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It's not that dialogue that's buggy. Check out the box next to the dialogues number, it's from the Flower message box messages. That's what's buggy. The game only has so many messages that once you go over the last message it can display, the editor goes kaput and can no longer display those messages. On some versions of Windows I noticed it's displayed automatically next to the regular dialogue without selecting it on the drop-down menu (like yours). On my computer it seems to not show up there, showing up as it should only when it's selected on the drop-down menu.

For some reason my computer also can't display the options "run async" for actions and "make mod permanent" for solidity/level mods, among others probably. I have to copy those from other scripts to use them. #tb{D'X}
Peace!Layout by Erik557 & LDA.
Thank you!








So it's best to make your game via the previewer rather than editing the game while playing?

Seems like no matter how little I edit events or maps while actually playing the game, it creates bugs and un-accurate results.

The only problem I have is that you can't always use the preview to open the level you want to test. Then of course..many events require memories to be clear/set.

Perhaps I can make a level that has a SPC to set memories by talking to it and a exit that leads to the level I want to test?

And I have one SERIOUS problem. Some people who played my game in the past had this problem to. When I open a chest, it magically "opens"
other chest in the game that I never touched. They don't seem to be linked. So what's going on with this?

Now usually stuff like this only happens when you edit the game in any way while playing it. Some people claim to have this problem from scratch. I loaded the level from the previewer and I had the bug. So then I loaded a new game and made an exit in the first level that teleports me to any world I choose. I chose the ones with my new chest, and it didn't happen then. But that doesn't mean it won't happen later if I where to play the whole game from scratch.
i have maked a modern peach sprite over peach and i know that to import the sprite i need A DAT. file and i have exported the SMRPG sprites and i just have the photos how i can transform that photo to a DAT.file or create?
Originally posted by DARKKEFKA
So it's best to make your game via the previewer rather than editing the game while playing?

Seems like no matter how little I edit events or maps while actually playing the game, it creates bugs and un-accurate results.

The only problem I have is that you can't always use the preview to open the level you want to test. Then of course..many events require memories to be clear/set.

Perhaps I can make a level that has a SPC to set memories by talking to it and a exit that leads to the level I want to test?

And I have one SERIOUS problem. Some people who played my game in the past had this problem to. When I open a chest, it magically "opens"
other chest in the game that I never touched. They don't seem to be linked. So what's going on with this?

Now usually stuff like this only happens when you edit the game in any way while playing it. Some people claim to have this problem from scratch. I loaded the level from the previewer and I had the bug. So then I loaded a new game and made an exit in the first level that teleports me to any world I choose. I chose the ones with my new chest, and it didn't happen then. But that doesn't mean it won't happen later if I where to play the whole game from scratch.



For the memories to be set or clear, you could use akibomb's way: Create a debug level which you'll be able to set easily memories.

Do you reopen the previewer? Which previewer do you open?

So far I only used the level previewer, and got no problem except when going to the map selection, which is expected.

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


Originally posted by PrincessPeachFan2014
i have maked a modern peach sprite over peach and i know that to import the sprite i need A DAT. file and i have exported the SMRPG sprites and i just have the photos how i can transform that photo to a DAT.file or create?

You can't export sprite images into a .dat file, that format is used for animations. I'm assuming from what you said, the images are already in the editor. To export the image graphics, right-click the BPP Graphics images and click "Export..." to export them into a .bin file or click "Save images..." to export them into a .png file. You use that file to import your graphics into the same or new location.

Also, it was hard to understand that run-on sentence.


EDIT: Was just about to answer your next question and it disappeared! I'm assuming you figured it out?
Yes. so i need the PNG file to import? i have the PNG file so where i can import and how?
im trying to cut the BG (background.) on the image with GIMP and idk how i can cut the BG because i just have paint and when the image have a cutted BG and paint makes the BG white and IDK how i can cut the BG can you help me?
Originally posted by PrincessPeachFan2014
Yes. so i need the PNG file to import? i have the PNG file so where i can import and how?

You can import multiple molds using the button above the mold list/on the right of the image + palette index. It looks like this:

Quote
im trying to cut the BG (background.) on the image with GIMP and idk how i can cut the BG because i just have paint and when the image have a cutted BG and paint makes the BG white and IDK how i can cut the BG can you help me?

I think this GIMP tutorial works (Useful info ends at 3:15):
https://youtu.be/AC5vdKuwTp0?t=2m52s

I think it should delete all the pixels, even the ones in the little spaces. It did when I tried it years ago with a more complex image.
Thanks. and also when i imported the images without
the Cutted bg worked but the white bg maked it strange and idk what button to press to cut the white bg and do the cutted bg.
What should I do to add the Switch option in the menu?
Originally posted by DarkFeposo
What should I do to add the Switch option in the menu?


Simple.

All you need to do is set a memory bit. That number is:
7062 Bit 2.(at least in MY version that's the number.)

This is set after Bowser joins your party. In case you're playing a different version of the game, look in the event where Bowser joins the party. The memory number should be on the bottom. Simply set this number somehow and you'll be able to switch.

This is how I enable switching while making/testing levels.
Thank you very much Darkkefka, is working as expected. ;)
and also how i can create a forum post in this site?
You just did, congrats!

--------------------
Your layout has been removed.
Originally posted by Yakibomb
EVENT CORRUPTING BUG: If you insert the event "Objects (allies, NPCs, screens...)" and put the queue to "start embedded action script" or similar one variable commands, then switch back to "action queue", it will corrupt your events and prevent Lazy Shell from opening them.



I was wondering, what does it looks like when playing a corrupted rom? Does it's just small portion of the game that can go unnoticed or it's just that the rom goes wild?

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


This question may never get answered, but it's worth a try.

Ok, the cap for base Stats is 255. I'm assuming this is because due the max Hex value being FF for that spot. However, HP can go well over 255..which means this one has more than 2 units. The menu cannot display any number over 999 however.

My question is where is the hex value that determines the Max base stats a character can have? I want t do this mainly for HP and change that limit to 999, because right now, it doesn't HAVE a limit it seems...


Another thing I'm looking for the Hex value that determines what happens
when you are under certain conditions...( Attack up, Defense up, Invisible, Defense command, ect..)
My battle formation is working fine with two monsters (all Hippopo recolors), but when the third enters, the graphics become messed up. I've heard that the same problem can happen with five or more Terrapins as well. It sounds like a memory problem to me. Does anyone know of a fix for this?
Originally posted by Niamek
I was wondering, what does it looks like when playing a corrupted rom? Does it's just small portion of the game that can go unnoticed or it's just that the rom goes wild?

I think if a script is corrupted, it only effects that one script. When that corrupted script runs, it just runs whatever is in the script like it normally would read a script, but it would read commands like you wouldn't expect. I've had corruptions before, one time the game got all blurry like when Mario got whomped by Geno's Shooting Star Shot but I could still move; Another time the screen tinted blue and soft locked.

Originally posted by cskid13
My battle formation is working fine with two monsters (all Hippopo recolors), but when the third enters, the graphics become messed up. I've heard that the same problem can happen with five or more Terrapins as well. It sounds like a memory problem to me. Does anyone know of a fix for this?

You're right, it's a memory issue. All I know is that because Hippopo uses so much VRAM (8192 VRAM), the game can't load it properly.

You might be able to get away with deleting the dragoon dude riding the Hippopo, then reduce the VRAM to shrink the cost.
Now i know how i can cut the bg! but idk how i can choose the png format to save in gimp. can somebody help me?
Well, sometimes i tried to make a hack called: Super Mario RPG - The Legend Of The Nine Heroes, and sometimes i tried to edit the dialogues of toadstool and put the name of peach and a day i just have replaced just when the characters talked the toadstool name i have replaced without any error and i have replaced when peach talked something and then gived error. and i need to know how to replace without any error.
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