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Please chime in on a proposed restructuring of the ROM hacking sections.
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Waddler-D
Posted on 11-19-09 02:04 AM, in Super Mario RPG Revolution - ABSOLUTE Final Version has been released! Link | Quote | ID: 119752


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Well, basically it's part of the battle concept. Psychopath tends to hint tricks about a boss or enemy to make it an easier (but by no means, too easy) fight.

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Waddler-D
Posted on 11-19-09 05:59 AM, in SMRPG ASM Hack Link | Quote | ID: 119779


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Hacking has never been easy to be honest. While I have a really good grasp of the game's battle system, I haven't learned much about the ASM hacking. All I can suggest, if you can't find somebody to help out with ASM is to possibly explore into it yourself.

I know it can be a real tough call, but that's how I got going with my hack when I first started. Me and a friend of mine were fooling around with a hex editor and had stumped upon data like enemy stats. We then did some trial and error, figuring what does what and then we stumbled upon other things like stats for characters, spells, items, and then the battle scripts.

I would suggest checking out Gian's site as it helped me out extremely well when I needed something. Don't give up on something just because you can't pull it off immediately. Work your way up to it bit by bit if you can. I know I'll be looking back to SMRPG soon after I address my SMW hack and I'll be looking towards ASM as a start.

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Waddler-D
Posted on 11-20-09 01:15 AM, in Super Mario RPG Revolution - ABSOLUTE Final Version has been released! Link | Quote | ID: 119819


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Thanks for the update, I'll have to fix that.

Bowser calling Toadstool is somewhat intentional, though... Since I have to had some reference to the introduction screen since having everybody calling her Peach, yet have Princess Toadstool at the beginning is kind of odd (even though Toadstool is an ugly name in my opinion).

Either way, I may fix that to be consistent in the end. I'll also look into any errors in Peach's speech.

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Waddler-D
Posted on 11-20-09 06:41 AM, in Super Mario RPG Revolution - ABSOLUTE Final Version has been released! (rev. 2 of 11-20-09 06:48 AM) Link | Quote | ID: 119861


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Again, it's intentional, goes along with the psychopath.

The Falcon Helm is an item that really boosts a character's speed (+50) and attack power, but makes them worthless in battle when it comes to doing damage (or healing) with specials mainly. The Red Cap raises most stats to a consider extent (Magic Attack extremely) but hampers a player's speed quite a bit (it would drop even Geno to 0 speed). I think I'll lower their prices in a later version, but they're mostly just items to have fun with and in a sense, they're collectibles as well.

The Attack Scarf is adjusted in this hack to accommodate the changes to the stats (weaker stat boosts), but it is quite helpful overall still. It will still prevent instant death to Mario if worn.

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Waddler-D
Posted on 11-22-09 12:50 AM, in Super Mario RPG Revolution - ABSOLUTE Final Version has been released! (rev. 2 of 11-22-09 03:47 AM) Link | Quote | ID: 119988


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Posted by hypershadic88
I just got to the Axem rangers and they owned me
man this game is incredible! Is there a secret to winning that battle?
Also the battle dialog recharging keeps coming up and sometimes two times
in a row. About the crazy shell does it do anything that's not stated?


Axem Rangers are just a fight that takes some tactical smarts and good timing, it's possibly to rush through, but it's best to take your time and find the targets you have to kill.

Crazy Shell is just as it is... Great Attack power, but debilitating in defense.

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Waddler-D
Posted on 11-24-09 03:52 AM, in Super Mario RPG Revolution - ABSOLUTE Final Version has been released! Link | Quote | ID: 120244


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Posted by Kaddish921
Finally got around to beating Smithy just now, and he wasn't too terribly hard... until I figured out how to actually kill him! Is he supposed to reset his head's HP every time you hit his body after it's at 0 hp?

Jinx was pretty interesting, even though I'm still not sure what Time Jump does... and I think my party's still a bit weak to give Culex a decent try, definitely a LOT harder than the original.

Also found a strange inconsistency with the bonus stats from level ups. Mostly with Geno, sometimes with Peach/Mallow, they'll get more than +1/+3/+1 option. Geno seems to randomly get +3/+9/+3 and Peach/Mallow will get +2/+6/+2. Not sure if it's intentional or not, but thought I'd mention it just in case.


Hmmm... interesting. I have to admit that wasn't my exact intention with the script, but it seems like something to consider keeping. Though, I'll have to test some things out.

I'm glad you found Jinx interesting, but yeah... Culex is probably the only unchecked boss in the hack, but since he was only changed slightly from the Remix version... those slight changes probably made him even more evil.

And it is intentional that the stats boosts are a bit different from one another sometimes, it'll make sense when you add the stats all together. Though, the bonuses are that way to differentiate the characters from one another.

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Waddler-D
Posted on 12-03-09 12:53 AM, in Super Mario RPG Revolution - ABSOLUTE Final Version has been released! Link | Quote | ID: 121306


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An update for you guys, I'm working on Version 1.2 since some nasty bugs came to my attention. The majority of them have been fixed, however... I'm redoing Culex, Smithy's final form, and Jinx's 3rd battle and seeing if I can work out something better and more challenging, I think I got some good ideas, but the execution needs to follow along.

Also, Geno is gonna lose some of his nerfs, same with Mallow. Bowser and Peach will be learning specials sooner than they usually did and there will be minor changes here and there for bosses and enemies to help balance things out.

That's just the main changes you guys should expect. I think that a release might be lingering a bit, but I'll see how things will turn out.

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Waddler-D
Posted on 12-04-09 07:22 PM, in Super Mario RPG TC Sneak Peek Link | Quote | ID: 121504


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Yep, that unfortunately happens when you use a hex editor alongside Lazy Shell V1.0. I've experienced the same thing when I was working on my hack and had gone in to change a few events. Thankfully, 99.9% of the changes on the hack were through other means (ex. hex editor). Though, yeah... I wish I could figure out why it happened for me.

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Waddler-D
Posted on 12-29-09 06:21 PM, in Super Mario RPG Revolution - ABSOLUTE Final Version has been released! Link | Quote | ID: 124466


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Hey guys, just to inform you that Version 1.2 will coming out something this week, very possibly on New Year's Eve. This will fix all the major bugs with any battles and also revamp Smithy's final form, Culex, and Jinx's 3rd battle, as well as improving the difficulty for a couple bosses here and there.

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Waddler-D
Posted on 01-02-10 06:43 AM, in Super Mario RPG Revolution - ABSOLUTE Final Version has been released! (rev. 2 of 01-02-10 06:45 AM) Link | Quote | ID: 124784


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Version 1.20 and 1.21 is out now! Here are the changes made in this version:

- Fixes major battle bugs with Croco #2, Machine Made Yaridovich, Replacement Boss, and Culex
- Smithy, Jinx and Culex have been severely revamped
- Star grinding is less broken
- Mallow and Geno have been buffed and a few of their specials improved
- Stats and prices of certain pieces of equipment and items improved
- Version 1.20 has V1.1a's characters specials table while Version 1.21 has the new specials table. (Example: Bowser learns Bowser Crush at Level 37 in V1.20, he will learn the same special at Level 30 in V1.21.)

Go check it out!


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Waddler-D
Posted on 01-02-10 05:17 PM, in Super Mario RPG Revolution - ABSOLUTE Final Version has been released! Link | Quote | ID: 124819


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Posted by Steyiak
Is it safe if I add this patch while I haven't finished the hack? (I am at the pirate ship)


Well, the reason why I made two versions of the hack is to allow players who are currently playing through the game to use the same save file they had with V1.1a and use it with a rom with V1.20's patch. V1.21's patch is the one that I HIGHLY recommend starting a new game with, as characters might ending up missing specials by the game's end with the rearrangements of their specials and when they learn them.

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Waddler-D
Posted on 01-02-10 08:53 PM, in Super Mario RPG Revolution - ABSOLUTE Final Version has been released! Link | Quote | ID: 124846


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Posted by hypershadic88
What do you mean by replacement boss? You made a new boss?
Either way I'm liking the new changes


Well, the replacement boss was still there in Version 1.1a. He just had an iffy bug that got stomped thankfully. He's certainly a more interesting fight than what was there before.

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Waddler-D
Posted on 01-03-10 07:16 AM, in Super Mario RPG Revolution - ABSOLUTE Final Version has been released! Link | Quote | ID: 124910


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Well, it's worth a try. I haven't personally tried and learned from experience, but logically... considering that the only save-effecting change is with the specials' learning levels being rearranged, I'm just assuming the only thing they need to worry about is the specials themselves. I haven't touched any events or objects at all with the latest changes, except in specific battles.

If there are problems with V1.20 and V1.1a compatibility, I will remove the .ips and just offer V1.21, letting people know that they'll need to start a new game.

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Waddler-D
Posted on 01-05-10 06:37 PM, in Super Mario RPG Revolution - ABSOLUTE Final Version has been released! (rev. 3 of 01-05-10 06:42 PM) Link | Quote | ID: 125067


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Posted by Steyiak
I have to report some stuff. (I wouldn't call them glitches, but they need to be dealt with)

1) The enemy called "OCTOVADER" at "Land's End" sometimes attacks the other monsters with magic attacks. (this usually happens at the beggining of the battle but it might happen later as well)

2) The enemy called "FINK FLOWER" again at "Land's End" sometimes uses "Recover" everytime I attack him. It is annoying because with "Recover" he recovers 110HP and I do him about 130HP damage, when he does this I do him 20HP damage/attack so it gets boring.


They're both intentional things with the AI scripts for those enemies. While I COULD make Octovaders a little more threatening (higher MATK).

Regarding Fink Flower, using all the commands at your disposal is recommended in this ROM hack and if attacking physically isn't exactly working for you, changing strategies certainly can present different results. Besides, Fink Flower's FP is limited after all... Final Fantasy enemies are with these annoyances to them as well. Just take an enemy that will use Megavolt on itself to heal if you use its weakness in FFVI for example.

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Waddler-D
Posted on 01-06-10 12:46 AM, in Super Mario RPG Revolution - ABSOLUTE Final Version has been released! (rev. 2 of 01-06-10 01:01 AM) Link | Quote | ID: 125081


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Posted by AnAxemRanger


To Waddler:
I was playing this and I noticed that Mario's jump doesn't seem to get stronger like it normally does. The 1 more to base damage for every 2 jumps (or whatever it is) seems to be gone in this version, but it was present in your previous versions.


Damnit. I'm not sure how the attribute had gotten removed for Jump but I guess I'll have to release another .ips patch later this week. They are a few other things I would like to address like the Juice bar prices for example. Real sorry about the inconvenience, but I'll see what I can do about the patching job and hopefully make like an add-on patch to already patched roms.

Thanks for letting me know.

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Waddler-D
Posted on 01-14-10 06:17 PM, in Super Mario RPG Revolution - ABSOLUTE Final Version has been released! Link | Quote | ID: 125540


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Posted by AnAxemRanger
Hey Waddler, have you changed the Booster battle at all in this version or is it the same as in your last version?
I ask this because there was a weird issue with the Booster fight in your last version. When I fought him I killed the snifits and the battle ended with Booster still standing there. He never attacked me.


Alright, I'll look into it. I guess the battle still might have that bug but I should be able to patch it up all the same. Version 1.21a's changes and fixes are looking really good right now, and I'm pretty confident that everything will finally be set.

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Waddler-D
Posted on 01-18-10 06:51 AM, in Super Mario RPG Revolution - ABSOLUTE Final Version has been released! Link | Quote | ID: 125689


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Alright, did some MAJOR fixes with the latest version of Super Mario RPG Revolution and I can officially say that the hack is near complete. There might be a few balancing patches here and there, but no major changes to bosses and enemies (unless to fix a bugged enemy) will be done at this point.

Enjoy!

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Waddler-D
Posted on 01-19-10 05:50 AM, in Super Mario RPG Revolution - ABSOLUTE Final Version has been released! Link | Quote | ID: 125714


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Looks like someone informed me of ONE last issue, which involves the last Jinx battle, I'm gonna be posting up four .ips patches. Two that can be applied to a V1.30 or V1.31 patched rom and two that are standalone...

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Waddler-D
Posted on 03-23-10 03:39 PM, in Super Mario RPG Revolution - ABSOLUTE Final Version has been released! (rev. 2 of 03-23-10 03:43 PM) Link | Quote | ID: 128689


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Posted by Duffman
I recently downloaded SMRPG Revolution 1.31 and there are a few things I want to say...

Difficulty
It's hard. REALLY hard. To the point that I've stopped playing. I got as far as the Kero Sewers and I said screw it. Let me say why.
I don't enjoy the fact that I have to grind for an hour just to get past the enemies in that area (Mushroom Way for example). Granted, I held down the fast forward button via ZSNES and jumped between the first screen of Mushroom Way and Mario's Pad to grind and restore my HP/FP with no trouble. And that was just to get past the Hammer Brother.
Getting through the first fight with Croco wasn't too hard. I had Mario at lvl 6 and Mallow at lvl 5 (which is what I usually do in the original SMRPG). A rather simple fight.
Returning to Mushroom Kingdom to fight Mack...I had to use Code Breaker codes to get past him. Hell, getting past the Snuffit things was somewhat too much; Mallow can barely take a few hits from them unless I block it (which proves to be more of a challenge this round, which I like). But Mack...having to use save states to block his rock throw attack to not get 2 shotted by him is not fun.

Experience/Battle System
Again, look to my point about level grinding. I know you increased the lvl cap to 50, but don't do like Final Fantasy; grinding is not fun, and with the increased lvl cap and decreased EXP from battles, it will probably take a ridiculously long time to reach the lvl cap.
The battle system really hasn't changed, which is good. A few new attacks from the enemies makes it seem more fresh, and giving Mallow a single target spell at the beginning instead of a multi-target spell makes things a bit more interesting.

Since there isn't much else changed aside from the statistical side of SMRPG, I'll end this here. Just my little bit of two cents on this ROM hack; excellent idea, but if you want it to be enjoyable to everyone, make it challenging, not outright boring and difficult.



Well, the hack isn't meant to be easy sadly. This hack is meant for people that pretty much ace the original game. Good strategy, having smarts and timing is certainly very important this time around and blocking as many attacks as you can is crucial. Grinding and stats isn't exactly gonna be the saving grace this time around, as the bosses will be the ones to deal out the biggest EXP gains. There's also level up choices, they become a bit more important too. For instance, if physical attacks are giving you trouble, boost your Physical Defense when you level up. Major bosses are definitely gonna be the toughest battles in the game, but Mack is the easiest of the bunch and they are certainly possible at normal levels with good strategy and timing.

If something seems overwhelming at first, usually the Defend option can be a lifesaver a lot of the time but also all the bosses have their gimmicks that makes them easier to beat. However, I will lessen the rock attack's frequency a bit.

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Waddler-D
Posted on 03-24-10 12:59 AM, in Super Mario RPG Revolution - ABSOLUTE Final Version has been released! (rev. 2 of 03-24-10 01:00 AM) Link | Quote | ID: 128699


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Posted by Duffman


I understand blocking attacks are crucial, but if they're that crucial to survive, and the window to block them is damn near an instant, it gets overly frustrating.

And if leveling and stats are not the way to go, why say that if a boss is giving you trouble, you should level up? If a boss is taking you out in just 2-3 turns (maybe more if you're tossing Pick Me Ups trying to survive), it's going to take quite a while to get your stats up because the enemies give so little EXP. And if they're using all magic attacks, blocking is out of the question entirely. And the chance to block, as I said, is a very small window, so it makes it even harder to survive.



Yes, you wanted to make this hack hard. But there is such a thing as too hard; it sucks fighting against a simple enemy and see him hit you for 30+ damage simply because you couldn't block in the half a second time frame.


Huh? I meant like when you level up, you do have the options of choosing bonuses and the stats can tip things in your favor. And I doubt the window to block is near an instant. Blocking it perfectly would be that case. I left the timing to shrug off half the damage the same.

I've made sure that the majority of enemies have some weakness or something about them to exploit, so it's not like the enemies are invincible creatures that can and will murder you. For instance, the Shysters in Mushroom Kingdom. One good Fire Orb special pretty much murders them in one shot. Bosses have their weaknesses as well, but they're gonna try their best to overshadow them with their own tactics.

This hack is just meant for people that just want a challenge or something new with this classic RPG. Hell, some older games in mainstream RPG series (Dragon Quest and Mother are good examples...), some recent PS2 RPGs like Shin Megami Tensei and remakes of certain RPGs like FFIV DS certainly seem a bit unfair, if not more unfair than this one.

The fact that Mario and company HAVE the ability to nullify or lessen the damage as opposed to taking the full brunt of it. I've try to make it so that spells aren't gonna doing too much more damage to what the player is blocking physically. Besides, you kind of have to do this in the Mario & Luigi games to survive some battles...

I would honestly hope that the player does get around the idea of level grinding when playing through this game and sticks to their skills, wits and the ability to figure out their enemies to progress... I'm not a fan of level grinding either and there isn't exactly just one strategy to beat each boss of course...

I know the hack's not made for everyone. But I can definitely say it's far from unfair.

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