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al2fenrir
Posted on 12-08-09 07:33 PM, in Useful Events in the original SMRPG Link | Quote | ID: 121851


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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.

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al2fenrir
Posted on 12-09-09 02:43 AM, in SMRPG Screenshots/videos/etc Link | Quote | ID: 121923


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A TC Preview..

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al2fenrir
Posted on 12-09-09 03:01 AM, in Super Mario RPG TC Sneak Peek Link | Quote | ID: 121925


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Thanks.. actually that sounds good.

Suggested:

Dampy Dampy Darkness Sewer
Silhouette Sewer

I'll collect more names and see what best suits em'. Thanks for the input.

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al2fenrir
Posted on 12-09-09 03:51 AM, in Super Mario RPG TC Sneak Peek Link | Quote | ID: 121933


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Would you like to join me in creating it? I am looking for mapmakers and beta testers.

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al2fenrir
Posted on 12-09-09 09:24 AM, in SMRPG Screenshots/videos/etc Link | Quote | ID: 121956


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The release date would probably be mid next year. Dunno if I can meet with the deadline. It needs lot of work as I am working on it alone.

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al2fenrir
Posted on 12-09-09 09:29 AM, in Super Mario RPG TC Sneak Peek Link | Quote | ID: 121957


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Map making is easy once you get to understand the concept. I learned map making without any document on hand, but it can really be time consuming. The technique to make editing less burdensome is to use the gridlines, that way, you'll know which tile to edit.

Anyway, PM me your email ad, and I'll send you an unofficial IPS of the hack.

There are still some events that have been messed up including the Super Star event. I dunno what went wrong, but the problem could lie on a script that was accidentally moved by my script editor.

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al2fenrir
Posted on 12-10-09 04:01 AM, in Super Mario RPG TC Sneak Peek Link | Quote | ID: 122058


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I have sent you the IPS.

With regards to Lazy Shell v.2.1. What I got is an unofficial build and the one that hasn't been developed yet. It's quiet good already, it has an animation editor, an ability to view item and spell descriptions, and more. But I'll leave it up to the authors to disclose further info.

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al2fenrir
Posted on 12-10-09 04:41 PM, in How do I _________..? Link | Quote | ID: 122085


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Alas.. I encountered NPC overload. Now, some NPCs wont show up. Anyone knows how to resolve this?

When I tried it on Lazy Shell preview, it shows up fine, but when it's on the emulator, it's not. Could it be VRAM issue? Deleting NPCs also wont do any good. I'm afraid, this is one of those ASM limitations.

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al2fenrir
Posted on 12-11-09 01:40 PM, in SMRPG Screenshots/videos/etc Link | Quote | ID: 122162


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Yes. Lazy Shell has the ability to import sprites into the game, but it would require overwriting some of the compressed graphics. Not to mention, we kinda lack the Luigi sprite. Making Luigi taller requires editing the Mario SGI object, that is beyond my ability, I'm not good at sprite editing nor do I have the program to edit it. But I do already have the Wario sprite, though I don't have much time to incorporate it. I can barely master the script editor.

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al2fenrir
Posted on 12-11-09 05:40 PM, in An idea for everyone Link | Quote | ID: 122167


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I was just wondering guys.. you might have heard of Game Maker, a program that can help you create your own games including Super Mario World. ROM hacking is base on someones work, because of this, we are bound to limitations and restrictions that had been set by its original programmer, however, if you create your own game, the possibilities are limitless. Isn't it right?

I was actually planning to create a Super Mario RPG on RPG Maker, I'm quiet sure its possible. Say, is there a way to decompile the ROM's main program? I'm sure it could be translated into another language. Hacking a ROM is limited, but creating one is limitless. Now, if only it's that easy.

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al2fenrir
Posted on 12-12-09 06:02 AM, in An idea for everyone Link | Quote | ID: 122224


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Posted by GreyMario
Let me tell you one thing.

As far as I know (that's up to rm2k) RPG Maker doesn't even have HALF the functions required to perfectly remake Super Mario RPG.


Yes, if it's base on the default scripts. But what I mean is to create a script similar to Super Mario RPG's battle system (that means rewriting every default script it has). I have found games that uses their own custom script. For example, a script that enables RPG Maker to make side view battle, Mode 7 that enables map scrolling, and a dozen more. I've seen one guy make Super Mario RPG XP via RPG Maker. He even manages to create his own animation, and create timed hits.

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al2fenrir
Posted on 12-12-09 07:11 AM, in Super Mario RPG TC Sneak Peek Link | Quote | ID: 122228


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Bug has been fixed..

-Text issues
-Super Star Crash
-Map/NPC Corruption
-Invisible NPCs

It took me a day to evaluate the scripts, darn ASM. As for the Invisible Star, I have no choice but to criplle some of its effects like xp gaining. The Super Star will only make Mario glow, and kill the bad guys, but it won't gain you any more xp. You have to fight the baddies to level up. I have to do this to override the bug that keeps on persisting.

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al2fenrir
Posted on 12-12-09 09:28 AM, in An idea for everyone Link | Quote | ID: 122233


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Posted by Mineyl
What you've said is true, al2. It all comes down to what you prefer to work with, though: would you rather modify pre-existing work that you know functions correctly and confines you to the rules of the owner, or go through the daunting task of coding system after system from the ground up to create a work entirely your own?

Being experienced in both fields, I can't really decide. I will say, though, that at least I've gotten somewhere in ROM hacking 'cause the limits have been decided for me. When I have no limits, I become quite susceptible to project ADD.




I am still working on SMRPG ROM hacking, because to be honest, ROM hacking via LS and Hex Editor is much easier compared to assembling your own game. In ROM hacking, we had the guys to back us up (people who knows ASM and programming).

In creating your own game, you are alone, and you had to figure out what to do on your own. Though it doesn't mean that people aren't helpful. There are some who helped but most of the time, info may come from your own observation and careful study.

Programming is more challenging if you ask me. I don't know if I am capable of doing it, but when I (hopefully) finished my hack, I'll explore other avenues.

Project adds are really neat stuff. This is a way to developed your work, and it gives your work a chance to excel. Anyway, this is just my opinion, ROM hacking may still be the best thing for others.

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al2fenrir
Posted on 12-13-09 07:41 AM, in board2 Town Square - Down'n'Up Link | Quote | ID: 122447


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He's one of the most advanced hackers here in Board 2. I dunno what went wrong. Anyway, if it's really that personal then I guess it's best to kept it private. Although, I'm also wondering.

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al2fenrir
Posted on 12-13-09 06:54 PM, in Super Mario RPG TC Sneak Peek Link | Quote | ID: 122504


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UPDATE:



Bane Bane Sewer level 40% complete!

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al2fenrir
Posted on 12-13-09 07:15 PM, in Super Mario RPG TC Sneak Peek Link | Quote | ID: 122507


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I was going to add it on Super Mario RPG Expansion (the hack that I delegated to philosophia), however, due to lack of event script space, it was canceled. But, now that I am in control of the scripts. I think it wouldn't be such a bad idea.

SMRPGX TC will have a Ghost House and a Sunken Ghost Ship level.

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al2fenrir
Posted on 12-14-09 05:00 AM, in Legend of the Axem Rangers - 6/6/16 Version 3.1 release, fixes those game-breake (rev. 2 of 12-14-09 05:10 AM) Link | Quote | ID: 122639


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Impressive work!

Hey you're actually very good at sprites. By the way, do you know how to fit the Wario sprites into the game?

Here's an example:



It's hard for me to fit all the sprites to make a Wario model.

..by the way.. I can help you create spells for Axem Red.

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al2fenrir
Posted on 12-14-09 05:25 AM, in Legend of the Axem Rangers - 6/6/16 Version 3.1 release, fixes those game-breake Link | Quote | ID: 122646


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I already have all the Wario sprites, and yes.. the limited ROM space is the same reason that prevented me to add Wario into the game, but I have found useless graphics on offset 320000+ that can be overwritten. I dunno if they are sufficient enough to contain all of Wario's animations, but my main problem right now is how to fit all the Wario sprites into the cardboard. There are 3 cardboards.. 1 for map sequence, 1 for battle, and 1 for spell, item, and attack. My problem is the third one. There are too many sprites to fit into the board. I think they need some extra cutting.

Going back to your hack, are you planning to add new spells for the Axem Rangers? You've helped me beta test my hack, so I'm offering you my help.. I think I can help you create new spells. Lemme know if you need me.

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al2fenrir
Posted on 12-14-09 05:38 AM, in Legend of the Axem Rangers - 6/6/16 Version 3.1 release, fixes those game-breake Link | Quote | ID: 122648


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Check my PM..

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al2fenrir
Posted on 12-14-09 05:58 AM, in Legend of the Axem Rangers - 6/6/16 Version 3.1 release, fixes those game-breake Link | Quote | ID: 122651


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It's not mine though. It's from a guy who calls himself Wario. I've found it on a sprite resource site, unfortunately, I couldn't find a Luigi sprite.

I'm still thinking if I would add it. I might screw up the entire graphics set.

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