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Main - Super Mario RPG Hacking - LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* New thread | New reply

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Darkkefka
Posted on 12-06-13 06:54 PM Link | Quote | ID: 155223


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Posted by giangurgolo
Darkkefka: thanks for the report, I've fixed the bugs


Are these fixes in the current link in the thread, or will that be 3.18.5??


Also, the biggest problem I have is a strange one....but I don't think it has anything to do with Lazy shell. Maybe you've experienced this before....

anytime I change the dialoge, the palette colors of the menu and world map get funny, and I'm forced to manually fix it. Does this have something to do with the editing or too much editing?

R. Solaris
Posted on 12-29-13 09:29 PM Link | Quote | ID: 155318


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Something that should probably be added to LazyShell or fixed would be when dumping all the samples to .wav to actually have their loop points included too. Probably aswell as having wav samples with loop points importable with their loop point too.

giangurgolo
Posted on 01-22-14 06:05 PM Link | Quote | ID: 155507


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New version released; it includes all of the bugfixes made since the last release in August 2013.

R. Solaris
Posted on 01-22-14 10:14 PM Link | Quote | ID: 155510


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Awesome for the new release, Would the stuff I mentioned in my prior post be possible to add/fix?

Darkkefka
Posted on 01-23-14 09:08 AM (rev. 2 of 01-23-14 09:20 AM) Link | Quote | ID: 155512


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AWESOME!!! And right on time, as I'm releasing my game to the public later on today.

It's going to rock!!

So how do I use it? I need to change the disable menu selection from green back to it's normal self.

DS Piron
Posted on 02-20-14 09:02 PM (rev. 2 of 02-20-14 09:30 PM) Link | Quote | ID: 155738


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I was editing a solid map (Namely replacing one solid tile with another that had a higher z coordinate on its over head tile to fix an issue where Mario will jump from behind a building, and appear over it.
After awhile of adding tiles, the entire map suddenly turns into a red x on a white background, while this error appears.
(1682 bytes collapsed: DSCRASHLOG)
I cannot close the application through the error dialoge, only ignore the error.
However, closing it without saving and reopening it might've cleared the error somewhat, albeit, when I repeat my actions it seems to be taking less solid tile to cause the error.
Saving the file isn't help in.

The solid tiles I was placing were #48 and #52. I don't know the number of what tiles I was replacing.

Also, I have a suggestion for a possible feature: something to select tile already placed, or find out which ones were placed.

EDIT:After closing and reopening Lazy Shell, the error no longer occurs...

SMRPG HACKER
Posted on 03-11-14 05:03 PM (rev. 2 of 03-11-14 05:03 PM) Link | Quote | ID: 156067


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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"

Darkkefka
Posted on 03-12-14 02:03 PM (rev. 2 of 03-12-14 02:04 PM) Link | Quote | ID: 156077


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I have to edit the post because I put it in the wrong thread..sorry.

SuperMarioRPGHacker
Posted on 04-20-14 04:04 AM Link | Quote | ID: 156410


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Hey guys! I have an BUG...

LAZYSHELL, Version=3.19.0.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
Referência de objeto não definida para uma instância de um objeto.

**************Recent Event History**************
"openLevels" | Form "Editor"
OPENED FORM "Levels"
CLOSED FORM "Levels"
"pictureBoxLevel" | MouseDown = (X:7,Y:7) | Form "Levels" | Element = {016} Mario's Pad
"levelNum" | Value = 16 | Form "Levels" | Element = {016} Mario's Pad
"layerPrioritySet" | Value = 0 | Form "Levels" | Element = {016} Mario's Pad
"levelNum" | Value = 17 | Form "Levels" | Element = {017} Mushroom Castle, Main Hall
"layerPrioritySet" | Value = 14 | Form "Levels" | Element = {017} Mushroom Kingdom Castle, Main Hall
"levelNum" | Value = 16 | Form "Levels" | Element = {016} Mario's Pad
"levelNum" | Value = 17 | Form "Levels" | Element = {017} Mushroom Kingdom Castle, Main Hall

What hapenned is why i patch the muscle patch to my rom but when i gonna edit the levels her crases! What i gonna do?

Also: The checksum is: 0x9BE9 (Fail)

Also 2: The Giangurgolo vanished out from a little days.

Also 3: The Giangurgolo website is closed.

Also 4: I don't know how an version gonna be make if the website is closed.

Also 5: Maybe is many bugs in the v3.19.0. Them Giangurgolo are without time.

Also 6: Because i make too "alsos"?

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Niamek
Posted on 05-03-14 04:37 PM Link | Quote | ID: 156477


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Hello Giangurgolo,

I was browsing the battle dialog and stumbled on this bug:


LAZYSHELL, Version=3.19.0.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
L'index se trouve en dehors des limites du tableau.

**************Recent Event History**************
"battleDialogueTextBox" | Text = "BOWSER: What was that sound?[2..." | Form "Dialogues" | Element = {0000}
"battleDialogueTextBox" | Text = " Adios amigos![2][0]" | Form "Dialogues" | Element = {0000}
"battleDialogueTextBox" | Text = " Go on![12][1] Take back your ..." | Form "Dialogues" | Element = {0000}
"battleDialogueTextBox" | Text = "CROCO: Oooouch!!![2][1] I’m go..." | Form "Dialogues" | Element = {0000}
"battleDialogueTextBox" | Text = "MALLOW: All right![2][1] We go..." | Form "Dialogues" | Element = {0000}
"battleDialogueTextBox" | Text = "MALLOW: Gimme back my coin[2][..." | Form "Dialogues" | Element = {0000}
"battleDialogueTextBox" | Text = "CROCO: Yeouch![2][0]" | Form "Dialogues" | Element = {0000}
"toggleText" | Form "Dialogues" | Element = {0000}
"toggleText" | Form "Dialogues" | Element = {0000}
"toggleText" | Form "Dialogues" | Element = {0000}



Also,

It seems that the filler from the level editor is sticky(you press "F" one time, then it's like it's always filler after, even if I repress on F or click the pencil.

Mario RPG Fan!
Posted on 05-25-14 03:37 AM Link | Quote | ID: 156609


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This also happen with me...






Niamek???
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Apocalipty news in your PM Box.

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yay

Kostya03
Posted on 06-28-14 08:26 PM Link | Quote | ID: 157031

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Guys, How to make a custom enemy in Lazyshell? Tell me please.

Niamek
Posted on 06-30-14 04:04 AM Link | Quote | ID: 157062


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By custom, do you meen new stats, new attacks?

or replace the entire sprite?

Niamek
Posted on 08-23-14 02:14 AM Link | Quote | ID: 157878


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Hello everyone!

I'd like to know why it does this:

http://bin.smwcentral.net/u/5320/PreviewROM_SMRPR_quietrevolution001.png


On the editor screen, I see absolutely NOTHING... It like these aren't there!

But when I preview it, it does this... I noticed that if I take time to erase by hand every single square that does this, it erases itself. So I guess it's something in the tilesets. But in the tilesets, I see absolutely nothing.

I never took somethingother than near the blues hills.

PS: There is some bug report or suggestions in the SMWC forum, you might want to check it out.

Niamek
Posted on 08-24-14 03:30 AM Link | Quote | ID: 157882


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Alright, found out the culprit of my thing, it's because of surroundings of the blues "hills" of the levels has some special tiles that is invisible in the editor, but visible in the game. It would be nice if we could see these on the editor.



Some word: I'd like to thank you Giangurgolo for this appliocation, it's so well made!

Blessidmerc
Posted on 09-02-14 06:41 PM Link | Quote | ID: 158085

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Forgive me if this has been discussed, but why does Shyper appear as Smithy and why do Mokura and the Crystals appear as the invisible placeholders?

Mecakoto
Posted on 09-04-14 10:01 AM Link | Quote | ID: 158115


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Posted by Blessidmerc
Forgive me if this has been discussed, but why does Shyper appear as Smithy and why do Mokura and the Crystals appear as the invisible placeholders?


Yo.

They are all summoned by specific events. Since these events ignore sprites and generate items based on the event, none of what you mentioned really needs the sprites. Shyper gets Smithy because that's the fight it appears in. Mokura and the crystals aren't present in the beginning, and, thus, are summoned. Basically, they don't have proper sprites because they didn't really need them. (That, and it allows for all 4 crystals to be present in the battle instead of 3 before it glitches out).


Anyone have a mirror for v3.19.0? I've got work to do.

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Blessidmerc
Posted on 09-04-14 06:25 PM Link | Quote | ID: 158123

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Ah, thank you. So if I want to have them present in a battle from the start, I would have to change the script?

Mecakoto
Posted on 09-04-14 11:40 PM Link | Quote | ID: 158126


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Posted by Blessidmerc
Ah, thank you. So if I want to have them present in a battle from the start, I would have to change the script?


The battle event scripts, yes. The reason the game uses things like this is because it frees up enough resources to have things like the Culex battle. For example: If you were to edit the sprites and make the crystals standard enemies, then included them into the fight without the script, graphical glitches would begin to occur.

If you're just looking to make them standard enemies, however, this is a good place to start: http://acmlm.kafuka.org/board/thread.php?id=3965

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Blessidmerc
Posted on 09-04-14 11:44 PM (rev. 2 of 09-04-14 11:45 PM) Link | Quote | ID: 158127

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Thanks for your help!
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Main - Super Mario RPG Hacking - LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* New thread | New reply

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