Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,492,482
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 04-27-24 01:46 PM
Guest: Register | Login

0 users currently in Super Mario RPG Hacking | 2 guests

Main - Super Mario RPG Hacking - Useful Events in the original SMRPG New thread | New reply

Pages: 1 2

Sukasa
Posted on 01-29-09 02:08 AM (rev. 7 of 02-01-09 06:09 PM) Link | Quote | ID: 99703


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.

  • #4 This is the event that appears to kick everything off. It only does one thing though, and that's load Level 002, which is the one where mario chases bowser into his castle. I'd surmise the garden scene may be hardcoded.
  • #65 Event 65 causes the springboard animation, but does not seem to be set to any specific NPC. Also, if $7049:0 is set, instead of launching mario up, he will bounce off gently downwards (south)
  • #2496 Event 2496 is the event script that handles the scene where Mario chases Bowser into his castle at the start of the game. I haven't had a chance to go over it thoroughly.
  • #274 Event 274 is a generic shopkeeping routine. It takes input in the form of bitflag 7049:4 and memory 7024. It compares the number of coins mario has to the number in mem 7024. If mario has enough coins, it returns, with bitflag 7049:3 clear. If mario does not have enough coins, it returns bitflag 7049:3 set. As well, if 7049:4 is set, it will run dialogue 520, which by default is a "um, you're a little short" message. it does not alter your coin count, however.
  • #283 Event 283 is a generic 'give frog coin' event.
  • #286 Event 286 is a simple event called by other events that holds until Mario hits the jump button, for example in Mushroom Kingdom, the "look what you're stepping in" girl uses this in her events.
  • #279 Event 279 is coded to give mario a controllable number of coins, and play a sound for that. The number of coins given is controlled by mem 702A.


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
Posted on 01-29-09 03:51 AM Link | Quote | ID: 99707


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
Posted on 01-29-09 05:37 AM Link | Quote | ID: 99721


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
Posted on 01-29-09 11:53 PM Link | Quote | ID: 99778


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
Posted on 01-30-09 05:03 PM Link | Quote | ID: 99820


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
Posted on 02-01-09 12:01 AM Link | Quote | ID: 99880


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



  • #65 can be called to trigger the springboard animation. Not sure what this does for any other sprite, but with springboards, you should call it before doing whatever you actually want the board to do (warping somewhere).


____________________



Sukasa
Posted on 02-01-09 12:01 AM Link | Quote | ID: 99881


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
Posted on 02-01-09 12:03 AM Link | Quote | ID: 99882


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



I successfully tested it with both #99 and #100.

____________________



Really Snooky
Posted on 02-01-09 05:57 PM Link | Quote | ID: 99916


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
#283 Event 284 is a generic 'give frog coin' event.


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
Posted on 02-01-09 06:09 PM Link | Quote | ID: 99917


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
Posted on 02-04-09 09:14 AM (rev. 2 of 02-04-09 09:16 AM) Link | Quote | ID: 100069


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
Posted on 02-10-09 06:15 PM Link | Quote | ID: 100633


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
Posted on 02-10-09 06:16 PM (rev. 2 of 02-10-09 06:17 PM) Link | Quote | ID: 100634


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
Updated Title Demo Script Path


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
Posted on 02-20-09 04:27 AM (rev. 5 of 02-22-09 03:03 AM) Link | Quote | ID: 101468


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
Posted on 02-23-09 05:55 PM Link | Quote | ID: 101699


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
Posted on 11-16-09 03:14 AM Link | Quote | ID: 119479


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
NOTE: ALL MEMORY/BITFLAG ADDRESSES IN THIS POST #4 This is the event that appears to kick everything off. It only does one thing though, and that's load Level 002, which is the one where mario chases bowser into his castle. I'd surmise the garden scene may be hardcoded.


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
Posted on 12-08-09 06:22 AM Link | Quote | ID: 121809


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
Posted on 12-08-09 06:46 AM Link | Quote | ID: 121813


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
Posted on 12-08-09 06:29 PM Link | Quote | ID: 121838


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
Posted on 12-08-09 07:33 PM Link | Quote | ID: 121851


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
Pages: 1 2


Main - Super Mario RPG Hacking - Useful Events in the original SMRPG New thread | New reply

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

Page rendered in 0.025 seconds. (340KB of memory used)
MySQL - queries: 122, rows: 161/162, time: 0.016 seconds.