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Main - Super Mario RPG Hacking - Lazy Shell Improvement Thread | New thread | New reply |
GRUNK |
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Goomba Compromised account. Please contact staff for a password reset. Level: 15 Posts: 26/33 EXP: 14564 Next: 1820 Since: 02-21-08 From: New york Last post: 2781 days Last view: 2781 days |
Hate to ask but will the Japanese version ever be support? ____________________ not enough space for arguments |
AlveinHero |
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Red Goomba Level: 17 Posts: 6/47 EXP: 20535 Next: 4208 Since: 03-07-13 Last post: 1033 days Last view: 330 days |
Posted by GRUNK We'll see about that. |
SMRPG HACKER |
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Koopa Level: 25 Posts: 82/107 EXP: 79262 Next: 10358 Since: 04-06-10 From: On mars Last post: 3224 days Last view: 3224 days |
Any chance for import sheet option like say the width is 32 so you divide the width by 32 and that's how many molds you got
( 320/32 = 10 molds ) |
Darkkefka |
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Red Koopa Level: 26 Posts: 66/123 EXP: 94112 Next: 8163 Since: 04-09-11 Last post: 3117 days Last view: 3284 days |
I finally learned how to use the music editor, and I've finished my first custom song for the game. But it took me about 2 weeks to make it!!!!
I have 2 major issues...and I doubt they can be added in, but.... 1: is there a slight possibility to add at least maybe 2 or 4 more channels?? Most of the custom songs I want to use require a full band. I literally have some channels playing 8 instruments and it gets me mixed up a lot..and of course some most play on the very same beat..forcing me to leave out some parts of the song since it seems impossible to have 2 different notes/instruments play on the very same beat in the same channel. 2: The music editor has a very bad habit of scrolling you back to the top of the score, and I lose my place on the editing a lot when that happens. Oh..I tried to import a custom wave, and it said file wasn'r supported. What when wrong?? |
DS Piron |
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Micro-Goomba Level: 9 Posts: 6/12 EXP: 2637 Next: 525 Since: 04-13-13 Last post: 3484 days Last view: 3648 days |
...I don't think it's physically possible to add more channels, not without changing the sound chip in the SNES itself, and at that point, you'd be better off programming the game from scratch.
...But, perhaps I'm wrong... |
giangurgolo |
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Level: 34 Posts: 197/219 EXP: 249417 Next: 4234 Since: 02-01-08 Last post: 3241 days Last view: 3241 days |
Posted by Darkkefka No, only 8 channels are supported.
The new version 3.18.4 fixes this problem.
Follow the guidelines in the "IMPORTING CUSTOM WAVS" section in the readme.txt file. |
Darkkefka |
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Red Koopa Level: 26 Posts: 70/123 EXP: 94112 Next: 8163 Since: 04-09-11 Last post: 3117 days Last view: 3284 days |
Would it be possible for an Undo option in the animation editing screen?
I make a lot of mistakes and I'm forced to close the screen and re-open it. Oh..you seem to be the boss around here. I think finally understand how the level cap thing is done, however, I need to know if it's okay to talk about that here on this site. I promised I'd explain how to do it if I ever learned it. It won't be for a few days though. |
giangurgolo |
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Level: 34 Posts: 198/219 EXP: 249417 Next: 4234 Since: 02-01-08 Last post: 3241 days Last view: 3241 days |
Are you referring to the sequences and frames in bottom portion of the sprites window or the animation scripts? |
Darkkefka |
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Red Koopa Level: 26 Posts: 71/123 EXP: 94112 Next: 8163 Since: 04-09-11 Last post: 3117 days Last view: 3284 days |
the animation scripts, for like making custom attacks and such. |
giangurgolo |
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Level: 34 Posts: 199/219 EXP: 249417 Next: 4234 Since: 02-01-08 Last post: 3241 days Last view: 3241 days |
That already has undo/redo. The buttons are at the bottom, or just use Ctrl+Z or Ctrl+Y. |
SMRPG HACKER |
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Koopa Level: 25 Posts: 94/107 EXP: 79262 Next: 10358 Since: 04-06-10 From: On mars Last post: 3224 days Last view: 3224 days |
Does lazy shell read pointers? if not can it be made to for expansions. |
Elementalpowerstar |
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Paratroopa Level: 29 Posts: 153/155 EXP: 144296 Next: 3589 Since: 12-29-08 From: --- Last post: 3791 days Last view: 3684 days |
So, I noticed something with custom music in Super Mario World, where a large portion of the music in certain channel(s), at the end will be blocked out with Rest commands, often "[r]100". Super Mario World seems to have this logic where the song starts to loop back to the beginning of Infinite Looping when the first channel to terminate it's script is.
Say, channel 0 was 10 notes long, and it began to repeat infinitely at the beginning of those notes. Channel 1 was 8 notes long, and it also began infinitely at the beginning of those notes. The game would stop at 8 notes for both channels, and loop back around. For a downloadable example I wrote quickly, "A TEST SONG.txt" (Contains 2 files.) contains a song without a large amount of rests in a loop, will continually play over and over, when a Begin Infinite Repeat command is placed when the notes start. "A TEST SONG with long rest loop.txt" plays normally in AM4 Player, which assumedly copies SMW's sound system, and this plays and loops perfectly. Is it possible to get this feature implemented? Or perhaps a line in the Staff Viewer of the Audio Editor (An amazing feature, by the way. Good on you for putting that in.) that would show where the end of the channel would be, so it can match up? It would likely need to match up at the appropiate length with the Begin Infinite Repeat command to go accurately. This would greatly help converting favored SMW .MMLs to SMRPG. Try importing those .txts in the Audio Editor and in AM4 Player and see how things goes. They'll both need the Begin Infinite Repeat command added at the beginning of the notes, because appraently the editor decided not to pick up on them for some reason. It did with other .MMLs, but not that one. Strange. Sorry in advance, and thanks. I'm sure someone else might be better suited to fill you in on specifics, but I hope this will be enough to start, if at all. EDIT (12/2) If you are planning to implement that line, try to make it at the end of the last note's duration, like this image, where the rests are. I'm starting to use this as a guideline for where the song ends, so there may be no need to even do it. Assuming this works, of course. ____________________ Introduction to The Lazy Shell Editor (youtube) Super Modify RPG's Youtube Channel. |
R. Solaris |
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Goomba Level: 13 Posts: 22/25 EXP: 8942 Next: 1325 Since: 04-16-10 From: Murrells Inlet SC Last post: 3480 days Last view: 3112 days |
While on the topic of Music, Most SPC files are the same as the VSTi I use manages to grab the samples from any and all SPC files. [C700]. Can it be made that LAzy Shell too can get any Instrument sample from the SPC file, With the proper loop already in place? It would make it easier than using C700 to dump to bnk and then trying to figure out the loop point manually. Also I do second the notion for Lazy Shell to read and adapt pointers to allow for more space rather than being dependant on what free space is left in said sector of the data. Atleast then it would make it so much easier for us to insert custom things. |
Darkkefka |
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Red Koopa Level: 26 Posts: 94/123 EXP: 94112 Next: 8163 Since: 04-09-11 Last post: 3117 days Last view: 3284 days |
A rather...silly, but maybe helpful suggestion.
You see, many people know how to use Lazy Shell by now. Is there any way, or maybe can you create a way to LOCK the game after you've completed it?? Or Lock it with a password?? Like say, make an option to prevent any and all further modifications to the game to prevent people from hacking into your game after downloading it and stealing your stuff or making it easier for them to beat? And make the program warn you that you should make a backup, or have it automatically make you a backup so you don't mess it up incase you need to edit it some more...and the game you lock would be the one you release to the public?? You see, during beta testing of my game, one of the testers told me he downloaded Lazy shell and hacked in a few things to get by it easier... |
giangurgolo |
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Level: 34 Posts: 212/219 EXP: 249417 Next: 4234 Since: 02-01-08 Last post: 3241 days Last view: 3241 days |
I could do this for future releases, but users could simply use older versions that have no such restrictions to modify hacks. Also, the program is open source and the user could modify the code to remove any password protection features. So ultimately there's not much point to adding such a feature, sorry. |
Darkkefka |
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Red Koopa Level: 26 Posts: 98/123 EXP: 94112 Next: 8163 Since: 04-09-11 Last post: 3117 days Last view: 3284 days |
I see. Bummer. Just an idea since some people REALLY work hard on their hacks.
Would it be possible to name our events and search for them this way? It would be faster than opening the Levels and finding the event number...that way in case you want to change it later. I notice some of them have names, so I can't search them unless I'm doing it wrong. Also, unrelated to the thread...that patch you made with the ability to display over 1000 HP on your characters without bugging up. Do you still have it? http://www.youtube.com/watch?v=hv9ASrrinOE Also, these might be hardcoded, but would it be possible to make a function that controls those currently "uncontrollable"things....... Examples: When all 3 allies are knock out...what controls the fuction that slows down the music and displays the "Game over message" THEN sends you back to the last save point? What controls how long the invincible power star last? What controls how much EXP the party gains when you add more allies to the group. What controls the DOUBLE EXP from the EXP Booster.... What controls how long the effects of Red Essence, mute, mushroom, sleep, scarecrow last? You edit attacks in the "attacks" Like I can make spritz Bomb turn you into a mushroom, but what actually tells the game to change that character's sprite to a mushroom? What if I wanted to do something silly, like turn them into a ghost or a doll. Stuff like that... |
SMRPG HACKER |
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Koopa Level: 25 Posts: 96/107 EXP: 79262 Next: 10358 Since: 04-06-10 From: On mars Last post: 3224 days Last view: 3224 days |
http://home.comcast.net/~giangurgolo/smrpg/ has Gian's previous stuff, his docs and his function demo which incorporates his muscle patch.
that is the assembly qouted from Giangurgolo's docs it contains the level up bytes that are documented and I was able to make the game have a xp cap of 32,500 instead of 9999. hope it helps. |
Darkkefka |
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Red Koopa Level: 26 Posts: 99/123 EXP: 94112 Next: 8163 Since: 04-09-11 Last post: 3117 days Last view: 3284 days |
Posted by SMRPG HACKER Interesting. I may have to hold off the final release of my game to learn this. It's a little confusing. I know how to Hex edit now of course, but I'm a little lost here. Example, this hold thing seem to be related to the EXP. On the second group, where it says " Branch if les than 9999, if you change that value to 32,000, then the max EXP would be 32000? You see... C2/DD16 BF 0A F8 7F LDA $7FF80A,x[$7F:F80A] A:00FF X:0000 Y:0000 ;load current XP C2/DD1A C9 0F 27 CMP #$270F A:270F X:0000 Y:0000 ;check if maxed out C2/DD1D 30 03 BMI $03 [$DD22] A:270F X:0000 Y:0000 ;branch if less than 9999 C2/DD1F 4C 72 DD JMP $DD72 [$00: DD72] A:270F X:0000 Y:0000 So at the check if maxed out, it's seeing if they have 9999 HP, so I would need to change the 0f27 to the value I want? But what does the Branch is less do?? I know that of27 is 9999, but where does that C9 in front of it come in? C2/DD1A C9 0F 27 ....what offset number is this? I can't find it on the hex editor. What about the 5-Digit damage numbers and the 4-digit HP on your allies numbers? Is all this on the doc codes list as well?? As for coins, what's the offset for max coins? I raised it to 9999 my game, but when you see over 9999, it resets it to 999. |
SMRPG HACKER |
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Koopa Level: 25 Posts: 97/107 EXP: 79262 Next: 10358 Since: 04-06-10 From: On mars Last post: 3224 days Last view: 3224 days |
Gain's doc pack includes the hex codes he changed for the muscle demo
ill post them here
that's the HP AND Damage code from function demo. yes, I set max Exp. to 32,500 although it does do the same thing my coin patch does and can't display the new number place so it displays crap for the last spot. and it can't go higher than 65535 divided by 2, due to overflow. 2DD27-C9 0F 27 is one 2DD1A-C9 0F 27 is the other critical offset for the Code there is one near there that says A9 0F 27 or set to 9999 which prevents the game from getting more than 9999 change that too otherwise you would hit your new cap of Exp. and it would set your Exp. to 9999, which might be interesting. C9 is Compare to 9999 than if less than, if so it jumps to a offset in the Exp. Case, jumps over A9 which is like.
in a modern language. that code makes sure you never get over 9999 xp those three codes in tandem makes the limit, and in my experience it makes up most of the caps in the game. http://home.comcast.net/~giangurgolo/smrpg/smrpg_docs.zip is where the zip of Gain's docs are(where im getting this code from), this is the wrong thread for this discussion so next time post in the HOW DO I thread |
SuperMarioRPGHacker |
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Octorok Level: 11 Posts: 9/21 EXP: 5818 Next: 167 Since: 04-18-14 Last post: 3653 days Last view: 3652 days |
can make a option where you can make your dialogue without go to the event scripts? and when are without event scripts to display say a dialogue saying why are without event scripts enough? ____________________ FINAL FANTASY MARIO BLOG: http://finalfantasymario.blogspot.com.br Some SMRPG Hacking questions? Ask me here: http://finalfantasymario.blogspot.com.br/2014/04/smrpg-hacking-questions.html |
Main - Super Mario RPG Hacking - Lazy Shell Improvement Thread | New thread | New reply |
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