong??

Waddler-D
Posted on 06-15-09 02:46 PM Link | Quote | ID: 108719


Paragoomba
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I apologize in advance for not replying soon, I've been rather busy.

Umm, JerryG20. That's a really weird occurrence. The only thing I can think of is that you might be using a Super Mario RPG ROM with a header (first 200 bytes being 00 and dribble). You gotta apply the patch to a ROM without a header. Other than that, I'm not sure why that would happen. However, the final version which I'll release on ROMHacking.net has none of those problems.

0xwas, I changed around Punchinello's battle, but I will make that bug is rid of. And I'll also make sure of that second bug, but that certainly is one I haven't ran into yet.

However, I have been making lots of changes with the final version. This will include:

- Solve some problems with some enemies/bosses with multiple attacks (i.e. Enemies attacking after characters have died, leads to bug where enemy jumps offscreen and attacks nothing, only to come back some minutes later).
- Mallow with Shocker at the beginning instead of Thunderbolt as his first spell (Some enemies changed a bit to compensate for this).
- Balance out stats between characters and increase HP stat boosts
- Change enemy encounters around a bit (i.e. Mushroom Way, a Goomba encounter might give you two Goombas and a Koopa Troopa).
- Improved certain boss and enemy tactics as well as stats to make a little tougher.
- Fixed the bug where it says that your character will gain a new special at Level 51. The max level is 50 in this game.
- Changed Geno Whirl's stats (It will always hit now, sometimes will hit 9999 on its own, but timing for guaranteed 9999 is VERY hard like Geno Boost's).
- Changed stats for a few pieces of equipment (Masher, Lazy Shell).
- ALL Weapons have small changes to timing (Mainly just for the strongest level of the attack).
- Changes to some Psychopath messages
- Fixed problem with "Ready, Get Set, Go!" message on Booster Hill.
- Reduced enemy evasion for most enemies.
- Lessened EXP gain to compensate for Lucky Jewel, Lucky! Bonus, and the special Hammer.
- EXP Booster costs twice the amount of Coin Trick now.

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Megaman-Omega
Posted on 07-18-09 12:35 AM (rev. 2 of 07-19-09 02:58 AM) Link | Quote | ID: 110796


Micro-Goomba
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Ummm...I'm found a glitch that to my knowlege no one's mentioned yet.

While fighting Culex I managed to get him down to almost no heath and when I used the final shot he said "enough"....but the battle continued.

Now whenever I try to attack with a physical attack the character just fly's off screen and dissapears (my target selected is set on all). If I use magic that attacks everyone it does nothing and wastes magic. If I use single target magic the game freezes. Also items that attack everyone has the same effect as magic that target's everyone...

Am I the only one who's had this problem? Or is there at least a way to fix it?

*edit

Well through careful planning and savestate abuse I found a way to finish the battle at least.

Sense the crystals are only targetable if he uses his phase shift this is what happens if he's "dead" but the crystals are still there. Sense I couldn't target the crystals until he phase shifted again I was left with waiting out until he did that.

Even then the battle is finishable if I take out all four crystals but even then I have to do it all at the same time or else he starts bringing them back one after the other which of corse I can't take out right away.

And to top it all off...Well I don't know if this was intentional but at the end I only got 44 exp for all this work I'm assuming cause Culex never "died" even with the victory music he was still on screen

Waddler-D
Posted on 08-19-09 11:45 PM Link | Quote | ID: 113853


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I plan to fix the whole battle with Culex if necessary. I've heard some of the issues and they certainly will be addressed. At the moment, the hack is in the beta-testing stages and I'm hoping to have it released by late August or early September. Just waiting on some word from the beta-testers but it is certainly still getting worked on, making sure all the bugs, glitches and kinks are out of the way.

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Bendario
Posted on 09-21-09 06:15 PM Link | Quote | ID: 115740


Goomba
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Gaah, I was going to do something like this. I had planned to do a total retranslation (make stuff closer to the original Japanese script) and make some stat and battle tweaks to make the game slightly harder. But after rereading your post, I see we're doing completely different things, and I can only wish you good luck, since what you're doing seems to be far more difficult.

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al2fenrir
Posted on 10-05-09 04:01 PM Link | Quote | ID: 116565


Panser
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Hello Waddler, I find your hack great. I hope to join forces with you if you have room in your SMRPG remix team. I am becoming more familiar with Lazy Shell and I think I can help you with the balancing of stats.

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Waddler-D
Posted on 10-31-09 06:02 PM Link | Quote | ID: 118361


Paragoomba
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Hey guys, it's me Waddler-D (since everybody's a rabid crow now). While this hack is pretty much ready for a final release, it certainly isn't the last thing I'll do for Super Mario RPG. Future projects could very well be in the works.

But for now, I'm trying to figure out a couple things, like... how to change a few events in the opening demo of the game. There's a bug I'd like to get rid of there. For example, Mallow's Shocker killing everyone when it is only hitting one enemy...

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Main - Super Mario RPG Hacking - Super Mario RPG Revolution - ABSOLUTE Final Version has been released! New thread | New reply

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