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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Posts by Sukasa

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Sukasa
Posted on 01-28-09 07:40 PM, in Lazy Shell Improvement Thread Link | Quote | ID: 99675


Red Birdo
Level: 92

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Since: 02-19-07

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After deleting an exit from level 010 / Mario's Pad, I tried to recreate an exit field, but LS complained that the total exits count or similar was exceeded, despite a valid exit having just been erased

Sukasa
Posted on 01-28-09 11:58 PM, in Lazy Shell Improvement Thread Link | Quote | ID: 99689


Red Birdo
Level: 92

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Since: 02-19-07

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I've got a bit of a longer-term suggestion: Rework LS and SMRPG (Via ASM hack) to allow ROMs up to 8MBytes large via the SA-1's bankswitching registers (SMRPG already uses the SA-1). This would help ease issues where people using LS and making some areas larger would run out of ROM space, as is apparently happening to me.

Sukasa
Posted on 01-29-09 12:47 AM, in A mini-hack to learn a few things Link | Quote | ID: 99694


Red Birdo
Level: 92

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Next: 62413

Since: 02-19-07

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After learning to work with SMRPG, I put together a little three-area hack of it using LS. It's not a huge or wholly original edit, but it showcases a little bit of what SMRPG can do, and it's hopefully a little easier to learn from than Bom-omb Mafia. Anyways, yeah, here it is. It's nothing huge, but it covers most of the basics.

Download







Sukasa
Posted on 01-29-09 12:51 AM, in Favourite Videogame Weapon? Link | Quote | ID: 99695


Red Birdo
Level: 92

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The Invincibility Star, SMRPG Variant.

Seriously, it's awesome

Sukasa
Posted on 01-29-09 01:13 AM, in Super Mario RPG Community Hack Thread (rev. 3 of 01-29-09 01:17 AM) Link | Quote | ID: 99698


Red Birdo
Level: 92

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Next: 62413

Since: 02-19-07

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I'm getting better with levels and event scripting, as well as dialogue (but that last one's easy, and events are only moderately hard )

I'm also a competent 65816 ASM coder, and I could probably work with the SA-1 as well since it's the same instruction set.

Image, too big to show - Yeah, I know there's a couple issues with it, but this is after only about and hour and a half of work |;

Sukasa
Posted on 01-29-09 02:08 AM, in Useful Events in the original SMRPG (rev. 7 of 02-01-09 06:09 PM) Link | Quote | ID: 99703


Red Birdo
Level: 92

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Since: 02-19-07

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NOTE: ALL MEMORY/BITFLAG ADDRESSES IN THIS POST FOLLOW THE addr:bit FORMAT, E.G.

704A:3 WOULD MEAN MEMORY $704A, BIT 3 IN LAZY SHELL.


So, since there are 4,096 event scripts in Super Mario RPG, it would make sense that a decent list could be compiled, which might help with anyone looking to make their own hack. So, with that, here's a list of some useful events I've found so far that could be used by hack makers.

  • #4 This is the event that appears to kick everything off. It only does one thing though, and that's load Level 002, which is the one where mario chases bowser into his castle. I'd surmise the garden scene may be hardcoded.
  • #65 Event 65 causes the springboard animation, but does not seem to be set to any specific NPC. Also, if $7049:0 is set, instead of launching mario up, he will bounce off gently downwards (south)
  • #2496 Event 2496 is the event script that handles the scene where Mario chases Bowser into his castle at the start of the game. I haven't had a chance to go over it thoroughly.
  • #274 Event 274 is a generic shopkeeping routine. It takes input in the form of bitflag 7049:4 and memory 7024. It compares the number of coins mario has to the number in mem 7024. If mario has enough coins, it returns, with bitflag 7049:3 clear. If mario does not have enough coins, it returns bitflag 7049:3 set. As well, if 7049:4 is set, it will run dialogue 520, which by default is a "um, you're a little short" message. it does not alter your coin count, however.
  • #283 Event 283 is a generic 'give frog coin' event.
  • #286 Event 286 is a simple event called by other events that holds until Mario hits the jump button, for example in Mushroom Kingdom, the "look what you're stepping in" girl uses this in her events.
  • #279 Event 279 is coded to give mario a controllable number of coins, and play a sound for that. The number of coins given is controlled by mem 702A.


If anyone finds any events, or takes the time to dissect and document any, please post them in this thread and I'll try and edit them into this post.

Sukasa
Posted on 01-29-09 02:13 AM, in Lazy Shell Tips Link | Quote | ID: 99704


Red Birdo
Level: 92

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- Don't follow convention. SMRPG has a decently robust engine, so don't feel that you have to follow what the original designers did

- For the love of your deity, don't try to make perfect tilemaps. Not even the original designers could, especially on the more intricate tilemaps. That said, don't just rush through it- there's a lot of unused tileset space, so if that one tile isn't available, don't think you can't try and make it, either.

Sukasa
Posted on 01-29-09 04:33 AM, in A mini-hack to learn a few things Link | Quote | ID: 99709


Red Birdo
Level: 92

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Next: 62413

Since: 02-19-07

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Let me guess - in the third area. Yeah, that area was horrible. to be entirely honest, I stopped because class was starting relatively soon, I suppose that was a bad decision If it wasn't in that area though, where were the problems? Physical maps I'm not great with yet, and I can't even begin to understand how to use action queues without crashing smrpg

Sukasa
Posted on 01-29-09 04:39 AM, in Adding battles... Link | Quote | ID: 99711


Red Birdo
Level: 92

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Since: 02-19-07

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I'll help with this. In the NPCs menu, once you've created an NPC (I find it easiest to do this on a map with NPCs already created, for practice), change it's NPC type from 'Object' to 'Battle'. That option is on the right side of the NPCs menu, about halfway up. The options below should change, and then you can set the enemy data there. Picking a sprite and such is fairly self-explanatory, but if you want I can detail that for you

Sukasa
Posted on 01-29-09 04:56 AM, in Adding battles... Link | Quote | ID: 99714


Red Birdo
Level: 92

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Next: 62413

Since: 02-19-07

Last post: 4456 days
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Moving around the map is controlled by the selected action script, yes.

As for the battle settings, yes, that looks about right. Does it work well in-game?

Sukasa
Posted on 01-29-09 04:57 AM, in A mini-hack to learn a few things Link | Quote | ID: 99716


Red Birdo
Level: 92

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Next: 62413

Since: 02-19-07

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Oh, that.

Honestly, I have no freaking clue how the hell that happened, which is why I couldn't fix it. If you check the physical map, it looks fine, at least it does here. Would you have any idea what causes that, Omega? And as far as the cliffs being wierd, I think I see what you mean.

Sukasa
Posted on 01-29-09 04:58 AM, in Adding battles... Link | Quote | ID: 99717


Red Birdo
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No problem

Sukasa
Posted on 01-29-09 05:37 AM, in Useful Events in the original SMRPG Link | Quote | ID: 99721


Red Birdo
Level: 92

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All right, I haven't found all of the relevant event scripts, but get this:

The title demo is controlled entirely by event scripts


Sukasa
Posted on 01-29-09 04:19 PM, in Useful Software / Links -- Microsoft Windows Link | Quote | ID: 99739


Red Birdo
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Adjusting your MAC address, of course.

Sukasa
Posted on 01-29-09 06:29 PM, in Windows 7: Day 1 Link | Quote | ID: 99745


Red Birdo
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It's the next version of Windows after Vista, just as Vista was the next version after XP.

Sukasa
Posted on 01-29-09 06:37 PM, in Windows 7: Day 1 Link | Quote | ID: 99747


Red Birdo
Level: 92

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Actually, Vista's fairly good now, but it had a bad start and people in large groups are too idiotic to notice.

Sukasa
Posted on 01-29-09 06:45 PM, in Windows 7: Day 1 Link | Quote | ID: 99750


Red Birdo
Level: 92

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Next: 62413

Since: 02-19-07

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Yeah, Vista doesn't have perfect old game support - Really, you can't expect it to support every software title out there designed for older, out-of-use system designs, memory addresssing, etc.

That's what Virtual Machines are for

Sukasa
Posted on 01-29-09 07:47 PM, in A mini-hack to learn a few things (rev. 2 of 01-29-09 07:54 PM) Link | Quote | ID: 99754


Red Birdo
Level: 92

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EXP: 7694524
Next: 62413

Since: 02-19-07

Last post: 4456 days
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Updated this a little with a fun discovery. It kinda breaks the kid who talks about his mommy, but it's worth it. To see this, just let the title demo run.

Awesomeness Inside

Sukasa
Posted on 01-29-09 08:29 PM, in Introduce yourself here! Don't clog up General Chat... Link | Quote | ID: 99759


Red Birdo
Level: 92

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EXP: 7694524
Next: 62413

Since: 02-19-07

Last post: 4456 days
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Well, you've come to the right place. Don't worry, nobody here bites, and we'll be happy to help you learn

Sukasa
Posted on 01-29-09 09:10 PM, in 1-letter Swap Link | Quote | ID: 99766


Red Birdo
Level: 92

Posts: 1528/2112
EXP: 7694524
Next: 62413

Since: 02-19-07

Last post: 4456 days
Last view: 3228 days
Same to you, Mr. JONES.
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Main - Posts by Sukasa

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