Star Haven

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Star Haven

The community of modders, and reverse-engineers crafting new Paper Mario romhacks!

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GGelox4/30/2024

Trying to change NPC sprite but it's not working

I inserted a spritesheet into the game and fixed up all the animations i need. now i want to make this one toad use that sprite so i set it to that in the map editor. It shows the Sprite as red and when i compile it just uses the regular toad sprite
GGelox4/28/2024

Sprite not using the right palette

So i changed all my sprites and its all ok but while playtesting i noticed that the burnt/exploded sprite looks wrong and checked in Starrod. The sprite itself has the right palette assigned but for some reason it uses the normal palette
GGelox4/26/2024

Edited vertex colors in Star Rod but doesn't show up in game

So i changed some vertex colors of mario's house to fit the character i replaced him with better and it looks good in Star Rod but when i compile and run the game it just uses the regular colors
LLoptous_pitfall_Majin4/17/2024

Star Rod failing to compile: error code in description.

Hello everyone, I am pitfall for short. I am trying to work on the paper mario community mod, but when I try to compile my fork, star rod is giving me the following error: Cannot invoke "romdata.Sprite.recalculateIndices()" because spr is null. I tried searching for the solution for this issue, but the only post I could find is one that was not answered, although it appeared that the poster was not taking it seriously. here. the fork can be found here: https://github.com/unkownpit/PMCommunityMod...
GGelox4/15/2024

Editing Mario sprite messed with Peach and Hammer sprites

So I'm in the process of replacing Mario's sprites and it was going well, i noticed the backsprites were glitchy but i figured once i actually replace them it'd be fixed but now i actually started playing the game a bit to check things out and noticed that Peach and the Hammer sprite are glitchy even though i did not touch those.
JSJohn Smokes4/8/2024

THREAD:4 (TLB EXCEPTION ON LOAD) Error when loading rom

I replaced the file select music with a custom track and upon loading it just gave this error, it's worth mentioning that I took the custom bgm and replaced the file select's bgm with it in my mod's folder just in case that's the wrong way to do it
No description
GGlowK4/7/2024

N64SoundListTool

I would like to change the sound effects (not BGM) in PaperMario, but apparently that is not possible with Star Rod. The only way is to use the N64SoundListTool in the N64-Tools link below? https://github.com/jombo23/N64-Tools However, when I use this to load the PaperMario ROM, I get a broken-looking console, as shown in the attached screen, with no Import-related buttons or other important things....
No description
GGelox4/7/2024

Trying to make custom Mario sprites and am having issues

So I've been slowly working away at making the sprites, it works in the ROM and everything and its all good. The thing is my character that im using instead of mario has different sizes than him and i've been adjusting the sprite sizes as such and there haven't been any issues until now. When i make the sprites bigger now the spritesheet doesnt show up in Star Rod and it crashes. What do i do? :< This is how it normally looks like https://i.imgur.com/4Xl8cAG.png...
CCubic3/29/2024

Sprite not changing, how do I fix?

I'm going to get straight to the point: I'm trying to change this Toad's sprite, and it simply doesn't change in-game. Star Rod shows it as working perfectly fine, and the sprite is all set up properly AFAIK, so what gives?
No description
FFewffwa3/4/2024

Musical Partner (WIP)

I am currently working on a new partner ability that works incredibly similar to the ocarina from Legend of Zelda: Ocarina of time. So far I've been able to set it up so the correct combo of buttons produces a specific result, but I haven't figured out how to map the different buttons pressed to specific notes from an instrument in-game. sfx_play_sound_with_params doesn't seem to work, as I can't find the ID for the instrument I want to play, and changing the pitchShift parameter doesn't see...
PPikavee2/28/2024

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Bbates642/25/2024

recursivesweatpants dx support

@Recursive Sweatpants let me know what you'd like to do with dx and I'll help you here
TtheKidOfArcrania2/16/2024

Creating ISOs for TTYD

Is there a way to properly create a iso game image with ttyd? Seems like as soon as I try to run
wit x ttyd.iso base/
wit copy --align-files base/ ttyd_patched.iso
wit x ttyd.iso base/
wit copy --align-files base/ ttyd_patched.iso
...
FFewffwa2/4/2024

Camera Teleportation Behavior

Is there a way to have the camera instantly teleport to Mario's location instead of having it move there? I want to achieve a sort of "endless staircase" effect, where upon touching a collider, it teleports Mario to another collider, relative to where Mario was on the first collider, and instantly snaps the camera to him
FFantasy1/26/2024

Is it possible to modify Mario's moves

So, I was wondering if it's possible to modify Mario's jump and hammer type moves where it does a custom set damage, with a custom animation and action command and set the FP cost. how would I be able to do that? or if it's possible to import partner moves to Mario?
S1SonicHedgehog1/17/2024

Mario's eye texture problem ttyd

Hey guys! long time no see, so im making a paper Mario ttyd mod that replaces stuff with sonic character's! of course I start with sonic replacing Mario and everything's cool. the only problem being Mario's eyes, Mario's eyes are way to tall for sonic as you can see in the image. So I go in aseprite and increase the canvas to see if that would help but that just made the eyes smaller! So does anyone know how to fix this? I know there has to be a way, I see other mods get it right .
No description
Bbates6412/27/2023

How to do adaptive music

Here's how to change BGM track volumes dynamically in response to gameplay. call bgm_set_track_volumes with the music player (probably 0) and an enum MusicTrackVols, which maps to data in snd_song_get_track_volumes_set the specified tracks will fade to the specified volumes over 48 ticks use snd_song_clear_track_volumes with the same arguments to undo...
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