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Main - Super Mario RPG Hacking - Where could I obtain the unused/beta stuff? New thread | New reply


Zealous98
Posted on 02-18-11 10:44 AM Link | Quote | ID: 139629


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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
Posted on 02-22-11 02:52 AM Link | Quote | ID: 139765


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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
Posted on 02-22-11 03:12 PM Link | Quote | ID: 139769


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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
Posted on 02-22-11 09:31 PM (rev. 2 of 02-24-11 01:08 AM) Link | Quote | ID: 139775


Koopa
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ok this is unedited sewers

i have some thing you want

Mountain phys map is 7
Prison is 16

Zealous98
Posted on 02-24-11 03:16 AM Link | Quote | ID: 139817


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Posted by SMRPG HACKER
Mountain phys map is 7
Prison is 16

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
Posted on 02-24-11 04:02 AM Link | Quote | ID: 139821


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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
Posted on 02-24-11 07:26 AM (rev. 2 of 02-24-11 07:39 AM) Link | Quote | ID: 139824


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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
Posted on 04-21-11 02:29 AM (rev. 2 of 04-21-11 02:31 AM) Link | Quote | ID: 140955


Cheep-cheep
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**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
Posted on 04-21-11 04:45 PM Link | Quote | ID: 140983


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Thanks heaps!

Yakibomb
Posted on 04-23-11 07:54 AM Link | Quote | ID: 141051


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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



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List of Super Mario RPG hacks and stuff.
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Mattrizzle
Posted on 04-24-11 11:51 PM Link | Quote | ID: 141073


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Also (quoted from elsewhere with hex values changed to decimal; ignore the part that Yakibomb already mentioned):

Beta level palette sets I've found:

* [17]: Apply it to any of the Mushroom Kingdom Castle levels and compare to 0:56 of [The V-Jump 95 Presentation video Yakibomb already linked to]. This could also explain why the are two copies of the Mushroom kingdom castle battlefield in the data.
* [1] or [22]: One of these palette sets seems to match up with the beta Bowser's Keep tileset seen at 1:17 in the video. [It's also used in unused MAP # 43]
* [7]: This matches the beta Nimbus castle tileset at 1:52 in the video and the first screenshot on this page. [It's also used in unused MAP # 27]


Posted by Yakibomb
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.

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.

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Main - Super Mario RPG Hacking - Where could I obtain the unused/beta stuff? New thread | New reply

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