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Main - Super Mario RPG Hacking - Useful Events in the original SMRPG | New thread | New reply |
Sukasa |
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Red Birdo Level: 92 Posts: 1514/2112 EXP: 7690051 Next: 66886 Since: 02-19-07 Last post: 4449 days Last view: 3220 days |
NOTE: ALL MEMORY/BITFLAG ADDRESSES IN THIS POST FOLLOW THE addr:bit FORMAT, E.G.
704A:3 WOULD MEAN MEMORY $704A, BIT 3 IN LAZY SHELL. So, since there are 4,096 event scripts in Super Mario RPG, it would make sense that a decent list could be compiled, which might help with anyone looking to make their own hack. So, with that, here's a list of some useful events I've found so far that could be used by hack makers.
If anyone finds any events, or takes the time to dissect and document any, please post them in this thread and I'll try and edit them into this post. |
Omega45889 |
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Red Paratroopa Level: 31 Posts: 162/178 EXP: 183098 Next: 2265 Since: 01-18-08 Last post: 5484 days Last view: 4791 days |
This is a good idea. I would have liked to have the list already done and in LS, but with 4096 of them its just too much for any 2 people to do. |
Sukasa |
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Red Birdo Level: 92 Posts: 1521/2112 EXP: 7690051 Next: 66886 Since: 02-19-07 Last post: 4449 days Last view: 3220 days |
All right, I haven't found all of the relevant event scripts, but get this:
The title demo is controlled entirely by event scripts |
Sukasa |
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Red Birdo Level: 92 Posts: 1529/2112 EXP: 7690051 Next: 66886 Since: 02-19-07 Last post: 4449 days Last view: 3220 days |
Okay, while I haven't found everything, I've found a decent amount of the scripts used by the title screen demo, perhaps someone else will be able to find out information I haven't.
Here be the list |
Sukasa |
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Red Birdo Level: 92 Posts: 1533/2112 EXP: 7690051 Next: 66886 Since: 02-19-07 Last post: 4449 days Last view: 3220 days |
Updated Title Demo Script Path
So, it appears that the title demo starts at event #128, and follows most events though normally. However, there are two points at which this order breaks- and in the file that's where the indenting suddenly resets. I'm not sure how event execution makes it from one set to the next, but I'm working on it. |
blackhole89 |
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The Guardian Moloch whose eyes are a thousand blind windows! Level: 124 Posts: 2235/4196 EXP: 21534862 Next: 301739 Since: 02-19-07 From: Ithaca, NY, US Last post: 472 days Last view: 85 days |
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Sukasa |
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Red Birdo Level: 92 Posts: 1537/2112 EXP: 7690051 Next: 66886 Since: 02-19-07 Last post: 4449 days Last view: 3220 days |
Nice. Does the springboard have to be any specific NPC number e,g, NPC #1 to work? |
blackhole89 |
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The Guardian Moloch whose eyes are a thousand blind windows! Level: 124 Posts: 2236/4196 EXP: 21534862 Next: 301739 Since: 02-19-07 From: Ithaca, NY, US Last post: 472 days Last view: 85 days |
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Really Snooky |
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Micro-Goomba Level: 11 Posts: 5/18 EXP: 5736 Next: 249 Since: 11-14-08 Last post: 5254 days Last view: 5247 days |
Posted by Sukasa HOLD IT! Do you see the bold number (#284)? I think you should either: Rename the 4 with a 3 on 284 OR Rename the 3 with a 4 on 283 ____________________ |
Sukasa |
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Red Birdo Level: 92 Posts: 1542/2112 EXP: 7690051 Next: 66886 Since: 02-19-07 Last post: 4449 days Last view: 3220 days |
Fixed. |
Mecakoto |
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Shyguy Level: 23 Posts: 25/93 EXP: 66925 Next: 798 Since: 01-28-09 From: A computer. Last post: 3463 days Last view: 3357 days |
Might prove useful in the future:
The save point in [0DC] (Smithy Factory, Area 2 w/save point) is the only save point not to use Event # 80. It also has a unique set of attributes as save points go. I don't know why this is. It uses event #2390. Discovered when looking for answers to a question that was asked on another board. ____________________ http://www.youtube.com/user/mecakoto |
Omega45889 |
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Red Paratroopa Level: 31 Posts: 169/178 EXP: 183098 Next: 2265 Since: 01-18-08 Last post: 5484 days Last view: 4791 days |
If we are compiling a list, I would like to include it in the next release (V1.1) in a few weeks. Seems very helpful.
Also, has anyone figured out what determines the starting Intro event #? I would think it is hard-coded into the game. If so, we should figure out where its defined and Ill add it to V1.1. |
Sukasa |
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Red Birdo Level: 92 Posts: 1629/2112 EXP: 7690051 Next: 66886 Since: 02-19-07 Last post: 4449 days Last view: 3220 days |
Posted by Evil Shadowy Figure I do believe that will have the info you're looking for. Without knowing the UNKCMDs though, the script as a whole isn't quite contiguous. |
Elementalpowerstar |
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Paratroopa Level: 29 Posts: 66/155 EXP: 144387 Next: 3498 Since: 12-29-08 From: --- Last post: 3798 days Last view: 3691 days |
If this is considered bumping, sorry.
#3827: "You got a (item)!" Sub-routine script. Store the value of the item (The number of the item) to Address 70A7 to make this work properly. Use "Store value to mem (8-bit)" to make access to 70A7 avalaible. You ALSO need to store a "You got an Item!" dailouge to 7000. ____________________ Introduction to The Lazy Shell Editor (youtube) Super Modify RPG's Youtube Channel. |
ChaosBoi |
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Mini Octorok Level: 9 Posts: 8/11 EXP: 2717 Next: 445 Since: 02-16-09 Last post: 5537 days Last view: 5306 days |
I'm gonna go a little off topic here, but do you guys know what event script handles Culex? I checked his sprite and it says 2100, but that's for Hinopio. |
al2fenrir |
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Panser Level: 41 Posts: 50/333 EXP: 443767 Next: 36378 Since: 09-20-09 Last post: 4958 days Last view: 4964 days |
Posted by Sukasa Event 4 is actually useless. The Mario chasing Bowser event is hardcoded. I deleted this string and the chasing event is still intact. The Garden scene is hardcoded, but it can be changed by shifting the ASM pointers. Careful with the ASM pointers though, it can crash the game. Event 16-25 + subroutine 255 - Handles the battle scripts (they are ASM appointed so changing them will affect the auto-battle events unless you change the pointers.) ____________________ SUPER MARIO RPG EXPANSION MY PERSONAL BLOG Got any SMRPG Hacking related question? astralgamma.nursing-resource.com |
AnAxemRanger |
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Snifit Level: 37 Posts: 2/279 EXP: 337869 Next: 384 Since: 12-06-09 Last post: 2864 days Last view: 108 days |
Is it possible to change text in the opening sequence? In other words, could I change where it says "Super Mario" to say something else? |
al2fenrir |
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Panser Level: 41 Posts: 79/333 EXP: 443767 Next: 36378 Since: 09-20-09 Last post: 4958 days Last view: 4964 days |
No, it's hardcoded. ____________________ SUPER MARIO RPG EXPANSION MY PERSONAL BLOG Got any SMRPG Hacking related question? astralgamma.nursing-resource.com |
AnAxemRanger |
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Snifit Level: 37 Posts: 3/279 EXP: 337869 Next: 384 Since: 12-06-09 Last post: 2864 days Last view: 108 days |
Oh, ok. Thanks.
I have another question. What event controls the Booster Hill sequence the first time you go and how would I change it so Peach drops frog coins instead of flowers? Is that possible? |
al2fenrir |
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Panser Level: 41 Posts: 81/333 EXP: 443767 Next: 36378 Since: 09-20-09 Last post: 4958 days Last view: 4964 days |
Yes. Access the Level Editor and click on Fields tab. Under level properties, see what event script handles the stage.
Open Script Editor. Under events, find the number that the level uses. I think there is a memory assignment that handles it. If a certain memory has been set, it will run certain codes within the script, while ignoring the codes that run the first time events. The flower can be changed by removing the code that adds flowers, and replacing it with add x frog coin(s). It may take time before you can get used to it. And oh.. beware of the Lazy Shell parsing error. It may corrupt some existing events. ____________________ SUPER MARIO RPG EXPANSION MY PERSONAL BLOG Got any SMRPG Hacking related question? astralgamma.nursing-resource.com |
Main - Super Mario RPG Hacking - Useful Events in the original SMRPG | New thread | New reply |
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