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Main - Super Mario RPG Hacking - Where could I obtain the unused/beta stuff? | New thread | New reply |
Zealous98 |
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Red Goomba Level: 16 Posts: 28/40 EXP: 18731 Next: 1525 Since: 04-25-09 Last post: 3602 days Last view: 3602 days |
Namely, the maps listed in this wiki: http://tcrf.net/Super_Mario_RPG:_Legend_of_the_Seven_Stars
I know Giangurgolo used some of them in his Bob-omb Mafia hack, such as the forest and sewer areas--they are obviously not in the official game. Is there an .ips somewhere that I can use to view them first-hand? Should I find Mattrizzle and bother him instead? |
SMRPG HACKER |
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Koopa Level: 25 Posts: 63/107 EXP: 79324 Next: 10296 Since: 04-06-10 From: On mars Last post: 3232 days Last view: 3232 days |
hey you
could open a patched rom from bomb-omb mafia goto level 125(first area of the sewer) then export alot of stuff of level data you can import it in to you hack then get the palette and tilemap and it should be there |
Zealous98 |
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Red Goomba Level: 16 Posts: 29/40 EXP: 18731 Next: 1525 Since: 04-25-09 Last post: 3602 days Last view: 3602 days |
Thanks, but I kind of want everything in its untouched form. I only referred to the Bob-omb Mafia to indicate what I was looking for.
I'm mostly interested in the maps which have only physical properties, such as the "mountain" and the "prison" areas. I'd like to try tilemapping them. |
SMRPG HACKER |
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Koopa Level: 25 Posts: 64/107 EXP: 79324 Next: 10296 Since: 04-06-10 From: On mars Last post: 3232 days Last view: 3232 days |
ok this is unedited sewers
i have some thing you want Mountain phys map is 7 Prison is 16 |
Zealous98 |
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Red Goomba Level: 16 Posts: 30/40 EXP: 18731 Next: 1525 Since: 04-25-09 Last post: 3602 days Last view: 3602 days |
Posted by SMRPG HACKER Where did you get those numbers? Your screenshot doesn't help me either, I already know that I can import from Gian's hack if I need to. Besides, I don't want to confuse what Gian created (like the main town area) versus the unused goodies. |
giangurgolo |
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Level: 34 Posts: 60/219 EXP: 249587 Next: 4064 Since: 02-01-08 Last post: 3249 days Last view: 3249 days |
They're dummied maps, so switch between the "MAP" indexes to find them. Ironic considering the image above is a screen of the "MAPS" tab but cuts off the map index control when it is the one thing you need to look at.
Example: map 4 and map 21 are dummied maps. |
Zealous98 |
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Red Goomba Level: 16 Posts: 31/40 EXP: 18731 Next: 1525 Since: 04-25-09 Last post: 3602 days Last view: 3602 days |
I sure herp'd and derp'd there. I thought I tried the map index. I guess I accidentally disabled the physical map while looking at them so I didn't recognize anything.
What stumped me was that the filenames for the screenshots on the wiki I linked to were using hex. Sorry for all the drama. :V 7 isn't the mountain by the way, it's Seaside Town. |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 190/202 EXP: 226378 Next: 2801 Since: 04-21-07 From: United States Last post: 2423 days Last view: 2383 days |
**BUMP** (but with relevant information)
No need to bother me now. Here's all the info you need to view the maps in the editor, but keep in mind that this list is based on an older version of Lazy Shell, where the values were represented in hexadecimal. Test Map (no physical map exists) GRAPHICS SETS: GFX Set 1: 16 (House exteror) GFX Set 2: 1A (Town Decor) GFX Set 3: 17 (House doors) GFX Set 4: 2F (Town cliffs, stairs) GFX Set 5: 0 (NONE) TILESETS: L1 Tileset: 4 (Towns 1 (L1)) L2 Tileset: 5 (Towns 1 (L2)) TILEMAPS: L1 Tilemap: 0 L2 Tilemap: 1 PALETTES: Palette Set: 3 (Rose Town) Mountain Area 1 (2 levels in one) (graphics are slightly messed up because of tileset changes) GRAPHICS SETS: GFX Set 1: 33 (Shacks) GFX Set 2: 1A (Town decor) GFX Set 3: 0 (NONE) GFX Set 4: 34 (Mountain) GFX Set 5: 35 (Mountain decor) TILESETS: L1 Tileset: 19 (Mountains (L1)) L2 Tileset: 1A (Mountains (L2)) TILEMAPS: L1 Tilemap: 2A L2 Tilemap: 2B Physical Map: 29 Town Area, Outside MAP #: 2 (Tilemaps are missing, but physical map exists) Town Area, Interiors MAP #: 28 (Tilemaps are missing, but physical map exists) Early Mushroom Kingdom, Outside MAP #: 4 (Graphics are slightly messed up because of tileset changes) Early Mushroom Kingdom, House Interiors MAP #: A (Graphics are slightly messed up because of tileset changes) Sewer Areas 1 (3 levels in one) MAP #: 10 (Only the physical map exists) Forest Areas (4 levels in one) MAP #: 15 Bowser's Keep 1 MAP #: 25 Bowser's Keep 2 MAP #: 26 Bowser's Keep 3 MAP #: 2B Cave Areas (4 levels in one) MAP #: 3A Grassland Area 1 MAP #: 34 Grassland Area 2 (2 levels in one) MAP #: 3C Mountain Area (5 levels in one) MAP #: 48 (Tilemaps are missing, but physical map exists) Sewer Areas 2 (4 levels in one) MAP #: 4D Early Melody Bay (no physical map exists) GRAPHICS SETS: GFX Set 1: 4E (Plains hills, trees) GFX Set 2: 4F (Plains ground, rock) GFX Set 3: 50 (Rotating Flowers) GFX Set 4: 51 (Countryside) GFX Set 5: 0 (NONE) TILESETS: L1 Tileset: C L2 Tileset: D TILEMAPS: L1 Tilemap: 5A L2 Tilemap: 5B PALETTES: Palette Set: 17 ____________________ |
Zealous98 |
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Red Goomba Level: 16 Posts: 32/40 EXP: 18731 Next: 1525 Since: 04-25-09 Last post: 3602 days Last view: 3602 days |
Thanks heaps! |
Yakibomb |
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Level: 28 Posts: 37/137 EXP: 122980 Next: 8358 Since: 03-21-08 Last post: 773 days Last view: 773 days |
If you check the physical map of the castle in the Mushroom Kingdom, the room where you go into the storage area, there is a hallway to the right that lead to somewhere, but there are solidity tiles that block it off.
Remember the mini-game in the hallway with the statues and Dodo? Ever wonder why Dodo runs to the left of the room and goes around to try to peck Mario? Check out this demo showcasing SMRPG: V-Jump 95 Presentation See the hallway on the right? This used to be a hallway that actually went somewhere. If you go to this map in game, the walkway is blocked off by two solidity tiles. There is also a bunch of unused solidity tiles on the bottom of Mario's Pipehouse. Not really a map, but palette 7 in the levels is the beta palette for Nimbus castle. Go to any house and put that palette in. Notice how the tables/boxes don't change colors at all. Compare to this screen shot ____________________ Layout by Erik557 & LDA.
Thank you! |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 191/202 EXP: 226378 Next: 2801 Since: 04-21-07 From: United States Last post: 2423 days Last view: 2383 days |
Also (quoted from elsewhere with hex values changed to decimal; ignore the part that Yakibomb already mentioned):
Posted by Yakibomb It looks as if that hallway was meant to connect to the dummied-out staircase room to the right of the entrance to Toadstool's room. The Mushroom Kingdom exterior's physical map appears to be much larger than it needs to be, which suggests that there was another intermediate design between map 10 and the final's map 28. ____________________ |
Main - Super Mario RPG Hacking - Where could I obtain the unused/beta stuff? | New thread | New reply |
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