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Zealous98
Posted on 10-22-10 07:21 PM, in How do I _________..? Link | Quote | ID: 137240


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Posted by privatesmiley
ah, i got it. i just used a older version of the editor to do the changes.

I'm making a hack that switches everyone around, it's going to be called fear the Dark Lord Mallow, where Geno is Bowser, Bowser is Mallow, and Mallow is Geno

All I gotta say is, good luck. Spriting Bowser over anyone will be tough. I suggest familiarizing yourself with giangurgolo's notes on molds, because there are times when Lazy Shell will let you down and you'll need to do some manual work via hex editing. I'm doing a sprite replacement hack myself, so believe me.

Zealous98
Posted on 01-13-11 11:23 PM, in How do I _________..? Link | Quote | ID: 139137


Red Goomba
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Lazy Shell just doesn't like sprite editing.

I thought I once familiarized myself with its limits, but even after being careful to modify only single values, it still does wacky stuff such as deleting some of the code for molds. The molds are cut short, and in place of where the subtile values should be set are the flags for the next mold (09 xx xx, 01, etc.), whose values are drawn onto the mold that was cut short. All the following molds are affected accordingly, as well as some other strange effects, up to a certain point.

The only way I can realistically sprite edit is through a hex editor, using Lazy Shell as reference. That's a worktime problem however, since I will have to convert from decimal to hex for every single value. That's ridiculous.

I'm using LS 2.5 because I didn't see any option to switch subtiles around for a mold on LS 3. Is there an option? If there isn't, does anyone know of a hex editor that can use decimal input?

Zealous98
Posted on 01-14-11 06:26 AM, in How do I _________..? Link | Quote | ID: 139142


Red Goomba
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Not that it was hard to find, but I thought I would share anyway. It's what I was looking for.

It's called Groovy Hex Editor. (More like Eye-Raping Editor, but it will have to do.)

Zealous98
Posted on 01-15-11 12:43 AM, in How do I _________..? Link | Quote | ID: 139154


Red Goomba
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Posted by Kawa

... free Cygnus editor

Ooooh, neato.

I'm using an older version of LS anyway and things are going smoothly, so it shouldn't matter anymore. Apparently I had to post in the forums to think of that. Oh well, maybe some ineffectual dribble is enough to kindle some activity in here.

Zealous98
Posted on 01-21-11 10:28 PM, in LAZY SHELL v3.4 released *REPORT BUGS HERE* (rev. 2 of 01-21-11 10:35 PM) Link | Quote | ID: 139252


Red Goomba
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The subtile editor is... a little strange? The subtile value that you need to input is off by 1. e.g. putting in 1 will give you subtile 0 (according to the BPP graphics viewer), 2 will give you subtile 1, and so on. This is certainly an issue because of the confusion between tiles 255 and 256.

Also, inputting 0 gives you a blank tile. I know subtiles that were value 0 couldn't be edited before, except with a hex editor. Did you change this to allow making blank ones?

Zealous98
Posted on 01-21-11 11:41 PM, in LAZY SHELL v3.4 released *REPORT BUGS HERE* (rev. 2 of 01-21-11 11:47 PM) Link | Quote | ID: 139255


Red Goomba
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I had selected a tilemap on Mario's jumping molds, then moved the cursor to the upper-right corner to zoom in on the subtiles that are used, and instead of zooming, immediately I get this error. In place of the zoomed-in view, there is a large X. You can't use the automatic zoom again until you reopen the sprites editor.

I tried it with several other tilemap sets (on different characters, too) but it only seemed to happen on this one.

Copypasted details below!

---

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.OutOfMemoryException: Out of memory.
at System.Drawing.Bitmap.Clone(RectangleF rect, PixelFormat format)
at LAZYSHELL.SpriteMolds.pictureBoxZoom_TS_Paint(Object sender, PaintEventArgs e)
at System.Windows.Forms.Control.OnPaint(PaintEventArgs e)
at System.Windows.Forms.PictureBox.OnPaint(PaintEventArgs pe)
at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs)
at System.Windows.Forms.Control.WmPaint(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4200 (NetFxQFE.050727-4200)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
LAZYSHELL
Assembly Version: 3.3.0.0
Win32 Version: 3.3.0.0
CodeBase: file:///C:/Source%20of%20Life/Emulation/Hacking/Lazy%20Shell/Lazy%20Shell%20v3/LAZYSHELL.exe
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------



By the way, I can't thank and admire you enough for your hard work. You are one of the few contributing milestones in hacking for the SNES era. Even a Megaman X editor is in progress as we speak. I just hope it's not too late; games like SMRPG may already be dead to some people.

Zealous98
Posted on 01-30-11 08:29 AM, in LAZY SHELL v3.4 released *REPORT BUGS HERE* (rev. 4 of 02-25-11 07:44 AM) Link | Quote | ID: 139398


Red Goomba
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Wow, I had written up this big ole report over the tilemaps, but then I read your post. Ooooops.

I do have some questions though:
1. I thought that copies (tiles shared between molds) allowed more freedom in the memory, but it seems that LS v3 doesn't support them. Was this deliberate or is this one of the tilemap issues you mentioned?

2. How do you add/remove tiles to/from a tilemap? Even if you add a new tilemap mold, I don't see any options to actually create a sprite for that mold.

For suggestions, I would like to see these options brought back:
1. Toggling between tilemap and gridplane
2. Able to input X and Y positions for tiles

---

Thank you.


EDIT: Gian, when you said tilemaps, you were referring only to levels, weren't you. There's an issue with certain molds when saving Sprites. Namely, Mario [0003], Molds 17 and 19. Some tiles turn into copies. I have no idea if these are the only molds affected.

Zealous98
Posted on 02-18-11 10:44 AM, in Where could I obtain the unused/beta stuff? Link | Quote | ID: 139629


Red Goomba
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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?

Zealous98
Posted on 02-22-11 03:12 PM, in Where could I obtain the unused/beta stuff? Link | Quote | ID: 139769


Red Goomba
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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.

Zealous98
Posted on 02-24-11 03:16 AM, in Where could I obtain the unused/beta stuff? Link | Quote | ID: 139817


Red Goomba
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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.

Zealous98
Posted on 02-24-11 07:26 AM, in Where could I obtain the unused/beta stuff? (rev. 2 of 02-24-11 07:39 AM) Link | Quote | ID: 139824


Red Goomba
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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.

Zealous98
Posted on 04-21-11 04:45 PM, in Where could I obtain the unused/beta stuff? Link | Quote | ID: 140983


Red Goomba
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Thanks heaps!

Zealous98
Posted on 08-23-11 06:42 AM, in Legend of the Axem Rangers - 6/6/16 Version 3.1 release, fixes those game-breake Link | Quote | ID: 146459


Red Goomba
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Posted by Hanto
Yamanaka Ino, I think I know what the problem is.
You are using the wrong version of the (U) ROM.
This has happened to me before.

To make sure you aren't using the wrong ROM, go to Mario's pad and talk to the toad that bumps into you.
Then say yes to him teaching you how to use items.
When you open up the menu, you will eventually freeze when toad shows up.

The alternative is to go to Johnny and make him give you the blue star, that should freeze you too. ...


What? That's not a rom issue, that's an emulator issue. The latest version of ZSNES (v1.51) freezes at those points (and sometimes in the equip menu). All versions before it work just fine though.

But are you saying that only happens with a particular version of the (U) rom? I only knew of one. Interesting?

Besides that, there could be a header in the rom. Axem is probably using a headerless rom to hack, so the patch always must be applied to a headerless rom.

Zealous98
Posted on 10-08-11 10:31 PM, in Toadstool / Mallow / Geno over Mario: Graphics Hack Base (rev. 5 of 06-18-14 12:53 AM) Link | Quote | ID: 147908


Red Goomba
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(Download and instructions at bottom of post.)

These are sprite hacks only. All stats, levels, scripts, etc. are deliberately untouched. All work was done within LS's Sprites tab or external programs.





GOAL: This is a small collection of hacks each intended for use as a base for a complete project. I wanted to create something that anyone could use to jumpstart progress for their SMRPG hacking project or, perhaps, to inspire one. My intention was to alter the game in one aspect as much as possible so as to create a solid backdrop to work from, and to do so without interfering with any other steps in the process.

PURPOSE: To relieve others from hours of gruntwork. By doing this, I thought I could provide both incentive for and a headstart on creating any such hack where the main character is someone other than Mario! I'm sure everyone likes that idea.

WARNING: This hack has been sitting for months unfinished but untouched, so I finally decided to just put it out here. Unfinished animations are limited to just these:
1. Toadstool's swimming
2. Mallow's swimming
3. Mallow's sleeping(?)
4. Mallow's star-get pose (deemed unnecessary through event scripts)
5. Geno's sleeping
6. All characters' small upward swimming (a la Midas River)

(Watch the videos below!)
(These are demonstration vids only. The weapons/magic used were hacked in just to show you that it looks awesome.)

Toadstool: http://www.youtube.com/watch?v=ezyoXHIsw-4
Mallow: http://www.youtube.com/watch?v=rrhUf4blWWM
Geno: http://www.youtube.com/watch?v=ErszX6T1wAY


PROS AND CONS:
There are good things to anticipate, as well as the bad things you should worry about.

PROS:
- Each respective character can do what Mario can do, and more.
Because Peach/Mallow/Geno uses much less space than Mario does, I was able to fit in plenty of animations for each.
- No redundancies and pixel-perfection.
I took care to ensure that there were no repeated tiles in Mario's BPP graphics, that most unused spaces were indicated (by greyed-out tiles), and that all animations intended to mimic original Peach/Mallow/Geno animations were exact.
- There is even some free space.
By the aforementioned reasons, there is also room to create some custom sprites/animations if the hacker sees fit.
- Characters can still rely on their original animation scripts.
As in, their animations for weapons and spells. Equipping Mario with another character's weapon, for example, will produce a seamless attack sequence.
- Small Mario and 8-bit Mario have been replaced accordingly!
For the sake of completion, I took all the liberties necessary. (See Toadstool's video for her transformation.)
- Can be applied at any time.
Since graphics were the only element I changed, the .ips can be used to fill in over the graphics at any stage in the hacking process. (See instructions at bottom.)

CONS:
- There is a lack of uniformity and, sometimes, coherent organization.
Each character needed a different approach as to how they can fit over Mario's sprite, so I improvised at many stages in the editing. (Some tiles are isolated from related tiles, and so on. Only an issue if you plan to make custom sprites)
- Original spritework is minimal.
Due to my own lack of skill, I was not able to animate a complete, natural set of movements for the characters. They look awkward while moving directly N, S, E, or W because I (mostly) referred to existing tiles for these animations.
- As-is, there are graphical glitches.
If you choose not to make a hack from scratch, a lot of workarounds will be needed to cover up certain glitches (for example, during the first star-get scene). I'm fairly sure these are memory issues.
- Not all animations made it.
To avoid issues with memory, I chose not to try and include all the characters' unique animations. I was able to cover Mario's major animations (tumbling, balancing, etc.) but some animations wouldn't fit, so I had to scrimp on ones such as Mallow's long-arm-running animation used during the Forest Maze running scene. In addition, all Riding Yoshi sprites were scrapped.
I removed them in favor of fitting each character's broad range of emotions into the {006} moldset.
- The (walking, up-right) animations for Toadstool/Mallow/Geno are unusable for their original sprite.
For the sake of accuracy and to avoid complications in memory, I decided that Mario should use the (walking, up-right) animations from each respective character, and edit theirs instead of his own. Because Mario's BPP GFX are organized differently, these animations will be unusable by their original counterparts. This means that having an identical character in your party will be impossible (including pallette edits of the character) unless they trade with Mario's (walking, up-right) animation set and have it edited as well.

General notes:
- Yes, Bowser isn't included in the package. I would have loved to have him (in fact, he's who I started with), but due to the cumbersome size of his sprite, Bowser will need a very different approach compared to the other three and is a project all its own.
- Applying only these hacks will obviously not produce anything presentable. Actual dialogue and such is a no-brainer (not to mention having character duplicates in your party), but as a bare example, event scripts will have to be edited to display different molds (e.g. when entering pipes).
- If any spriters would like to complete this work with proper animations, please contact me when you do so. I can consolidate your work into this post with the proper updates and credits.


No credit necessary if used!


Instructions:
1. Apply the .ips to a clean unheadered ROM.
2. Open the desired ROM with Lazy Shell (e.g. your hack).
3. Use Lazy Shell's option to "Import elements from another ROM" (top toolbar).
4. Browse to the patched ROM from step 1. Then, from the list, check only "Sprites".
5. Click OK and save.


Download:
---DEAD---http://www.mediafire.com/?5m5aeny713y47oq---DEAD---
New Link:
https://www.dropbox.com/s/zpfwytot9bi40pk/TMG_GFXHackbases.rar


____________________________
Created with Lazy Shell Editor, Tile Layer Pro, and Photoshop 7.
All graphics owned by Nintendo/Square-Enix.

Zealous98
Posted on 10-13-11 08:33 AM, in Toadstool / Mallow / Geno over Mario: Graphics Hack Base Link | Quote | ID: 147986


Red Goomba
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Sorry, I just don't have the skillz.
It would be tough to imitate that 3-dimensional perspective, for anyone...

Expect to see follow-up posts in the future, for when I discover other things that might help out. Such as: a way to change Mario's "unarmed" weapon to show the right animation. (I already know that the "unarmed" animation scripts are found in some "spare" accessories and armors.)

Feel free to request any videos, and I'll link them here.

Zealous98
Posted on 01-01-12 10:16 PM, in Help making a My Little Pony RPG Link | Quote | ID: 149005


Red Goomba
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Darn it. And here I was, getting my hopes up for a MLP project.

Zealous98
Posted on 01-10-12 10:16 PM, in SNRPG: Critical Challenge - Getting Back into Hacking Version 1.0 Finished!! Link | Quote | ID: 149431


Red Goomba
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This is a cool idea. I like changing up the metagame on anything.

But to make it clear, you still get physical and magical boosts for each level, just no HP boosts until 10, 20, then 30?

Zealous98
Posted on 04-23-12 07:50 PM, in Help making a My Little Pony RPG Link | Quote | ID: 150748


Red Goomba
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Hey Sam,
pretty sure the project is discontinued.

But, if you'd like to work on something, I'm in the middle of resurrecting a dead project all by my lonesome, and it's pretty tough finding the motivation and creativity to work on it when there's no one there to help me.

It's not SMRPG though. It's a Pokémon crossover being made with RPG Maker XP. Just about everything is in concept, so it will definitely take a lot of time. I personally haven't done anything with it in weeks.

If you're interested, reply to the thread or shoot me a PM, and I can PM you with details and such.

Zealous98
Posted on 04-22-13 05:16 AM, in Has anyone created a skin for 8-bit Mario? Link | Quote | ID: 153746


Red Goomba
Level: 16

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The event calls up a script that remotely controls the 8-bit Mario sprite, while the "real" Mario is behind the curtains. So, really, the only option is to replace Mario's sprite, if you want him running around the world and whatnot. That's what you're getting at, right?

Best way to do this is to change Mario's BPP address and pallette to match 8-bit Mario, then manually rearrange the tiles in each of his molds.

Zealous98
Posted on 06-18-14 12:51 AM, in Toadstool / Mallow / Geno over Mario: Graphics Hack Base (rev. 3 of 06-18-14 12:52 AM) Link | Quote | ID: 156845


Red Goomba
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OH GOD!

I'm so sorry, guys! I checked this thread before--how did I not see your pleas for help? D:

https://www.dropbox.com/s/zpfwytot9bi40pk/TMG_GFXHackbases.rar

^There it is! I'll edit the OP as well.
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Main - Posts by Zealous98

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