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Main - Posts by SMRPG HACKER |
SMRPG HACKER |
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Koopa Level: 25 Posts: 81/107 EXP: 79381 Next: 10239 Since: 04-06-10 From: On mars Last post: 3239 days Last view: 3239 days |
http://acmlm.kafuka.org/uploader/get.php?id=4438
Contains a Ips that Breaks the 999 coin limit it sets it to 9999 I know I covered how to do this(in a thread) but this has some bug fixes that the tutorial fails to fix this makes it work with shops altough it causes a graphical glitch in the show due to not having four digit slots but i tested and it appears to work well Check it out - it has a yoshi who can help you test it in bowsers castle Al2fenrir - thanks for giving me the info on the Coins for a battle award MAY Still contain a few bugs(backup your rom) Credit would be Appreciated but not required Edit: i improved compatibility with some rom hacks and reduce filesize in the process now about 11kb instead of 90+ i would recommend reverting to a back up before you used it, if you used the earlier .ips Sorry, Smrpg Hacker. Edit2: Added compatilbility with moleville mines minecart game, I would recommend reverting to a back up before you used it, if you used the earlier .ips. Is anybody using this? Sorry, Smrpg Hacker. |
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Koopa Level: 25 Posts: 82/107 EXP: 79381 Next: 10239 Since: 04-06-10 From: On mars Last post: 3239 days Last view: 3239 days |
Any chance for import sheet option like say the width is 32 so you divide the width by 32 and that's how many molds you got
( 320/32 = 10 molds ) |
SMRPG HACKER |
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Koopa Level: 25 Posts: 83/107 EXP: 79381 Next: 10239 Since: 04-06-10 From: On mars Last post: 3239 days Last view: 3239 days |
Elaborate...... |
SMRPG HACKER |
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Koopa Level: 25 Posts: 84/107 EXP: 79381 Next: 10239 Since: 04-06-10 From: On mars Last post: 3239 days Last view: 3239 days |
It's rather simple it changes like 5 offsets
so it would be relatively safe to implement in a hack(remember to back it up(to be on the safe side)) the only bug i found was the shop menu cant display 9999 because it cant display 4 digits only 3 but if you dont mind this it works and is almost spotless |
SMRPG HACKER |
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Koopa Level: 25 Posts: 85/107 EXP: 79381 Next: 10239 Since: 04-06-10 From: On mars Last post: 3239 days Last view: 3239 days |
Does anybody know where some unused graphics offsets are, so i can overwrite them? |
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Koopa Level: 25 Posts: 86/107 EXP: 79381 Next: 10239 Since: 04-06-10 From: On mars Last post: 3239 days Last view: 3239 days |
in the Level editor, if you set the Battleground to a dummied backround it crashes
LAZYSHELL, Version=3.16.0.0, Culture=neutral, PublicKeyToken=null **************Exception Text************** Value of '61' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'. Parameter name: Value at LAZYSHELL.Levels.mapBattlefieldName_SelectedIndexChanged(Object sender, EventArgs e) **************Recent Event History************** MouseDown "mapBattlefieldName" | X:88,Y:18 | index=0 | Form "Levels" | 6/17/2013 5:31:43 PM MouseDown "tabControl" | X:27,Y:6 | Form "Levels" | 6/17/2013 5:31:41 PM MouseDown "tabControl" | X:78,Y:9 | Form "Levels" | 6/17/2013 5:31:40 PM MouseDown "openLevels" | X:77,Y:20 | Form "Editor" | 6/17/2013 5:31:35 PM LOADED LAZY SHELL APPLICATION | 6/17/2013 5:30:43 PM CLOSED LAZY SHELL APPLICATION | 6/16/2013 5:08:24 PM MouseDown "BatScrDeleteCommand" | X:10,Y:14 | Form "Monsters" | 6/16/2013 5:08:18 PM NodeMouseClick | index 236, "Wait 1 turn, restart script" | Form "BattleScripts" | 6/16/2013 5:08:17 PM MouseDown "commandTree" | X:67,Y:259 | Form "Monsters" | 6/16/2013 5:08:17 PM NodeMouseClick | index 236, "Run object sequence: 27" | Form "BattleScripts" | 6/16/2013 5:08:16 PM |
SMRPG HACKER |
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Koopa Level: 25 Posts: 87/107 EXP: 79381 Next: 10239 Since: 04-06-10 From: On mars Last post: 3239 days Last view: 3239 days |
I would like to start off by saying this was not discovered by me, I'm just reposting it because its sort of from another place(a different board) which is pretty hard to find and would be nice to have here.
-It does require a hex editor -optional lunar Expand for the easy way So with out further ado. Posted by giangurgolo |
SMRPG HACKER |
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Koopa Level: 25 Posts: 88/107 EXP: 79381 Next: 10239 Since: 04-06-10 From: On mars Last post: 3239 days Last view: 3239 days |
Posted by DS Piron Yeah that's what it does but as far as i know the lazy shell can load a expanded smrpg, no problem, however it most likely wont work with new pointers to the new offsets so you have to hand hex edit this so if you know how to use pointers you could possibly make more of things like anims, sprites however I'm still pretty newbie at ASM(with out reference docs (check those out on Giangurgolo's website)) so i cant yet i just pointed this out for people to see and use who have the knowledge |
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Koopa Level: 25 Posts: 89/107 EXP: 79381 Next: 10239 Since: 04-06-10 From: On mars Last post: 3239 days Last view: 3239 days |
Darkkefka, Waddler-D or somebody, gave the basic idea on how to expand the level cap
a while ago, i followed lazy shell since the beginning(didn't have a account back then) so i cant recall where but i believe that it was in reply to Mauron. PS, it may have been on a different board |
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Koopa Level: 25 Posts: 90/107 EXP: 79381 Next: 10239 Since: 04-06-10 From: On mars Last post: 3239 days Last view: 3239 days |
its like 10 pointers and 6 tables
basically move those tables and expand them to the appropriate size then repoint them to other places PS, do you have Gian's Docs? |
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Koopa Level: 25 Posts: 91/107 EXP: 79381 Next: 10239 Since: 04-06-10 From: On mars Last post: 3239 days Last view: 3239 days |
3A1AFF - 3A1B38 | DATA | Experience needed for level up (29 items, 2 bytes each)
3A1B39 - 3A1CEB | DATA | Stat modifications by level (29 items, 15 bytes each, 3 bytes per character) | DATA | 1st byte HP increase | DATA | 2nd byte, bit 4-7 Attack increase | DATA | 2nd byte, bit 0-3 Defense increase | DATA | 3rd byte, bit 4-7 Mg.Attack increase | DATA | 3rd byte, bit 0-3 Mg.Defense increase 3A1CEC - 3A1E9E | DATA | Stat Bonus modifications by level (29 items, 15 bytes each, 3 bytes per character) 3A1E9F - 3A20F0 | ---- | -------- This is a excerpt from Gian's these outline the level up tables and a pointer is similar to a "jump to" in event editor except it doesn't point to a event it points to some where in the code look up LoRom snes pointers |
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Koopa Level: 25 Posts: 92/107 EXP: 79381 Next: 10239 Since: 04-06-10 From: On mars Last post: 3239 days Last view: 3239 days |
No, as i said in my post i could not remember the specifics.
i just hope you make it public now, you better because you started this topic. |
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Koopa Level: 25 Posts: 93/107 EXP: 79381 Next: 10239 Since: 04-06-10 From: On mars Last post: 3239 days Last view: 3239 days |
waddler-d had the same problem with the specials. |
SMRPG HACKER |
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Koopa Level: 25 Posts: 94/107 EXP: 79381 Next: 10239 Since: 04-06-10 From: On mars Last post: 3239 days Last view: 3239 days |
Does lazy shell read pointers? if not can it be made to for expansions. |
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Koopa Level: 25 Posts: 95/107 EXP: 79381 Next: 10239 Since: 04-06-10 From: On mars Last post: 3239 days Last view: 3239 days |
I edited my monsters then added them to the packs and formations saved and then when I went back to monsters editor this appeared.
LAZYSHELL, Version=3.19.0.0, Culture=neutral, PublicKeyToken=null **************Exception Text************** Value of '10499' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'. Parameter name: Value at LAZYSHELL.Monsters.RefreshMonsterTab() at LAZYSHELL.Monsters..ctor() at LAZYSHELL.Program.CreateMonstersWindow() at LAZYSHELL.Editor.openMonsters_Click(Object sender, EventArgs e) **************Recent Event History************** CLOSED FORM "FormationsEditor" "formationNum" | Value = 387 | Form "Formations" | Element = {387} MR.KIPPER / MUCKLE / MUCKLE / ... / ... / ... / ... / ... "formationNum" | Value = 388 | Form "Formations" | Element = {388} AMANITA / AMANITA / ORBISON / ... / ... / ... / ... / ... "formationNum" | Value = 392 | Form "Formations" | Element = {392} ZEOSTAR / ZEOSTAR / SHAMAN / SHAMAN / ... / ... / ... / ... "formationNum" | Value = 396 | Form "Formations" | Element = {396} ... / ... / ... / ... / ... / ... / ... / ... "formationNum" | Value = 397 | Form "Formations" | Element = {397} ... / ... / ... / ... / ... / ... / ... / ... "formationNum" | Value = 398 | Form "Formations" | Element = {398} ... / ... / ... / ... / ... / ... / ... / ... "formationNum" | Value = 399 | Form "Formations" | Element = {399} ... / ... / ... / ... / ... / ... / ... / ... "formationNum" | Value = 400 | Form "Formations" | Element = {400} REX / ... / ... / ... / ... / ... / ... / ... "openFormations" | Form "Editor" |
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Koopa Level: 25 Posts: 96/107 EXP: 79381 Next: 10239 Since: 04-06-10 From: On mars Last post: 3239 days Last view: 3239 days |
http://home.comcast.net/~giangurgolo/smrpg/ has Gian's previous stuff, his docs and his function demo which incorporates his muscle patch.
that is the assembly qouted from Giangurgolo's docs it contains the level up bytes that are documented and I was able to make the game have a xp cap of 32,500 instead of 9999. hope it helps. |
SMRPG HACKER |
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Koopa Level: 25 Posts: 97/107 EXP: 79381 Next: 10239 Since: 04-06-10 From: On mars Last post: 3239 days Last view: 3239 days |
Gain's doc pack includes the hex codes he changed for the muscle demo
ill post them here
that's the HP AND Damage code from function demo. yes, I set max Exp. to 32,500 although it does do the same thing my coin patch does and can't display the new number place so it displays crap for the last spot. and it can't go higher than 65535 divided by 2, due to overflow. 2DD27-C9 0F 27 is one 2DD1A-C9 0F 27 is the other critical offset for the Code there is one near there that says A9 0F 27 or set to 9999 which prevents the game from getting more than 9999 change that too otherwise you would hit your new cap of Exp. and it would set your Exp. to 9999, which might be interesting. C9 is Compare to 9999 than if less than, if so it jumps to a offset in the Exp. Case, jumps over A9 which is like.
in a modern language. that code makes sure you never get over 9999 xp those three codes in tandem makes the limit, and in my experience it makes up most of the caps in the game. http://home.comcast.net/~giangurgolo/smrpg/smrpg_docs.zip is where the zip of Gain's docs are(where im getting this code from), this is the wrong thread for this discussion so next time post in the HOW DO I thread |
SMRPG HACKER |
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Koopa Level: 25 Posts: 98/107 EXP: 79381 Next: 10239 Since: 04-06-10 From: On mars Last post: 3239 days Last view: 3239 days |
I Don't Know, that was my extent of my knowledge of Hp. caps perhaps, PM Gaingurgolo ask him if he still has the muscle patch |
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Koopa Level: 25 Posts: 99/107 EXP: 79381 Next: 10239 Since: 04-06-10 From: On mars Last post: 3239 days Last view: 3239 days |
ok it would be interesting to see if Gain still had it, truly if anyone has it |
SMRPG HACKER |
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Koopa Level: 25 Posts: 100/107 EXP: 79381 Next: 10239 Since: 04-06-10 From: On mars Last post: 3239 days Last view: 3239 days |
the Special item text is in the menus tab. |
Main - Posts by SMRPG HACKER |
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