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


Mauron
Posted on 09-13-11 10:25 PM, in Does anyone know where I can find Chrono Character Viewer? Link | Quote | ID: 146931


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He's not talking about Gears. I'm not sure where I found the file, but here's the copy I have.

http://maurtopia.com/ChronoChar.zip

Mauron
Posted on 09-13-11 10:40 PM, in Breakpoints don't work in Geiger Snes9X Debugger 1.51.ep10r1 Link | Quote | ID: 146932


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I'm not sure if this is your problem or not, but 1.51.ep10r1 had a glitch where certain read and write breakpoints would trigger from read being checked, or read breakpoints from write being checked. 1.51.ep10r2 was released within a day because of this glitch.

Although certain changes to the game's flow will reset the breakpoints (resetting, for example. It seems inconsistent when loading a state does that (or I don't pay enough attention). Note that this does not change the checkbox status, but the breakpoints will be cleared. Normal gameplay will not reset them, so make sure your state save is early enough that you can reopen the breakpoints menu for a second.

Mauron
Posted on 09-13-11 10:47 PM, in Breakpoints don't work in Geiger Snes9X Debugger 1.51.ep10r1 Link | Quote | ID: 146934


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Whoops, sorry. I'll keep that in mind in the future.

Mauron
Posted on 12-27-11 05:33 AM, in Help making a My Little Pony RPG Link | Quote | ID: 148911


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I can help with the extra character. I've done a lot of work adding an 8th character to Chrono Trigger, so I know the general idea of what I need to do. One question is how does Lazy Shell read the character data. If it's set to look at the location for the data, we'd need a modified version to read the new one. If it looks at the ASM code that loads said data, then we can use it as is.

Another consideration is available RAM. The data will probably need to be kept after existing character data, so some shuffling may be necessary.

Want me to dump the research I do in a separate thread? I think it would help for organizational purposes.

Mauron
Posted on 12-27-11 07:17 AM, in Help making a My Little Pony RPG Link | Quote | ID: 148913


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I've never really watched it myself, but it seems people do seriously like it from what I've heard.

Also, I did some basic testing of the 6th character. Using a value of "5" in one of the battle access slots loaded a pair of Cymbals that transformed into a golden Mario when attacking and a normal Mario after the attack.

It's currently loading the item data for stats, so most things are at 255. It has every spell in the game, even in battle, and is named "Jump".

Side note: Fighting Bowser in the beginning with Mario, Toadstool, and Mallow made for an interesting fight.

Mauron
Posted on 12-27-11 10:12 AM, in Help making a My Little Pony RPG Link | Quote | ID: 148918


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While I'm indifferent on the end result of this project, I'm glad I saw the thread and tested the feasibility.

I've actually made some more progress on the subject, and I'll post that in a new thread soon.

Mauron
Posted on 12-27-11 10:52 AM, in Attempting the addition of a 6th playable character. Link | Quote | ID: 148919


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Note: I apologize in advance if I mistakenly say 8th in place of 6th. I've put a lot of effort into a Chrono Trigger project to add an 8th character, so the number tends to pop into my head first when thinking of extra characters.

So far I've tested the results of inserting an increased value for a player's identity, and it worked better than I expected.



That is a battle in Bowser's Keep where I inserted a value of 5 into the third party slot (00:3035). When attacking the cymbals turned into a golden Mario with a hammer, and reverted to a normal Mario sprite after the attack was over. Timed hits worked, although one hit killed the character. I'm not sure exactly why, although the current stats are abnormal, as shown below.



Obviously the graphics are garbage and the name is just the next thing read.

It currently loads equipment data (7F:F864-7F:F881) as its stats. I believe the equipment data can be moved to 7F:FEE0-7F:FEFD.

The place I can use the most help on at the moment is confirming that the 7F:FEE0-7F:FEFD range and 00:3038 (6th character slot's value) are unused.

The limited testing seems to show that to be the case so far.

At the moment I'm worrying about the RAM portion, because the conflict creates new items based on the new character's experience after a battle. ROM data will obviously have to be adjusted, and I'll tackle that next.

Mauron
Posted on 01-02-12 09:32 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 149023


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I'm not sure if this is still an issue, but in the previous version the first time you ran it on a computer it would throw an Out of Range Exception (I think that's what it was) when attempting to load a ROM.

Mauron
Posted on 01-06-12 03:13 PM, in How often do you check or use this section of the forum? Link | Quote | ID: 149230


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I check it daily or more normally.

Mauron
Posted on 01-07-12 08:32 AM, in Welcome to Secret of Mana Hacking Link | Quote | ID: 149299


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I'm not sure where you want bug reports dumped, but I got this one when I first ran the program.

01:17:09 - System.IO.FileNotFoundException: Could not find file 'C:\Users\Brian\Desktop\SOMEdit\someditConfig.properties'.
File name: 'C:\Users\Brian\Desktop\SOMEdit\someditConfig.properties'
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy)
at System.IO.FileStream..ctor(String path, FileMode mode)
at Someditc.PropertyFileReader.readFile(String filename)

Is there any research you still need done?

Mauron
Posted on 01-22-13 09:21 PM, in How do I _________..? Link | Quote | ID: 153340


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Posted by SMRPG HACKER
hey anybody do you know what 90 03 in Smrpg ASM is


In ASM that would be BCC $03, which is a conditional branch that would skip an instruction. I can't give a more helpful answer without more details. What is the address of this instruction, and how do you trigger it?

Mauron
Posted on 01-23-13 09:04 AM, in How do I _________..? Link | Quote | ID: 153343


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c9 e7 03 // CMP #$03E7
90 03 // BCC $03
a9 e7 03 // LDA #$03E7

In a high level language, that would be written as this:
if (coins > 999)
{
coins = 999
}


For a 9999, both instances of e7 03 should be replaced with 0f 27.

Main - Posts by Mauron

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