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Yakibomb
Posted on 06-18-11 04:41 AM, in Reserve_22//. (rev. 2 of 06-18-11 04:49 AM) Link | Quote | ID: 143933


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Awesome hack, played through the whole thing. The rooms were interesting, I enjoyed what you did with the enemy boos in the first room after Laki-Laki. I like the custom animations you did, as well as the enemies that used them.
I thought you used the music with the manipulated pitch pretty well. I like how you used the sprite effects on some NPCs, really gave it a unique feeling overall.

I'm really curious how you did the end boss cutscene. I'm taking a guess at how you did it:
Spoiler:
You slowly set the entire screen white, then changed the level palette and removed all sprites except Mario. Then you changed the level to Culex's room and had Geno pre-positioned in there. Then you did a bunch of event script stuff that I'm going to skip because it'll be tedious to list it all.
Please explain this when you get a chance.

All in all, the hack was pleasant to play through. Although the hack was short, I think you did very good on the atmosphere of the whole thing. It felt very mysterious, I felt anxious almost while playing. So I think you hit a good note, well done.

I have some bugs/complaints in the spoiler below:
Spoiler:
- You can jump over the first event in the game.
- The map with the first introduction of the Spirit Bombs shows the corner of another map on the right.
- In the path puzzle room, you can just go through window and skip the entire puzzle (it really threw me off when I accidentally went in there).
- Are there any formations with the Shy Ghoul?
- Could the second shop also carry the weaker potions? I don't want to pay 25 coins for get a potion that a 5 coin potion can do (FP potions).
- You misspelled "Sheild Order", should be "Shield Order"
- You can run away from the 2nd to last battle.

Suggests:
- If you can figure out how level 453's entire map had a shaded layer, use that effect in Geno's room. For some reason if you test it in LS it doesn't show up.
- In the room of the last screen shot in your opening post, maybe move the Murky Boos to the beginning of the narrow water path. Once you are on the pathway, a trigger is set and they begin to chase you down the path. If they catch you, you get sent back to the beginning of room. It was just a thought, since the Murky Boos go through the layers in the level, thought it could reduce glitchiness without removing an obstacle.


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Yakibomb
Posted on 07-05-11 07:14 AM, in question about hacking smrpg (rev. 4 of 07-05-11 07:47 AM) Link | Quote | ID: 144504


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I think the reason the spring board isn't going off because you aren't setting the action script. Put in the number 65 in the action script box. Any time you set off the trigger for that sprite, it will activate the action and event scripts.
If that doesn't work, you could probably look at a spring board in another level and try to duplicate it. Remember to look over all the flags and action scripts.

As for tutorials, here are all the ones I've gathered (as of Nov. of last year):

Battle Scripting Tutorial
-> "Dummy" attacks and spells (also featured in Waddler-D's above guide)

Event Script tutorial

New Enemy Creation Guide

Getting NPC's to Display Dialogue

Using Cirrus - The LazyShell Patch Server

Submitting a hack to Cirrus

How To Run Your Own Patch Server


Also helpful:
Useful or important events list

Lazy Shell Tips

Some HDMA-Battle-Animation Information

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Yakibomb
Posted on 07-09-11 07:07 AM, in question about hacking smrpg (rev. 2 of 07-09-11 07:12 AM) Link | Quote | ID: 144746


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Oh yeah, I forgot to mention, giangurgolo was nice enough to write some tips on making a full fledged hack in the older versions of LS that you might want to read.
Here is the full list of versions on giangurgolo's website. Just download one LS v3.2 or lower.
(Don't forget to update to v3.6 while you're there)

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Yakibomb
Posted on 07-17-11 03:29 AM, in YouTube Channel: SuperModifyRPG (video added July 13th, 2012.) (rev. 4 of 07-17-11 10:21 PM) Link | Quote | ID: 145047


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This is great, definitely a step in the right direction. I hope this will bring people to be motivated enough to begin hacking this game to a large degree, or at least spread to more people.

I'd like to suggest possible tutorials:
- How to make an NPC display dialogue.
(A audio guide for this tutorial: http://acmlm.kafuka.org/board/thread.php?id=4582)
- How to make an NPC walk in a map.

I can't wait to see what the future has in store. Good thinking, Elementalpowerstar.

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Yakibomb
Posted on 07-17-11 08:34 AM, in LAZY SHELL v3.5 BETA released *REPORT BUGS HERE* (rev. 3 of 07-17-11 09:50 PM) Link | Quote | ID: 145118


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Sprites - Importing images on a tile except the first places the image in a completely different place from where you right-clicked.

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Yakibomb
Posted on 07-17-11 10:23 PM, in Lazy Shell / SMRPG Howto threads (rev. 5 of 09-06-13 05:15 AM) Link | Quote | ID: 145153


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Here are some guides that have been floating around for some time:

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Yakibomb
Posted on 07-19-11 10:27 PM, in LAZY SHELL v3.5 BETA released *REPORT BUGS HERE* Link | Quote | ID: 145329


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Monsters - Click on a command that has zero, two, or three changeable values. Then click "Do 1 spell."

Animations - Monster Spell and Monster Attack animation previews save to main ROM. The changes do not save if you close the Monsters window and opt not to save.

Animations - Item animation previews do not work. Am I suppose to get the item I am previewing?

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Yakibomb
Posted on 08-03-11 02:00 AM, in LAZY SHELL v3.5 BETA released *REPORT BUGS HERE* (rev. 4 of 08-03-11 11:58 PM) Link | Quote | ID: 145638


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I found more bugs. Sorry I procrastinated about posting them. Here are the bugs I've found:

Sprites - Changing the palette using the color adjusters doesn't recognize new palettes. Put in random numbers in one palette, then use the color level sliders.

Sprites - Cannot add frames to animation sequences.

Sprites - Cannot close palette editor or graphics editor when on a sequence without any frames.

Spell Effects - Spell images does not save.

Spell Effects - Palette Index does not save.

Formations - There is no button to close the search window in formations editor.

Animations - Cannot right-click dialogues to quickly edit them.

Levels - Putting in a number for an NPC's event # that exceeds 4095 crashes the level view.


Edit: Probably not going to listen to this request, but I completely understand if you turn it down. It would be nice to be able to modify the coordinates of the A/B/X/Y button on characters during battles. Remember, I don't blame you for not doing it (in fact I could probably just learn how to do it myself).

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Yakibomb
Posted on 08-05-11 09:25 AM, in LAZY SHELL v3.5 BETA released *REPORT BUGS HERE* (rev. 2 of 08-05-11 09:27 AM) Link | Quote | ID: 145699


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Monsters - Click on a command that has zero, two, or three changeable values. Then click "Do 1 spell."

Here is the error message:
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at LAZYSHELL.DDlistName.GetNumFromIndex(Int32 index)
at LAZYSHELL.BattleScripts.name_DrawItem(Object sender, DrawItemEventArgs e)


It has something to do with the format of the boxes. If you click a command that doesn't have one drop down box, then you click "Do 1 spell," you get that error.

Just try this method:
Click "Do 1 attack," then hold the down arrow on the keyboard so it begins to go through all the commands. Hold it until it gets to "Do 1 spell." If you don't get an error then, I have no idea.


Battlefields - Reset doesn't work. Neither does clear (gives exception).

I haven't been able to reproduce this bug in the recent versions of LS, so I guess it's fixed.

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Yakibomb
Posted on 08-06-11 01:39 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 8 of 08-08-11 09:08 PM) Link | Quote | ID: 145715


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Level editor bug - Importing palettes does not work right. The palettes are all placed on the wrong lines.

___

Edit 1:
Sprite + Level editor bugs:
In the Sprites editor, exporting current mold does not work, it exports all sprite images in the range set, no matter the option set. The same thing happens in the levels editor, if you try to export the level image, you can't export the level you are on.

Sprites + Levels - You can't set the first number in the range higher than 100.

Sprites - If you highlight all the tiles using the select and highlight all tools, then attempt to drag all the tiles, it breaks the sprite view box and this error message is shown:
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at LAZYSHELL.SpriteMolds.pictureBoxMold_Paint(Object sender, PaintEventArgs e)


Levels - Tile mods and physical tile mods do not work in zoom, they remain the same size.

___

Edit 2:
I am using the solid and tile mods and they work great. There is a bug though, when I am editing a solid mod, I can draw outside the box.

Other bugs listed:
Animations - The animation previewer still modifies the monsters in the main ROM.
___

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Yakibomb
Posted on 08-11-11 09:34 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 145848


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I found some more bugs:

Events - Go to script 1839. This script prevents you from changing it, but if you switch to another script, it doesn't unlock the command list.

Levels - The physical tile 1024 doesn't exist apparently, it just says "Index was outside the bounds bounds of the array." You can't go to it directly, you need to go to 1023 first, then use the up arrow.

System.IndexOutOfRangeException: Index was outside the bounds of the array.
at LAZYSHELL.LevelsSolidTiles.RefreshPhysicalTile()
at LAZYSHELL.LevelsSolidTiles.physicalTileNum_ValueChanged(Object sender, EventArgs e)
at LAZYSHELL.ToolStripNumericUpDown.OnValueChanged(Object sender, EventArgs e)


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Yakibomb
Posted on 08-27-11 06:59 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 3 of 08-27-11 08:21 AM) Link | Quote | ID: 146519


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I haven't used the editor since my last bug report. I'll try to use the editor though the weekend to try and find as many bugs as I can. If you can give me till the end of Sunday to work on it, that'd be great.

If I don't report back until then, I haven't found anything unusual (which is probably a good thing).

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Yakibomb
Posted on 09-18-11 03:42 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 5 of 09-18-11 04:12 AM) Link | Quote | ID: 147064


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Effects - Cannot mirror or invert subtiles. (Invert/mirror subtile, save effects, close, reopen)

Effects - When you import an image into the graphics, it doesn't automatically increase the byte size to fit all the tiles in image.

Effects - If the graphics editor is open, the subtiles on the current spell don't save if you press OK to close the graphics or you change to another spell effect.

Battlefields - In the palette editor, the last row cannot be modified.

Audio - Are the hertz displayed in the right order?
I'll use sample 111 as an example, Valentina's laugh. Going by the editor, sample 111 set to 44100 hz is how it sounds in game. But when I set my sound file to 44100 hz in Audacity, it displays as 22050 hz in LS. If I set my sound file to 22050 hz, it displays as 44100 hz in LS.
______

I found that increasing the hertz of a sound in Audacity makes the sound play as it should in game. However, changing the hertz to a higher level makes the file size too big, so importing it overwrites over sounds. Do you have any ideas on how to reduce the size of the sound file?

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Yakibomb
Posted on 09-18-11 03:48 AM, in Legend of the Axem Rangers - 6/6/16 Version 3.1 release, fixes those game-breake Link | Quote | ID: 147065


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I am working on it. I've seen improvements, and I'm liking it!

I'll send you a full bug report in time, hopefully in a week or so.

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Yakibomb
Posted on 09-20-11 04:25 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 2 of 09-24-11 04:33 AM) Link | Quote | ID: 147137


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You should really just release the update.

This will probably be the last report from me for awhile:

World Maps - You cannot invert, mirror, or set priority 1 to subtiles. It displays fine in the editor though.

World Maps - The location name seems to have memory checking issues. Reducing or increasing the size of the name seems to throw out an error message. I've tried renaming the location points to have really long names, and when I went to test it, it displayed just fine. So I guess there seems to be enough space to be able to overwrite.

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Yakibomb
Posted on 10-22-11 09:10 PM, in SMRPG Screenshots/videos/etc Link | Quote | ID: 148197


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Yakibomb
Posted on 10-26-11 11:27 PM, in SMRPG Screenshots/videos/etc (rev. 2 of 10-26-11 11:46 PM) Link | Quote | ID: 148262


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I am not done yet, so no patch at the moment. I'll release the patch after I finish my hack, but no promises though.

I am still working on the battle frames, and it's a nightmare I tell you. I keep making Yoshi look like some deformed monster.

Here are previews of stuff I have finished:


Ailment palette preview:


I am making Yoshi's victory animation. I need opinions. I'm not sure if I should use one of the three frames below or just make a completely custom one.
For reference, I used the victory frame from Yoshi's Island.



Eventually, I'll upload a demo video of the little hack I have, so don't forget to check back here some time in the future. I'm still not really sure if I'll include Yoshi just to show him off, but if he isn't in the video I'll upload a preview when I have the most basic animations done (like the frames for fainting and getting hit).

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Yakibomb
Posted on 10-27-11 05:33 AM, in Legend of the Axem Rangers - 6/6/16 Version 3.1 release, fixes those game-breake (rev. 2 of 10-27-11 05:59 AM) Link | Quote | ID: 148264


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I haven't really been testing, life is happening. Sorry.

Johnny is pretty hard. I think that 1v1 battle is really hard without abusing Super Jump. Skewer annihilates because the damage is so high, I kept getting hit 43s each time. Even if I do block, it still need to use a mess of potions just to keep myself standing.
I didn't have the safety badge equipped at the time, and I had 30 defense w/ the most recent armor. I was level 7.

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Yakibomb
Posted on 11-25-11 06:05 AM, in SMRPG Screenshots/videos/etc (rev. 7 of 04-15-12 10:59 AM) Link | Quote | ID: 148564


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Here is a preview video not of Yoshi, but of a Fire Bro. I thought someone might care if I posted a preview. He doesn't have any classic fire attacks yet. Instead, he's going to kick some dirt in your face!



I was going to add a fire attack that replaces hammer time, but I don't know how to make the animation play how I want...

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Yakibomb
Posted on 11-25-11 09:14 AM, in SMRPG Screenshots/videos/etc Link | Quote | ID: 148566


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He doesn't have an attack like that yet. I got as far as making an animation that replaces Hammer Time and plays out like it pretty much. Instead of the fire bouncing off the target, they explode by creating another sprite, but the problem is I can't figure out how to make the fireballs disappear without the game locking up.

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