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SMRPG HACKER
Posted on 05-14-13 02:16 AM, in Coin limit broken (rev. 7 of 06-11-13 02:11 AM) Link | Quote | ID: 153894


Koopa
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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.

SMRPG HACKER
Posted on 05-15-13 02:51 AM, in Lazy Shell Improvement Thread Link | Quote | ID: 153897


Koopa
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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
Posted on 05-28-13 09:08 PM, in Why? Link | Quote | ID: 154016


Koopa
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Elaborate......

SMRPG HACKER
Posted on 05-29-13 08:29 PM, in Coin limit broken Link | Quote | ID: 154022


Koopa
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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
Posted on 06-07-13 08:22 AM, in How do I _________..? Link | Quote | ID: 154053


Koopa
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Does anybody know where some unused graphics offsets are, so i can overwrite them?

SMRPG HACKER
Posted on 06-18-13 03:32 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 154136


Koopa
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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
Posted on 06-19-13 06:55 AM, in How To Expand a Smrpg Rom(relativly easy) Link | Quote | ID: 154149


Koopa
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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
To expand SMRPG using Lunar Expand, you'll have to change the byte at offset $007FD5 (23h) to 20h which changes the mode so that LE will not recognize the SA1 chip (normally refusing to expand it).

You'll have to choose either 48Mbit ExLoROM(6MB)2 or 64Mbit ExLoROM(8MB)2.

When you're finished expanding it you'll have to change the 20 at 7fd5 back to 23, then go to offset 407fd5 and change the 20 to 23 (this is for the new banks).

If you want to expand it manually in a hex editor, go to offset 7fd7 and change the 0C to 0D (this makes it 64Mbit).
Then add either 200000h bytes (for 48Mbit) or 400000h bytes (for 64Mbit) to the end of the ROM. Next, copy all bytes from offset 0 - 7FFF and paste at 400000-407FFF so that 400000-407FFF is a direct copy of the first 8KB of the ROM.

SMRPG HACKER
Posted on 08-27-13 01:23 AM, in How To Expand a Smrpg Rom(relativly easy) Link | Quote | ID: 154667


Koopa
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Posted by DS Piron
Assuming he's talking about what I think he's talking about; expanding the Game's memory will allow you to add more maps, sprites, scripts, dialogs, and etc., without needing to replace the originals to make room.

I'm doubtful it actually works, and/or that Lazy Shell supports this.



This isn't the topic to ask about how you do those things, anyway...


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

SMRPG HACKER
Posted on 08-27-13 01:30 AM, in Breaking the level cap over 30. Make it public! (rev. 2 of 08-27-13 01:31 AM) Link | Quote | ID: 154668


Koopa
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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

SMRPG HACKER
Posted on 08-28-13 05:17 AM, in Breaking the level cap over 30. Make it public! Link | Quote | ID: 154677


Koopa
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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?

SMRPG HACKER
Posted on 08-31-13 01:30 AM, in Breaking the level cap over 30. Make it public! Link | Quote | ID: 154685


Koopa
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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

SMRPG HACKER
Posted on 09-06-13 08:03 AM, in Breaking the level cap over 30. Make it public! Link | Quote | ID: 154730


Koopa
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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.

SMRPG HACKER
Posted on 09-20-13 02:34 AM, in Breaking the level cap over 30. Make it public! Link | Quote | ID: 154803


Koopa
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waddler-d had the same problem with the specials.

SMRPG HACKER
Posted on 10-29-13 12:39 AM, in Lazy Shell Improvement Thread Link | Quote | ID: 154969


Koopa
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Does lazy shell read pointers? if not can it be made to for expansions.

SMRPG HACKER
Posted on 03-11-14 05:03 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 2 of 03-11-14 05:03 PM) Link | Quote | ID: 156067


Koopa
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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"

SMRPG HACKER
Posted on 03-14-14 01:43 AM, in Lazy Shell Improvement Thread Link | Quote | ID: 156090


Koopa
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http://home.comcast.net/~giangurgolo/smrpg/ has Gian's previous stuff, his docs and his function demo which incorporates his muscle patch.
C2/DD03 AD 32 08    LDA $0832  [$00:0832]   A:0000 X:0000 Y:0000 ;load XP won
C2/DD06 85 7A STA $7A [$00:007A] A:0004 X:0000 Y:0000
C2/DD08 BF 0E F8 7F LDA $7FF80E,x[$7F:F80E] A:0004 X:0000 Y:0000 ;load accessory
C2/DD0C 29 FF 00 AND #$00FF A:00FF X:0000 Y:0000
C2/DD0F C9 50 00 CMP #$0050 A:00FF X:0000 Y:0000 ;check if Exp.Booster
C2/DD12 D0 02 BNE $02 [$DD16] A:00FF X:0000 Y:0000 ;branch if not

C2/DD14 06 7A ASL $7A [$00:007A] A:0000 X:0000 Y:0000 ;double XP

C2/DD16 BF 0A F8 7F LDA $7FF80A,x[$7F:F80A] A:00FF X:0000 Y:0000 ;load current XP
C2/DD1A C9 0F 27 CMP #$270F A:270F X:0000 Y:0000 ;check if maxed out
C2/DD1D 30 03 BMI $03 [$DD22] A:270F X:0000 Y:0000 ;branch if less than 9999
C2/DD1F 4C 72 DD JMP $DD72 [$00:DD72] A:270F X:0000 Y:0000

C2/DD22 18 CLC A:0101 X:0000 Y:0000
C2/DD23 65 7A ADC $7A [$00:007A] A:0101 X:0000 Y:0000 ;add XP won to current XP
C2/DD25 85 72 STA $72 [$00:0072] A:0105 X:0000 Y:0000 ;store XP sum
C2/DD27 C9 0F 27 CMP #$270F A:0105 X:0000 Y:0000 ;check if overflow
C2/DD2A 30 05 BMI $05 [$DD31] A:0105 X:0000 Y:0000 ;branch if less than 9999

C2/DD31 BF 00 F8 7F LDA $7FF800,x[$7F:F800] A:0105 X:0000 Y:0000 ;load Level
C2/DD35 29 FF 00 AND #$00FF A:D11E X:0000 Y:0000
C2/DD38 3A DEC A A:001E X:0000 Y:0000
C2/DD39 0A ASL A A:001D X:0000 Y:0000
C2/DD3A A8 TAY A:003A X:0000 Y:0000
C2/DD3B B7 80 LDA [$80],y[$FA:1B39] A:003A X:0000 Y:003A ;load XP needed for level up
C2/DD3D C5 72 CMP $72 [$00:0072] A:3205 X:0000 Y:003A ;compare to XP sum
C2/DD3F F0 05 BEQ $05 [$DD46] A:3205 X:0000 Y:003A ;branch if
C2/DD41 30 03 BMI $03 [$DD46] A:3205 X:0000 Y:003A ;branch if needed XP less than sum
C2/DD43 4C 6C DD JMP $DD6C [$00:DD6C] A:3205 X:0000 Y:003A

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
Posted on 03-15-14 09:12 PM, in Lazy Shell Improvement Thread (rev. 3 of 03-15-14 09:15 PM) Link | Quote | ID: 156103


Koopa
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Gain's doc pack includes the hex codes he changed for the muscle demo
ill post them here

HEXADECIMAL TO DECIMAL CONVERSION FOR BATTLE HP NUMERALS

C2/FA00 A9 00 00 LDA #$0000
C2/FA03 85 D2 STA $D2 [$00:00D2]
C2/FA05 85 D4 STA $D4 [$00:00D4]
C2/FA07 85 D8 STA $D8 [$00:00D8]
C2/FA09 A9 01 00 LDA #$0001
C2/FA0C 8D 50 22 STA $2250 [$00:2250]
C2/FA0F A5 D0 LDA $D0 [$00:00D0]
C2/FA11 C9 10 27 CMP #$2710
C2/FA14 30 18 BMI $18 [$FA2E]
C2/FA16 8D 51 22 STA $2251 [$00:2251]
C2/FA19 A9 10 27 LDA #$2710
C2/FA1C 8D 53 22 STA $2253 [$00:2253]
C2/FA1F A9 05 00 LDA #$0005
C2/FA22 85 D8 STA $D8 [$00:00D8]
C2/FA24 AD 06 23 LDA $2306 [$00:2306]
C2/FA27 85 D3 STA $D3 [$00:00D3]
C2/FA29 AD 08 23 LDA $2308 [$00:2308]
C2/FA2C 85 D0 STA $D0 [$00:00D0]
C2/FA2E C9 E8 03 CMP #$03E8
C2/FA31 30 1C BMI $1C [$FA4F]
C2/FA33 8D 51 22 STA $2251 [$00:2251]
C2/FA36 A9 E8 03 LDA #$03E8
C2/FA39 8D 53 22 STA $2253 [$00:2253]
C2/FA3C A5 D8 LDA $D8 [$00:00D8]
C2/FA3E D0 05 BNE $05 [$FA45]
C2/FA40 A9 04 00 LDA #$0004
C2/FA43 85 D8 STA $D8 [$00:00D8]
C2/FA45 AD 06 23 LDA $2306 [$00:2306]
C2/FA48 85 D3 STA $D3 [$00:00D3]
C2/FA4A AD 08 23 LDA $2308 [$00:2308]
C2/FA4D 85 D0 STA $D0 [$00:00D0]
C2/FA4F C9 64 00 CMP #$0064
C2/FA52 30 1C BMI $1C [$FA70]
C2/FA54 8D 51 22 STA $2251 [$00:2251]
C2/FA57 A9 64 00 LDA #$0064
C2/FA5A 8D 53 22 STA $2253 [$00:2253]
C2/FA5D A5 D8 LDA $D8 [$00:00D8]
C2/FA5F D0 05 BNE $05 [$FA66]
C2/FA66 AD 06 23 LDA $2306 [$00:2306]
C2/FA69 85 D4 STA $D4 [$00:00D4]
C2/FA6B AD 08 23 LDA $2308 [$00:2308]
C2/FA6E 85 D0 STA $D0 [$00:00D0]
C2/FA70 C9 0A 00 CMP #$000A
C2/FA73 30 1C BMI $1C [$FA91]
C2/FA75 8D 51 22 STA $2251 [$00:2251]
C2/FA78 A9 0A 00 LDA #$000A
C2/FA7B 8D 53 22 STA $2253 [$00:2253]
C2/FA7E A5 D8 LDA $D8 [$00:00D8]
C2/FA80 D0 05 BNE $05 [$FA87]
C2/FA87 AD 06 23 LDA $2306 [$00:2306]
C2/FA8A 85 D5 STA $D5 [$00:00D5]
C2/FA8C AD 08 23 LDA $2308 [$00:2308]
C2/FA8F 85 D0 STA $D0 [$00:00D0]
C2/FA91 85 D6 STA $D6 [$00:00D6]
C2/FA93 A5 D8 LDA $D8 [$00:00D8]
C2/FA95 D0 05 BNE $05 [$FA9C]
C2/FA9C A9 05 00 LDA #$0005
C2/FA9F 38 SEC
C2/FAA0 E5 D8 SBC $D8 [$00:00D8]
C2/FAA2 F0 0B BEQ $0B [$FAAF]
C2/FAA4 3A DEC A
C2/FAA5 9B TXY
C2/FAA6 AA TAX
C2/FAA7 B5 D2 LDA $D2,x [$00:00D2]
C2/FAA9 09 FF 00 ORA #$00FF
C2/FAAC 95 D2 STA $D2,x [$00:00D2]
C2/FAAE BB TYX
C2/FAAF A9 01 00 LDA #$0001
C2/FAB2 8D 60 30 STA $3060 [$00:3060]
C2/FAB5 60 RTS

CALL DECIMALS FROM SA-1 MIRROR

C2/FAD0 AD D2 30 LDA $30D2 [$00:30D2]
C2/FAD3 95 00 STA $00,x [$00:00D2]
C2/FAD5 AD D4 30 LDA $30D4 [$00:30D4]
C2/FAD8 95 02 STA $02,x [$00:00D4]
C2/FADA AD D6 30 LDA $30D6 [$00:30D6]
C2/FADD 95 04 STA $04,x [$00:00D6]
C2/FADF AD D8 30 LDA $30D8 [$00:30D8]
C2/FAE2 95 06 STA $06,x [$00:00D8]
C2/FAE4 60 RTS

SET TILE INDEXES FROM DECIMALS

C2/FB00 A5 66 LDA $66 [$00:0066]
C2/FB02 9F 0C 00 40 STA $40000C,x[$40:320C]
C2/FB06 AA TAX
C2/FB07 A5 D2 LDA $D2 [$00:00D2]
C2/FB09 9F 46 00 40 STA $400046,x[$40:2446]
C2/FB0D A5 D4 LDA $D4 [$00:00D4]
C2/FB0F 9F 48 00 40 STA $400048,x[$40:2448]
C2/FB13 A5 D6 LDA $D6 [$00:00D6]
C2/FB15 9F 4A 00 40 STA $40004A,x[$40:244A]
C2/FB19 A5 D8 LDA $D8 [$00:00D8]
C2/FB1B 9F 4C 00 40 STA $40004C,x[$40:244C]
C2/FB1F BF 4F 00 40 LDA $40004F,x[$40:244F]
C2/FB23 29 FE FF AND #$FFFE
C2/FB26 9F 4F 00 40 STA $40004F,x[$40:244F]
C2/FB2A E6 60 INC $60 [$00:0060]
C2/FB2C 4C 4F 0C JMP $0C4F [$00:0C4F]

DAMAGE x17

C2/FE10 C2 20 REP #$20
C2/FE12 A5 C2 LDA $C2 [$00:00C2]
C2/FE14 F0 0C BEQ $0C [$FE22]
C2/FE16 38 SEC
C2/FE17 E5 C4 SBC $C4 [$00:00C4]
C2/FE19 F0 02 BEQ $02 [$FE1D]
C2/FE1B 10 03 BPL $03 [$FE20]
C2/FE1D A9 01 00 LDA #$0001
C2/FE20 85 C2 STA $C2 [$00:00C2]
C2/FE22 0A ASL A
C2/FE23 0A ASL A
C2/FE24 0A ASL A
C2/FE25 0A ASL A
C2/FE26 65 C2 ADC $C2 [$00:00C2]
C2/FE28 85 C2 STA $C2 [$00:00C2]
C2/FE2A E2 20 SEP #$20
C2/FE2C 4C 93 C2 JMP $C293 [$00:C293]

CLEAR 5th 'MISS' TILE

C2/FE50 A9 43 00 LDA #$0043
C2/FE53 85 D6 STA $D6 [$00:00D6]
C2/FE55 A9 10 00 LDA #$0010
C2/FE58 4C A2 30 JMP $30A2 [$00:30A2]

SET GREEN HEALING/BLUE PSYCHOPATH BIT FOR 5th TILE

C2/FE70 A9 10 10 LDA #$1010
C2/FE73 04 D2 TSB $D2 [$00:00D2]
C2/FE75 04 D4 TSB $D4 [$00:00D4]
C2/FE77 04 D6 TSB $D6 [$00:00D6]
C2/FE79 4C 6F 30 JMP $306F [$00:306F]

STORE 9999 to HP

C2/FE90 C2 20 REP #$20
C2/FE92 A9 0F 27 LDA #$270F
C2/FE95 8F 01 F8 7F STA $7FF801[$7F:F801]
C2/FE99 8F 03 F8 7F STA $7FF803[$7F:F803]
C2/FE9D 8F 15 F8 7F STA $7FF815[$7F:F815]
C2/FEA1 8F 17 F8 7F STA $7FF817[$7F:F817]
C2/FEA5 8F 29 F8 7F STA $7FF829[$7F:F829]
C2/FEA9 8F 2B F8 7F STA $7FF82B[$7F:F82B]
C2/FEAD 8F 3D F8 7F STA $7FF83D[$7F:F83D]
C2/FEB1 8F 3F F8 7F STA $7FF83F[$7F:F83F]
C2/FEB5 8F 51 F8 7F STA $7FF851[$7F:F851]
C2/FEB9 8F 53 F8 7F STA $7FF853[$7F:F853]
C2/FEBD 6B RTL

---------------------------------------------------------------------

HEXADECIMAL TO DECIMAL CONVERSION FOR OVERWORLD MENU HP NUMERALS

C3/E300 A9 64 LDA #$64
C3/E302 20 50 E3 JSR $E350 [$C3:E350]
C3/E305 8A TXA
C3/E306 5A PHY
C3/E307 A4 62 LDY $62 [$00:0062]
C3/E309 20 6A 79 JSR $796A [$C3:796A]
C3/E30C FA PLX
C3/E30D A9 64 LDA #$64
C3/E30F 20 F7 04 JSR $04F7 [$C3:04F7]
C3/E312 8A TXA
C3/E313 5A PHY
C3/E314 A4 62 LDY $62 [$00:0062]
C3/E316 20 6A 79 JSR $796A [$C3:796A]
C3/E319 FA PLX
C3/E31A A9 0A LDA #$0A
C3/E31C 20 F7 04 JSR $04F7 [$C3:04F7]
C3/E31F 8A TXA
C3/E320 5A PHY
C3/E321 A4 62 LDY $62 [$00:0062]
C3/E323 20 6A 79 JSR $796A [$C3:796A]
C3/E326 7B TDC
C3/E327 FA PLX
C3/E328 8A TXA
C3/E329 E6 7A INC $7A [$00:007A]
C3/E32B 20 6A 79 JSR $796A [$C3:796A]
C3/E32E 28 PLP
C3/E32F 60 RTS

C3/E350 08 PHP
C3/E351 C2 20 REP #$20
C3/E353 48 PHA
C3/E354 8A TXA
C3/E355 8F 04 42 00 STA $004204[$00:4204]
C3/E359 68 PLA
C3/E35A E2 20 SEP #$20
C3/E35C 8F 06 42 00 STA $004206[$00:4206]
C3/E360 EA NOP
C3/E361 EA NOP
C3/E362 EA NOP
C3/E363 EA NOP
C3/E364 EA NOP
C3/E365 EA NOP
C3/E366 EA NOP
C3/E367 C2 20 REP #$20
C3/E369 AF 14 42 00 LDA $004214[$00:4214]
C3/E36D 8F 04 42 00 STA $004204[$00:4204]
C3/E371 A9 0A 00 LDA #$000A
C3/E374 8F 06 42 00 STA $004206[$00:4206]
C3/E378 EA NOP
C3/E379 EA NOP
C3/E37A EA NOP
C3/E37B EA NOP
C3/E37C EA NOP
C3/E37D EA NOP
C3/E37E EA NOP
C3/E37F AF 14 42 00 LDA $004214[$00:4214]
C3/E383 AA TAX
C3/E384 20 90 E3 JSR $E390 [$C3:E390]
C3/E387 A8 TAY
C3/E388 28 PLP
C3/E389 60 RTS

C3/E390 A5 70 LDA $70 [$00:0070]
C3/E392 C9 E8 03 CMP #$03E8
C3/E395 30 2F BMI $2F [$E3C6]
C3/E3C6 60 RTS

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.
Var = 100

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
Posted on 03-16-14 06:43 PM, in How do I _________..? Link | Quote | ID: 156109


Koopa
Level: 25

Posts: 98/107
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Since: 04-06-10
From: On mars

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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

SMRPG HACKER
Posted on 03-17-14 05:52 AM, in How do I _________..? Link | Quote | ID: 156118


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
Posted on 03-27-14 03:33 AM, in How do I _________..? Link | Quote | ID: 156218


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.
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