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Main - Super Mario RPG Hacking - Attempting the addition of a 6th playable character. New thread | New reply


Mauron
Posted on 12-27-11 10:52 AM Link | Quote | ID: 148919


Micro-Goomba
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Note: I apologize in advance if I mistakenly say 8th in place of 6th. I've put a lot of effort into a Chrono Trigger project to add an 8th character, so the number tends to pop into my head first when thinking of extra characters.

So far I've tested the results of inserting an increased value for a player's identity, and it worked better than I expected.



That is a battle in Bowser's Keep where I inserted a value of 5 into the third party slot (00:3035). When attacking the cymbals turned into a golden Mario with a hammer, and reverted to a normal Mario sprite after the attack was over. Timed hits worked, although one hit killed the character. I'm not sure exactly why, although the current stats are abnormal, as shown below.



Obviously the graphics are garbage and the name is just the next thing read.

It currently loads equipment data (7F:F864-7F:F881) as its stats. I believe the equipment data can be moved to 7F:FEE0-7F:FEFD.

The place I can use the most help on at the moment is confirming that the 7F:FEE0-7F:FEFD range and 00:3038 (6th character slot's value) are unused.

The limited testing seems to show that to be the case so far.

At the moment I'm worrying about the RAM portion, because the conflict creates new items based on the new character's experience after a battle. ROM data will obviously have to be adjusted, and I'll tackle that next.

SMRPG HACKER
Posted on 01-06-12 12:09 AM Link | Quote | ID: 149130


Koopa
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mauron first of all your project is immense if it happens i think it would be a help to hackers
and yes i am back for a unknown amount of time

AnAxemRanger
Posted on 01-09-12 06:30 AM Link | Quote | ID: 149386


Snifit
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I was doing some very minor exploring with this 6th character idea and I made some half-way interesting discoveries, although I don't know if anyone will find them helpful.

First off, each character has 6 slots for various animations, with the exception of Mario because he has the most stuff to do. He gets 7. Normally, most things only get 1 slot for all their animations and molds. The characters in this game have a lot of stuff to do, so they get 6 slots. These 6 animation slots go in order by character. First is Mario, then Toadstool, Bowser, Mallow, and Geno.

In the X-button menu, the standing still, facing forward animation is loaded for each character, which is in each character's 1st animation slot, sequence # 10. (sorry if I'm using weird, fake terminology, but this is what I've always referred to them as.)

When you try to add a 6th character, in the X-button menu it loads the 1st slot and 10th animation right after Geno, which is the slot for the Hammer weapon, animation #10, which doesn't exist, hence the messed up graphic.

I also looked at the attack animation you mentioned. Every weapon has an animation script attached to it, labeled 0-35. Each character's unarmed attack animation is located near the beginning. 0 is Mario's unarmed attack, 1 is Toadstool, 2 is Bowser, 3 Mallow, and 4 for Geno. When you try to add a 6th character, they're unarmed attack by default becomes the weapon in slot 5, which is the Hammer weapon. So that helps explain that.

Like I said, I don't know if this info is helpful in any way, it's just some stuff I found out.
Either way, I wish you luck in your journey to get us a 6th character.

Main - Super Mario RPG Hacking - Attempting the addition of a 6th playable character. New thread | New reply

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