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Yakibomb
Posted on 11-25-11 11:40 PM, in Is there a limitation of colors your sprites can have? (rev. 8 of 12-30-11 10:32 PM) Link | Quote | ID: 148574


Level: 28

Posts: 61/137
EXP: 122970
Next: 8368

Since: 03-21-08

Last post: 772 days
Last view: 772 days
The SNES supports up to 15 colors for sprites. However, it uses the first color in the next palette row as the color for transparency.

The best you can do for making sure you have the right amount of colors is to go into Paint and make a row of all the colors in your sprite.

To minimize the confusion when identifying colors, after selecting a color in the left box, remove that color from your sprite by using the eraser tool. While holding right-click, go over your sprite a few times to make sure all of that color is gone.
Just remember when using this method, what ever color is in the left color box, that color replaced by the color in the right color box.

If you have questions, ask away.

____________________
Peace!Layout by Erik557 & LDA.
Thank you!









Yakibomb
Posted on 12-10-11 09:47 AM, in List of Known Hacks and Patches (March 16, 2022) (rev. 64 of 03-16-22 05:45 PM) Link | Quote | ID: 148719


Level: 28

Posts: 62/137
EXP: 122970
Next: 8368

Since: 03-21-08

Last post: 772 days
Last view: 772 days
Updates March 16, 2022
Hello, world!
- Added Version 10 of "Super Mario RPG: Armageddon"
- Added "Super Mario RPG Open World Randomizer" by various authors
- Added "Super Luigi RPG Star Powered" by Will
- Additionally, rearranged table of contents and added "Featured Hacks" for those that are still in development.

That's all for now. Live on!

__________________

Useful Links:

DISCORD COMMUNITIES

SMRPG Armaggedon
https://discord.gg/8ENqJEE3Fa

SMRPG Speedrunning + SMRPG Randomizer
https://discord.gg/Ma2fKHg

SMRPG Hacking Depot (Archieved; Cannot Post; Only use for reference)
https://discord.gg/KnQBRr2

Programs

LAZYSHELL v3.19.0-1.3.1 UPDATED EDITION (by me, Yakibomb!)
https://github.com/Yakibomb/LAZYSHELL-UPDATED
LAZY SHELL v3.19.0 DOWNLOAD
http://bin.smwcentral.net/u/124/LAZYSHELL_v3.19.0.zip


__________________


This thread has a compilation of all the hacks I know that have been released at some point in time.

If there are any hacks that aren't displayed here, post the download link in this thread, or PM me. Be sure to also include a thread or site showcasing the hack with screen shots or a video, please, as it makes my job easier.

If you are the author of a hack on the list and you want to update anything on your hack(s), either PM me or post in this thread!!

Contests held on this board will be featured at the top of this list. The most popular hacks from recent contests will be featured at the top!

If anyone wants to use this information for anything, go ahead.

(May 17th, 2018) ALL HACKS DOWNLOAD: If you would like to download all hacks at once, go here: https://app.box.com/s/0zkl8la2xrwurrp4qgqc

__________________

Updates
March 16, 2022: Hello, world! Added Version 10 of "Super Mario RPG: Armageddon". Added "Super Mario RPG Open World Randomizer" by various authors. Added "Super Luigi RPG Star Powered" by Will. Additionally, rearranged table of contents and added "Featured Hacks" for those that are still in development.
May 17th, 2018: Added link to past versions of "Super Mario RPG: Armageddon" through NGPlus.net. Thanks DarkKefka and Doomsday31415!
June 7th, 2017: Added "Booster the Eighth", "Super RPG: Luigi Purgatory", and "Super Mario RPG: Easy Mode". Updated all hacks folder; Now includes links and authors in hack folders. Removed some dead links.
December 14th, 2015: Added "Plumber's Parasitic Plant Problem (Demo 1)".
January 1st, 2015: Happy New Year! Added "SMRPG: Low Level Experience" to the completed hacks. Updated all hacks folder.
December 2, 2014: Added "Ashes to Ashes" and "Coin Limit Patch". Added descriptions for "Super Mario RPG: Raeneske Final Mix". Added screen shots for "Super Mario RPG: Raeneske Final Mix", "Raeneske 2: Abused Power", "SMRPG: The Dark Trio". Updated a few broken links.
November 25, 2014: Updated links for "Super Mario RPG: Raeneske Final Mix", "Raeneske 2: Abused Power" and "SMRPG - Critical Challenge". Added mirror for "SMRPG: Legend of the Golden Mushroom". Added "1st hack about the unknown".
October 12, 2014: Updated "Super Mario RPG: Armageddon" patch to v7.7 (was v7).
January 29, 2014: Updated "Super Mario RPG: Armageddon" links and description.
January 23, 2014: Updated "Super Mario RPG: Armageddon" patch to v7 (was v6.1).
November 24, 2013: Added new category "0. boardII Contest Submissions". Recent winners will be featured at the top of the category!
November 13, 2012: Added Elementralpowerstar's Minecart Demo for real this time. Also added some neato videos of Zealous98's Mario graphic replacement patch.
November 9, 2012: Added Elementalpowerstar's Minecart Demo. Updated the link to Darkkefka's "SMRPG: Armageddon" patch to v6.1 (was v4.9).
July 5, 2012: Added Hanto's demo of "Jenku: Legend of the Gardener, Act I" to the list.
April 21, 2012: Added "Super Mario RPG: Deceiver Dome" patch. Added walkthroughs and spell demonstrations for Bob-omb Mafia and OREFFEZEPS.
January 19, 2012: Changed the screen shot's URL to a more reliable image hosting site, so the images shouldn't be going out anymore (hopefully).
January 16, 2012: Added "SMRPG: Critical Challenge" under Full Hacks (The hack is currently under development, check thread for more details).
January 8, 2012: First off, happy new year! Updated "The Bob-omb Mafia" to v2.3 (was 2.2). Added the "Legend of the Axem Rangers" v2 to the list.
December 22, 2011: Updated "SMRPG: Armageddon" patch to v4.9 (was v3).
December 17, 2011: Added some mirror downloads for patches. Changed some stuff.
December 14, 2011: Changed "Project Bases" to "Patches". Added function demo, custom items, a graphics patch for the A/B/X/Y buttons font + changes to Bowyer's button blocks, and a replacement patch for Bowser's victory pose.
December 11, 2011: Removed "mini-hacks" section. Anything that is finished goes in the "Completed Hacks" category.

__________________


Table of Contents
1. Featured Hacks
2. Completed Hacks
3. Text/Graphic Hacks
4. Demos
5. Patches
6. boardII Contest Submissions

__________________


1. Featured Hacks
These hacks have been made in 2022 and are still active projects.
There are intentionally duplicates on this list to preserve consistency. And I don't want to edit this again.



Super Mario RPG: Armageddon (VERSION 10 + Older)
Author: Darkkefka and Doomsday31415
Description: This is a difficulty hack, but it is not an ordinary one. The hack follows the same plot as the original, however, it features new techniques, monsters, items, secrets, and battles made for those who yearn for real challenge. The hack aims at giving you small doses of challenge enough to cause bouts of insanity, yet while still maintaining a merciful enough difficulty curve for humans. It takes the idea of what a difficulty hack might be and expands on it, to a degree that goes beyond expectations on what a difficulty hack could be for this game.
Link to VERSION 10 on RomHacking.net: https://www.romhacking.net/hacks/6665/
News Article on RHDN: https://www.romhacking.net/forum/index.php?topic=34471
Link to ALL VERSIONS: http://ngplus.net/index.php?/files/category/20-super-mario-rpg-armageddon/



Super Mario RPG Open World Randomizer
Author: pidgezerne and "various authors"
Description from the main site:
"What is the Super Mario RPG Open World Randomizer?

A program that shuffles around a bunch of stuff in Super Mario RPG! The world looks the same, the game's objective is the same, but plenty of things can get shuffled around — such as playable characters, monsters, progression items, shop items, character/equipment/monster stats, and even Star Pieces! It's a different experience every time!

This new version is an open world randomizer, inspired by other works such as the FF4: Free Enterprise randomizer. This means most of the map is open from the start which drastically changes the gameplay!"
Link to the Randomizer's Website: https://randomizer.smrpgspeedruns.com/



Super Luigi RPG Star Powered (Version 2.5)
Author: Will
Description from Will:
"Did you ever want SMRPG to have a postgame? Well now you can experience that!

New Bosses and Enemies? We have those too!

Did you need Daisy? After all what’s Luigi without his #1 gal?

And many….many….many….MANY more surprises!"

Direct Link on RHDN: https://www.romhacking.net/hacks/6345/
RHDN News Article of 2.5: https://www.romhacking.net/forum/index.php?topic=34414

__________________


2. Completed Hacks
The hacks that have been finished and were shipped. You will need a clean ROM to play these.



Bob-omb Mafia (v2.3) - Flagship hack
Authors: Giangurgolo and Omega45889
Description: The Bob-omb Mafia has welshed out on a deal with Bowser and it is up to Mario to retrieve five of Bowser's shells from the bob-ombs. In this hack Mario-with the help of Mallow-must defeat a series of bosses including a large Thwomp, two clowns, and a forest witch, and defeat the diminutive mafia boss who is under the guard of two large bob-bombs and a vicious, bloodthirsty ant. There is also one puzzle room, as well as a few side-quests.
This new version features a more linear storyline, balanced gameplay mechanics, and some more script mods. Check the "readme" for more info.
Walkthrough: Part 1, Part 2, Part 3.
Spell Demonstration: http://www.youtube.com/watch?v=HoicTyAKtxU&feature=relmfu
Thread: http://acmlm.kafuka.org/board/thread.php?id=7000
Direct Patch: http://home.comcast.net/~giangurgolo/smrpg/BOBOMBMAFIA23.zip



OREFFEZEPS (v2.0) - Flagship hack
Author: Giangurgolo
Description: While taking a short ride in Bowser's helicopter, Mario has some aerial trouble and falls into a strange place.
Features: 27 new spell and attack animations, 16 new items +3 new animations, 1 new weapon animation, Mario no longer shoots fire orbs...
Spell Demonstration: http://www.youtube.com/watch?v=WhnOlq2106o&feature=relmfu
Site: http://home.comcast.net/~giangurgolo/smrpg/
Direct Patch: http://home.comcast.net/~giangurgolo/smrpg/OREFFEZEPS.zip



Booster the Eighth (v1.01)
Author: Minus Bros.
Thread: https://www.smwcentral.net/?p=viewthread&t=86077
Description from the Author:
"A relative of the Booster family, named Jean, has taken his father's tower after his passing. Jean and his Snifits prepare as Mario enters his tower. Little does Mario realise, a queen named Silver is plotting domination over Mario's world. Jean attempts to hide the plan but his Snifits reveal it out loud. In boredom, they order an XL Pizza, but lose the phone number to call it again. Meanwhile in Moleville, Silver assembles a squad of minions to take over the world. Her powers are weak... but, she is gathering strength to prepare for what seems like domination. Mario obtains an item called the Wonder Stone which allow him to access Silver's hometown, 15 years ago. On his way to her lair, he encounters a mysterious person called Dark Doom. Dark Doom happens to be a retired fighting instructor, who taught kids to defend themselves. Mario takes him on and gets transported to "Hometown". Put in the memories of Silver's past, Mario finds that she was abused her whole life and fights off a squadron of Koopas as Silver. He also finds "Nightmare" and fights off the evil side of her. Mario meets one of Silver's friends, Damon. He is being trained by Doom to help with fighting. Eventually, Mario finds Silver in the door of the Wonder Stone and finishes off the queen. Then, Jean comes in to wrap things up. Meeting again after a long time, Silver realises from Mario what it means to be a good person. Then they get together and Mario's adventure comes to a close."
Direct Patch: http://bin.smwcentral.net/u/28861/BOOSTER1.01.ips



Legend of the Axem Rangers (v2.0)
Author: AnAxemRanger
Thread: http://acmlm.kafuka.org/board/thread.php?id=5917&page=1
Description: Set before the Axem Rangers were the Axem Rangers, you play as Red in the world before Super Mario RPG took place.
Direct Patch: http://acmlm.kafuka.org/uploader/get.php?id=4106
-> Mirror: https://rapidshare.com/files/3868880287/Axem_Rangers_VER_2.0_official_release.rar



Super Mario RPG: Armageddon (VERSION 10 + Older)
Author: Darkkefka and Doomsday31415
Description: This is a difficulty hack, but it is not an ordinary one. The hack follows the same plot as the original, however, it features new techniques, monsters, items, secrets, and battles made for those who yearn for real challenge. The hack aims at giving you small doses of challenge enough to cause bouts of insanity, yet while still maintaining a merciful enough difficulty curve for humans. It takes the idea of what a difficulty hack might be and expands on it, to a degree that goes beyond expectations on what a difficulty hack could be for this game.
Link to VERSION 10 on RomHacking.net: https://www.romhacking.net/hacks/6665/
Link to ALL VERSIONS: http://ngplus.net/index.php?/files/category/20-super-mario-rpg-armageddon/



SMRPG - Critical Challenge
Author: deshaun182
Description: This hack plays through original SMRPG storyline, except the player stats, boss stats, items, and other elements are changed to increased difficulty. The main feature of this hack is the player stat changes. Players start off with essential spells, and a set amount of HP. Players only gain HP boosts and spells at levels 10, 20, and 30.
This hack is currently being tested. Please go to the hack thread for more details.
Thread: http://acmlm.kafuka.org/board/thread.php?id=7221
Mirror: https://www.box.com/s/p0fzj1gpqgpcsv9sxd7i



Super Mario RPG - Deceiver Dome
Author: LazySheller
Description: Mario is teleported to the Deceiver Dome just before walking into one of Magikoopa's traps.
Thread: http://acmlm.kafuka.org/board/thread.php?id=5133
Preview: https://www.youtube.com/watch?v=Vmfo6qrPLRM (Probably not the best preview video...)
Direct Patch: http://acmlm.kafuka.org/uploader/get.php?id=4236
Tip: If you haven't fought the secret boss in this hack and want to, use this save state (just move up): http://acmlm.kafuka.org/uploader/get.php?id=4237
OR look for him at the top of the first red floored room.



Super Mario RPG: Easy Mode
Author: Minus Bros.
Description from the Author:
"Is Super Mario Rpg too hard? Well here's a way to make it more enjoyable. (I guess)"
Thread: https://www.smwcentral.net/?p=viewthread&t=86114
Direct Patch: http://bin.smwcentral.net/u/28861/EASY.ips



SMRPG: Low Level Experience
Author: DruidVorse
Description: This hack plays through the original SMRPG storyline, but unlike the regular game, the player is prevented from gaining EXP throughout the game. This can be done in the original SMRPG with the Lucky Hammer/Jewel, but this hack removes this aspect to make the experience more clean, saving a lot of time.
To see all the changes, check the main thread.
Thread: http://acmlm.kafuka.org/board/thread.php?id=8133
Preview: https://www.youtube.com/watch?v=aUFRdzSYqs8
Direct Patch: https://www.mediafire.com/?ck9rs703seoeymf



Super RPG: Luigi Purgatory
Author: Minus Bros.
Description from the Author:
"Luigi has been cursed by the demons of spirit and has been sent to purgatory to relive his brother's past life due to his sins. Luigi travels through a gloomy, grey version of his brother's world. He meets up with his girlfriend Daisy, King Bowser and finds two new companions by the name of Prince and Raino."
Thread: https://www.smwcentral.net/?p=viewthread&t=85951
Direct Patch: http://bin.smwcentral.net/u/28861/Luigi%2B1.01.ips
-> Mirror: http://www.mediafire.com/download/m1plbu4vw215vae/Luigi.ips



Mario is a drug addict
Author: Marvin C
Description taken from Romhacking.net:
"Mario has done it this time! His drug abuse has led to the apocalypse and the only way to save the world is to get sober. Use your super jacked up powers to fight super boosted enemies in this HILARIOUS upgrade of an already HILARIOUS game.
It took months to make and now I am confident all the bugs are fixed. If you have any comments, ideas, or bugs to tell me about please send to raccoonwarlord@gmail.com"
Link: http://www.romhacking.net/hacks/757/
Direct Patch: http://www.romhacking.net/download/hacks/757/



Super Mario RPG: Raeneske Final Mix
Author: deshaun182
Description: Watch as the story unfolds as Mario is taken to the strange dark world of Pandemonium, made from parts of Mario's world under the authority of the Demon King. Fight Merlin, the Demon King's Guardian's apprentice, the prince of the Demon King, the Demon King's Guardian Kramel, Lyain the Demon King, and the one behind it all (not the Demon King). Be sure to check out the sequel to this hack!
Thread: http://acmlm.kafuka.org/board/thread.php?id=6341
Direct Patch: https://www.box.com/s/1cb6brr9dzxrcbtpk4o1



Super Mario RPG Open World Randomizer
Author: Various Authors
Description from the main site:
"What is the Super Mario RPG Open World Randomizer?

A program that shuffles around a bunch of stuff in Super Mario RPG! The world looks the same, the game's objective is the same, but plenty of things can get shuffled around — such as playable characters, monsters, progression items, shop items, character/equipment/monster stats, and even Star Pieces! It's a different experience every time!

This new version is an open world randomizer, inspired by other works such as the FF4: Free Enterprise randomizer. This means most of the map is open from the start which drastically changes the gameplay!"
Link to the Randomizer's Website: https://randomizer.smrpgspeedruns.com/



Reserve_22//
Author: Elementalpowerstar
Description: Mario is in a creepy place in nowhere. What will happen to him? Play and find out.
Thread: http://acmlm.kafuka.org/board/thread.php?id=6910
Direct Patch: http://acmlm.kafuka.org/uploader/get.php?id=3925



Super Mario RPG Revolution 5.0
Author: Waddler-D
Description: Waddler-D has worked very hard to completely overhaul the combat portion of the game to include many unique and diverse battles. This hack requires much more battle strategy than the original, but not so much that it isn't fun. (This doesn't compare to the level of difficulty in SMRPG: Armageddon)
Features: All enemy battle scripts changed, party member level cap is set to 50, many new items (with helpful descriptions!), and more.
Thread: http://acmlm.kafuka.org/board/thread.php?id=4563
Preview: http://www.youtube.com/watch?v=P65Dwd0eDh8&feature=related
Direct Patch: See thread above for different versions


__________________


3. Text/Graphic Hacks
This section focuses mainly on text and graphic changes. You are going to need a clean ROM to play these.



Legend of the Axem Rangers (v1.1) (This hack is obsolete. To get the updated patch, see the above category!)
Author: AnAxemRanger
Description: Replaces the five main characters with the Axem Rangers. There are also a few other minor changes such as a few new attacks, items, enemies, etc.
Thread: http://acmlm.kafuka.org/board/thread.php?id=5917
Direct Patch: http://acmlm.kafuka.org/uploader/get.php?id=3283



Super Luigi RPG
Author: ShadowSonic
Description: This patch replaces Mario's graphics with Luigi. Some text and enemy spell names are changed as well.
Link: http://smrpgsecrets.tripod.com/superluigirpg.html
Direct Patch: http://smrpgsecrets.tripod.com/sitebuildercontent/sitebuilderfiles/superluigirpgpatch.zip



Super Monkey RPG
Author: ChiefMonkey
Description taken from Romhacking.net:
"An almost complete text hack of Super Mario RPG (the only text left unhacked is the enemies’ names and the menus). The entire storyline has been changed.
Note: Contains a lot of four language."
Link: http://www.romhacking.net/hacks/28/
Direct Patch: http://www.romhacking.net/download/hacks/28/



Super Mario RPG: PAL Version
Author: OrangeLightning86
Description taken from Romhacking.net:
"Super Mario RPG was never released in Europe until it’s virtual console release.

While I have no problem with it, I wanted to see what it would’ve been like if it did back in 1996.

With the LazyShell editor Super Mario RPG: The PAL Edition was created.

Aside from the german translation this is the only other PAL version of the game. (I think)

It’s all there in the readme file."
Link: http://www.romhacking.net/hacks/715/
Direct Patch: http://www.romhacking.net/download/hacks/715/

__________________


4. Demos
This section is for hacks that show a small portion of what the finished hack would look like, or simply a demonstration... You need a clean ROM to play these, too.



Function Demo
Author: giangurgolo
Description: This is a demonstration of modifying SMRPG, demonstrating several new features developed through raw ASM/hex hacking before Lazy Shell's time. Includes 5-digit damage, 4-digit HP, custom event + battlescript. Load the .ZST and talk to the bed lamp.
Site: http://home.comcast.net/~giangurgolo/smrpg/
Direct Patch: http://home.comcast.net/~giangurgolo/smrpg-rom-hacking/hacks/smrpg_demo.zip



1st hack about the unknown
Author: AlveinHero
Direct Patch: https://www.box.com/s/mqs2bpgglpvyr2qhctik



Ashes to Ashes
Author: Sukasa
Features: A simple demo showcasing a little bit of what SMRPG can do.
Thread: http://acmlm.kafuka.org/board/thread.php?id=4596
Direct Patch: http://acmlm.kafuka.org/uploader/get.php?id=4266



Jenku: Legend of the Gardener, Act I
Author: Hanto
Description: After saving the Mushroom Kingdom yet again, Mario still feels the urge to help people. Some time during a lunar eclipse in June, Mario receives an unsigned letter from the mail carrier Toad. For what ever reason that possesses him, Mario feels he must travel to a mysterious town, to help those who may need his heroic expertise.
Features: 0% battles, 100% questing action.
Thread: http://acmlm.kafuka.org/board/thread.php?id=7388
Direct Patch: http://acmlm.kafuka.org/uploader/get.php?id=4266



Minecart Demo
Author: Elementalpowerstar
Description: For those looking for some inspiration for making their hack or just looking for something different, check out Elementalpowerstar's Minecart Demo.
Precursor: http://www.youtube.com/watch?v=mAGKNeGmMgo&feature=plcp
Direct Patch: http://www.mediafire.com/?4u8114hcgmvykz5




Plumber's Parasitic Plant Problem (Demo 1)
Author: Yakibomb
Description from the Author:
"Here is a hack I've been working on for several months now. This demo was created for NCFC, or the Nintendo Fan Games Convention in August of 2015. The narrator, Toad, explains some of the backstory behind the events that will take place in the hack. It plays up until the first boss, after which the player is told they cannot proceed further.
I hope you enjoy! Please comment in the thread on SMWC, I always appreciate any drops of a line anywhere on the forum!"
Thread: http://www.smwcentral.net/?p=viewthread&t=78485
Direct Patch: https://app.box.com/s/kq7c4tdvvb4nbz86y3bxrjn9xt4z4i1v



Raeneske 2: Abused Power
Author: deshaun182
Description: Sequel to the hack "SMRPG: Raeneske Final Mix".
Thread: http://acmlm.kafuka.org/board/thread.php?id=6341
Direct Patch: https://www.box.com/s/65v175akcs2cmqmacfvw



SMRPG: Legend of the Golden Mushroom - This hack has been discontinued
Author: Hanto
Description: Mario is on a race against the townspeople to find the Golden Mushroom for Princess Toadstool. However, it is hidden deep in the forest, and it's guarded by a big monster. Plays up until the forest.
Thread: http://acmlm.kafuka.org/board/thread.php?id=6763
Preview: http://www.youtube.com/watch?v=QGlPMo5mug8
Direct Patch: http://acmlm.kafuka.org/uploader/get.php?id=3784
Mirror: https://www.box.com/s/e7bztz5wq5q4ildpzc6e



SMRPG: The Dark Trio
Author: Mecakoto
Description: Mario and friends face against their evil counterparts.
Features a single final boss against Dark Bowser, Dark Peach, and Dark Mallow, along with a new map with shops that overflow with new and old items.
Thread: http://acmlm.kafuka.org/board/thread.php?id=4653
Preview: http://www.youtube.com/watch?v=ds1V158DFUk
Direct Patch: http://acmlm.kafuka.org/uploader/get.php?id=908

__________________


5. Patches
This section is for patches that would be little additions to your own hack. Be sure to back-up your game before applying these!



Graphics Hack Base: Toadstool / Mallow / Geno over Mario
Author: Zealous98
A well done sum of graphic patches by Zealous98. These patches replace Mario's sprite with Geno, Mallow, or Toadstool. Read patch notes in the main thread.
Thread: http://acmlm.kafuka.org/board/thread.php?id=7084
Demonstrations:
*Toadstool: http://www.youtube.com/watch?v=ezyoXHIsw-4
*Mallow: http://www.youtube.com/watch?v=rrhUf4blWWM
*Geno: http://www.youtube.com/watch?v=ErszX6T1wAY



Graphic Improvement
Author: Killa B
This has two patches: One that replaces the font for the A/B/X/Y command buttons, and the other patch replaces the lock buttons in the Bowyer fight.
Site: http://killab.arc-nova.org/hacks/smrpg_hack.php
Direct Patch: http://acmlm.kafuka.org/uploader/get.php?id=4101
-> Mirror: http://killab.arc-nova.org/hacks/smrpg_hack.zip



Coin Limit Patch
Author: SMRPG HACKER
Description: Boosts coin cap from 999 to 9,999.
Direct Patch: http://acmlm.kafuka.org/uploader/get.php?id=4438



Custom Items
Author: giangurgolo
Description: Introduces 6 new items that enhance Mario and other characters' abilities in/out of battle.
Site: http://home.comcast.net/~giangurgolo/smrpg/
Direct Patch: http://home.comcast.net/~giangurgolo/smrpg-rom-hacking/hacks/smrpg_CI.zip



Bowser Pose Hack
Author: Guardian (?)
In the original game, Bowser's victory pose is different from the US version. Guess they thought it was inappropriate. Now you can have the original pose from the Japan game into the US version.
Site: http://www.freewebs.com/guardianshacks/ipspatchdownloads.htm
Direct Patch: http://acmlm.kafuka.org/uploader/get.php?id=4100
-> Mirror: http://www.freewebs.com/guardianshacks/bowserFU.zip


__________________



6. boardII Contest Submissions
These hacks were made for contests held on this forum. You will need a clean ROM to play these hacks.
The most popular hacks of contests have a special icon next to their title.

Recent Contest

Updated November 2014: No recent contests have been held since November 2013. To all people, feel free to start a contest of your own for users and I will gladly post the results in this thread! If you're up to it, add a little icon or badge for winners to know that they're cool.


Contestant Submissions

November 2013:
November Contest 2013: "The player cannot jump! There must be an event script early on that disables the B button. The player must go through the game to resolve their jump problem somehow."



Cursed: Legend of the Curse
Author: Hanto
Direct Patch: http://acmlm.kafuka.org/uploader/get.php?id=4491



Mushroom Fever
Author: Yakibomb
Direct Patch: http://acmlm.kafuka.org/uploader/get.php?id=4493

Yakibomb
Posted on 12-11-11 03:18 AM, in List of Known Hacks and Patches (March 16, 2022) Link | Quote | ID: 148727


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Sure, I could put it up for the record. Do you have any requests for a description?

Topic update: I removed the "mini-hack" section for simplicity. Anything that is finished goes in the first section.

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Yakibomb
Posted on 12-19-11 03:30 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 11 of 12-21-11 04:57 AM) Link | Quote | ID: 148825


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Here is my bug report:

- Attacks: Trying to clear spell data using either clear option shows an error:

**************Exception Text**************
InvalidArgument=Value of '-32' is not valid for 'SelectedIndex'.
Parameter name: SelectedIndex
at LAZYSHELL.ToolStripComboBox.set_SelectedIndex(Int32 value)
at LAZYSHELL.Spells.RefreshSpells()
at LAZYSHELL.AttacksEditor.clearSpellsToolStripMenuItem_Click(Object sender, EventArgs e)



- Audio: Attempting to clear all samples throws out an error:

**************Exception Text**************
Object reference not set to an instance of an object.
at LAZYSHELL.BRRSample.Clear()
at LAZYSHELL.ClearElements.buttonOK_Click(Object sender, EventArgs e)



- Items: Using the option "Clear Items..." displays an error:

**************Exception Text**************
Index was outside the bounds of the array.
at LAZYSHELL.Items.RefreshItems()
at LAZYSHELL.ItemsEditor.clearItemsToolStripMenuItem_Click(Object sender, EventArgs e)


- Levels: The option to clear all components (the option after the third divider line) does not work. It also displays an error message:

**************Exception Text**************
Index was outside the bounds of the array.
at LAZYSHELL.Levels.clearAllComponentsAll_Click(Object sender, EventArgs e)

**************Recent Event History**************
MouseDown "clear" | X:20,Y:13 | Form "Levels" | 12/18/2011 4:00:16 PM
MouseDown "clear" | X:23,Y:7 | Form "Levels" | 12/18/2011 4:00:13 PM
MouseDown "toolStripDropDownButton1" | X:17,Y:10 | Form "Levels" | 12/18/2011 4:00:12 PM
MouseDown "openLevels" | X:60,Y:5 | Form "Form1" | 12/18/2011 3:59:59 PM



- Effects: When importing an animation, the palette is usually imported along with it. However, when importing an animation, the imported palette is set to replace the first row, and not to the row you're on.


- Event Scripts: Action script commands cannot copy over to other scripts (unlike the event scripts, which can copy over).


- Monsters: You know the percent chance a flower has when an enemy is defeated? This recent version of the editor reads the chance in increments of 10, but the previous editors read it in increments of 5. Because of this, when I tried to edit a monster that had it's value set to 15 by one of the older editors, the newer version couldn't understand, and as a result it prevented me from editing the monster completely. Here is the error:

Value of '150' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'.
Parameter name: Value
at LAZYSHELL.Monsters.RefreshMonsterTab()
at LAZYSHELL.Monsters.monsterNum_ValueChanged(Object sender, EventArgs e)
at LAZYSHELL.ToolStripNumericUpDown.OnValueChanged(Object sender, EventArgs e)
at LAZYSHELL.ToolStripNumericUpDown.set_Value(Decimal value)
at LAZYSHELL.Monsters.set_Index(Int32 value)
at LAZYSHELL.Monsters..ctor()
at LAZYSHELL.Program.CreateMonstersWindow()
at LAZYSHELL.Form1.openMonsters_Click(Object sender, EventArgs e)



- World Map: The byte count still acts strangely. Adding and removing characters from the location names sometimes adds, removes, or does nothing to the byte count.

- World Map: If you clear all the characters in a location's name, the location index gets reset to 1.



Importing Issues
- There is no option to import all audio from another ROM
- There's no separate option to import battle dialogue (dialogue comes in one bundle)
- The title screen tile map does not get imported, it is left blank.
- When you try to use the "Import from another ROM" feature after one of the editors has been opened, the editor doesn't overwrite the data for those editors that were open/opened.


Suggestions
- Battlefield: Option to highlight priorty 3 tiles.
- World Maps: Option to reset all world map points. (There is only an option to reset individual points)

___

Edit 1:

- Sprites: If you click the button to make a fresh new mold, selecting "no" creates a mold with all known subtiles for that animation, while selecting "yes" makes a 3x3 mold field. (By the way, is there any way to make this larger than 3x3?)

- Event History Log: I think if there are too many actions logged, the editor throws an "out of memory" error. When I cleared the event history, the errors stopped appearing. I forgot to save the message, sorry. I'll edit this post when if I get it again.


Also, as I was modding spell animations, I went and copied the animation script commands that were missing and put them in a list ordered numerically. I skipped the ones that weren't documented at all (I can go back and do this if you want).

I've also added my findings in brackets.


<0E> ;show object

<0F> ;hide object

<18> *if mem $0700 bits set
xx xx ;bits

<3F> *start timing routine
xx ;
xx xx ;
xx ;
xx ;subroutine offset
bit 7

<44> *store target coords @ AMEM xx to AMEM $40
xx ;AMEM

<59> *set bit 0 of 400047,x

<5A> *clear bit 0 of 400047,x

<70> *store 0x1011 to $0B1C and 0x0102 to $0B20

<71> *store 0x0011 to $0B1C and 0x0030 to $0B20

<76> *store 0xFFFF to 40002C,x

<80> *glowing effect on current sprite
xx [I think setting this 1 or higher makes the game cycle through the palette backward]
xx [This has to do with how far in the palette the game reads to.
Setting the range to 0-F makes the game to fade the set range of palettes to black.
Setting this to 10-1F makes the game cycle through the palettes up until the set range.
There always has to be at least two palettes in the cycle, or else the game crashes]
xx [# of frames until glow cycle advances, aka how fast the glowing effect is]

<8A> *fade in object
xx ;duration

<96> *display caption
xx ;(unused)
xx ;caption type
00 > "ATTACK"
01 > "DEFENSE"
02 > "UP!"
03 > "HP MAX!"
04 > "ONCE"
05 > "AGAIN!"
06 > "LUCKY!"
xx ;X coord
xx ;Y coord

<97> *remove caption

<9E> *fade effect
xx ;type
> 00 fade to transparent
> 01 fade to black
xx ;

<A0> *run battle victory event

<C5> *store 0xFFFF to 40002A,x

<CC> *store damage to 7E:FCDE

<CF> *if ABXY button not pressed after # of frames, jump to address
xx ;# of frames
xx ;
xx ;
xx xx ;address ptr

<D0> *if ABXY button not pressed after # of frames, jump to address
xx ;# of frames
xx xx ;address pointer

<D5> *Summons monsters
xx ;
xx ;monster #
xx ;[number in formation?]



____________


Edit 2:

Levels - Enable the level mask, then click anywhere in the level.

**************Exception Text**************
Object reference not set to an instance of an object.
at LAZYSHELL.LevelsTilemap.pictureBoxLevel_MouseDown(Object sender, MouseEventArgs e)

**************Recent Event History**************
MouseDown "buttonToggleMask" | X:11,Y:15 | Form "Levels" | 12/20/2011 7:47:10 PM
MouseDown "openLevels" | X:29,Y:18 | Form "Form1" | 12/20/2011 7:47:05 PM




- You can paste images inside any box that you can type in. (Like dialogue boxes, item descriptions, etc.)

Yakibomb
Posted on 12-30-11 10:37 PM, in How do I _________..? Link | Quote | ID: 148965


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I know what's wrong with the palette. Giangurgolo actually helped me understand when I reported the bug awhile ago. Quote:

Posted by giangurgolo
...the 16th color is the same byte as the 1st color of the next palette row. You should modify the 1st color in the next row instead.

So this is a bug if it doesn't show up changed in the both rows of palettes, right?
Changing the 16th palette in the first row doesn't do anything for the sprite, however changing the 1st color in the next palette does. Neither palettes affect each other in the editor. The color that actually changes the sprite in game is the first color in the next palette...

Essentially the 16th color doesn't do anything but display the color on the sprite...

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Yakibomb
Posted on 12-31-11 09:20 PM, in SMRPG Screenshots/videos/etc Link | Quote | ID: 148980


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Because I can't think of any stable storyboard for the hack I'll work on, I have made some sprites instead.

Introducing: The Boo Buddy and Magikoopa!
If someone could please do me a favor and give criticism, that would be great.





A)B)

Which Magikoopa looks best? You don't have to give a reason, just whether you like A or B.

For comparison, here are some sprites from SMRPG:




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Yakibomb
Posted on 01-01-12 12:30 AM, in SMRPG Screenshots/videos/etc (rev. 6 of 01-02-12 10:19 PM) Link | Quote | ID: 148989


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Thanks for the criticism. Well, is it right on the money?



I made these from scratch. I pretty much studied and compared how the original sprites looked and understand why they look the way they do. I also imagined what the sprite might look like if it was a model, since all of SMRPG's sprites are pre-rendered, then are converted into a sprite form.

One of the most important things to consider before spriting is where the light source is coming from. In SMRPG, the light is coming from the south-west. You must keep this is mind when studying the sprites.

One other thing I did was I visualized what they might look like in game.

For the Magikoopa, I studied how Geno's hood looks from the side and the front. On the side, you'll notice the tip of his cap is drooping, and on the face view it shows.
The next thing I tried to look at was how the Magikoopa's hat looked. It looked like it was sort of pointed upward, so I added some lines for depth. There was a rim there around the hat too, so that was considered...

For proportioning, I used a backdrop with 8x8 tiles, like this:

On the frontal view of characters, they're all usually centered.

From there, I just kept drawing blobs, and visualized what it might look like shaded. First I drew the hat, and for the basic shape of how it might look with a head attached to it. Then I drew the glasses, then the nose... Then I kind of just went and drew the basic silhouette of the body, then I visualized where the arms would be... Then I just kept going from there. I also kept asking the question, "What would make sense to the eye?" If it looked weird or disproportional, change it accordingly so it works better with the whole picture.

Remember, it doesn't have to be perfect the first time, you can always change the sprite later on (I'm sure you already know that). Also consider that you do not have to use all the colors in the palette (for some reason I have trouble with this, so I'm just telling you). And zoom out to get a view of the sprite as it would be seen in game.

The best advice I can give you is to just visualize how the sprite would look, study how the sprites look, and compare if you have to. Do not be afraid to just draw, either. Blobs do help get the structure going.

I'll admit though, I'm not an expert, this is just the stuff that's worked for me.

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Yakibomb
Posted on 01-04-12 07:15 PM, in This might be a dumb question, but okay. (battle portrays) (rev. 2 of 01-04-12 07:31 PM) Link | Quote | ID: 149045


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You get the effect from Red Essences. They are pretty rare in SMRPG, probably explains why you don't recognize it.

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Yakibomb
Posted on 01-07-12 11:51 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 3 of 01-15-12 11:55 PM) Link | Quote | ID: 149302


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I have gone over all the bugs I reported, and in the midst of analyzing them, I found some more!


- Event Scripts: Action script commands cannot copy over to other scripts (unlike the event scripts, which can copy over).

I found that I didn't give enough info for this. When I try to paste a command into a blank script, it does not go through. It works when there is a command already the script.

Here is another bug I found in the event scripts:


**************Exception Text**************
Object reference not set to an instance of an object.
at LAZYSHELL.ScriptsEditor.TreeViewWrapper.Paste()
at LAZYSHELL.EventScripts.EvtScrPasteCommand_Click(Object sender, EventArgs e)



First, I went to the action scripts. Then I copied the first script in the action commands (script 0), the only thing in here is the "return queue". Next, I switched to the event scripts, went to a completely blank script. Finally, I pasted the command onto the script.



- World Map: If you clear all the characters in a location's name, the location index gets reset to 1.

I found this isn't reserved to index 1, but any location name you delete first.
Go to any location name and delete all the letters. Next, delete the any whole location name after that index. Doing so should send you back to the first location index you deleted.


Sprites Error:
**************Exception Text**************
Value of '512' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'.
Parameter name: Value
at LAZYSHELL.SpriteMolds.RefreshTile()
at LAZYSHELL.SpriteMolds.RefreshMold()
at LAZYSHELL.SpriteMolds.listBoxMolds_SelectedIndexChanged(Object sender, EventArgs e)
at LAZYSHELL.SpriteMolds.importIntoTilemap_Click(Object sender, EventArgs e)


I imported a sprite with a transparent background using the new multi-frame import feature and got this error. The error pops up when there are tiles that are completely transparent. You can use the first from of the enemy "Birdy" (269), export the first frame and import it. Say Yes for the first window.



**************Exception Text**************
Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at LAZYSHELL.SpriteMolds.get_mold()
at LAZYSHELL.SpriteMolds.SetTilesetImage()
at LAZYSHELL.Sprites.GraphicUpdate()
at LAZYSHELL.SpriteMolds.importIntoTilemap_Click(Object sender, EventArgs e)

**************Recent Event History**************
MouseDown "importIntoTilemap" | X:11,Y:8 | Form "Sprites" | 1/7/2012 12:47:09 AM
MouseDown "newMold" | X:17,Y:7 | Form "Sprites" | 1/7/2012 12:47:06 AM
MouseDown "listBoxMolds" | X:21,Y:33 | index=2 | Form "Sprites" | 1/7/2012 12:47:05 AM
MouseDown "openSprites" | X:50,Y:5 | Form "Form1" | 1/7/2012 12:46:58 AM
LOADED LAZY SHELL APPLICATION | 1/7/2012 12:46:57 AM


This error happens when you import a sprite that is too big to fit into a gridplane. Create a gridplane mold, then import a sprite larger than 4x4. You can use the Big Thwomp to reproduce the error.

I also have a question unrelated to the above problem. In the place where you play a sprite's animation, does the checkbox for infinite sequence playback work as intended? When unchecked, it plays the first frame of the animation, then the preview turns off prematurely.



Yakibomb
Posted on 01-07-12 05:01 PM, in Questions about lazy shell editor Link | Quote | ID: 149306


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Posted by M.E.R.255
I've been wanting to add some more sprites (movements, emotions) to the main characters/allies and I probably would figure out how to add them, but not if I can display them. Like... have Mario sit down on a chair. Let's say since I don't want to overwrite other characters, I place that animations (since Mario can't have more than 32 molds) on sprite number 200. Is it possible to make Mario sit down even though his sprites are 1-5 (or something like that) and the other one is on number 200?

No, you cannot make a sprite change to another sprite in the range higher than 7.
You can still make Mario sit in a chair if you use the event scripts. When you want to make Mario sit, you could make Mario invisible, then call the NPC with Mario's sprites into position (or have them in position beforehand and have it be invisible, then make it reappear on call).


is it possible to display a character with a different palette, in a town or so? I mean like... have Bowser standing there in the purple (poison) palette?

Yes, this is possible, but I don't know how to do it. I mean, the command that changes the palette is really weird. I can tell you the steps you need to take to change an NPC's palette though. Here is a little guide I made for event scripts:

1) On the right with all the commands, click the "Objects" category. There, locate the "Action queue..." command (it is the first in the list).

2) What this command does is it makes an object (NPCs, the screen, layers in the level, etc) jump to a command in the list, be it making it read an action script, removing the object, what ever it is in that list.
What we're going to do is make the object "Mario," which is the player's character. Next, make the queue type "start action queue". What this does is it reads a script that you'll make in a moment.
The last thing here is if you want it to be asynchronous or synchronous. Just so you know, when checked, the game will execute this command, and it will not read on until it is done. When it is unchecked, the game will keep reading all the commands in the list without pausing. It is really up to you if you want it checked or not.

3) Alright, last step. After you made the command, click the "ACTION" button in the top-right hand corner, above all the command categories.
This button will give you a list of all the commands that can be used in this sub-script, all of which will be directed to the object.
Next, click the "Palette" category. Choose one of those commands that works.

From here, I have no idea. You have to test it out yourself, sorry.
At the end of the script, to prevent the script from reading other scripts down the line, add a "Return" command.

Don't be afraid to ask if you don't understand something I said, because I was pretty tired when I wrote this.

Yakibomb
Posted on 01-09-12 04:59 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 3 of 01-15-12 11:54 PM) Link | Quote | ID: 149360


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Yes I was able to continue using the editor after clicking ignore for all the bugs, except one. For the bug where I used the Birdy as an example, if you make the bug go off, then you switch from that sprite, and go back to it, you get an error. After that, I cannot edit sprites until I restart the sprite editor.

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Yakibomb
Posted on 01-11-12 08:13 AM, in Announcing work on a full SMRPG hack Link | Quote | ID: 149448


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I just have to ask, are you going to include that Dark Trio boss of yours as a side quest?

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Yakibomb
Posted on 01-11-12 08:20 AM, in Announcing work on a full SMRPG hack (rev. 7 of 01-11-12 08:32 AM) Link | Quote | ID: 149450


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I think if you want another NPC to do the same actions as another NPC in the level, it should be placed in the action scripts, to maximize space in the ROM (and to just make it easier on yourself). Otherwise, if it a scene with an NPC walking two spaces northwest or something, just put it in the event scripts.

If you want any more help now, I'm here.

Edit: Also check out the Super Modify RPG YouTube channel in my signature. It is a little cluttered because of the new format, but there is one video that teaches how to make an NPC walk.

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Yakibomb
Posted on 01-15-12 04:26 PM, in Announcing work on a full SMRPG hack Link | Quote | ID: 149541


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I like the music you put up, it sounds kind of dark, with that vibe of an impending battle with the final boss, or the player has witnessed destruction of a village or something. I think it could be sped up slightly, and I mean only slightly (like 4 notches, 8 max). As it is now it's a little too slow for me.

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Yakibomb
Posted on 01-15-12 04:37 PM, in How often do you check or use this section of the forum? Link | Quote | ID: 149542


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If I find something that I can help with or a project I can help push along, I take the time to post. If not I just stay in the background and watch things develop from afar.

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Yakibomb
Posted on 02-07-12 10:35 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 2 of 02-12-12 06:58 PM) Link | Quote | ID: 149803


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Glad to hear this bug got straightened out. Thanks to your hard work, I can finally use the event editor without stressing over the possibility of breaking my ROM! Yippie!

Edit: After rereading my comment, it doesn't really sound like I'm that grateful. I'm probably just paranoid about misunderstandings, buuut just to be clear, I should have simply said "thanks for fixing the bug." So I'll do it now: Thanks for fixing the bug.

Yakibomb
Posted on 02-25-12 02:15 AM, in Legend of the Axem Rangers - 6/6/16 Version 3.1 release, fixes those game-breake (rev. 2 of 02-25-12 02:19 AM) Link | Quote | ID: 150264


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DJ SonicFreak, those first two errors are most likely because of the emulator you're using. You're using ZSNES, right? I would recommend you just use the rewind feature so you don't have to keep save stating.

If you're using 1.52, go into the Config tab, then go to Speed. Bind Rewind to a key.
If you're using anything that isn't 1.52, go to the Misc tab, then go to Game Keys. Under Misc. Togglers, find Rewind Key.
I might be wrong about those because I'm using google screen shots to guide me.


Sorry I've never responded to this thread after the 2.0 release. I'm still playing the hack. I've gotten stuck at Valentina's Castle because I haven't figured out where to get the key for that door the fat troopa is blocking.
Also did you make a thread for your Fire Emblem hack yet?

Yakibomb
Posted on 04-13-12 01:25 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 5 of 04-13-12 08:46 AM) Link | Quote | ID: 150692


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DarkKefka: Yeah, the editor creates a separate ROM to test stuff. If you look in your hack's folder directory, you'll see a new ROM+SRM+ZST with the prefix "PreviewROM_" and your hack's name after it.


Bug: If you use the delete key on the keyboard to try to remove an NPC from a level, an error appears (below). Deleting an NPC by pressing the "X" button that's above the NPCs list does work however. Here's the report:

Object reference not set to an instance of an object.
at LAZYSHELL.LevelsTilemap.Delete()
at LAZYSHELL.LevelsTilemap.pictureBoxLevel_PreviewKeyDown(Object sender, PreviewKeyDownEventArgs e)



Also I found out that sprite 136 is actually Mario during the Moleville Mine's cart ride sequence. It is labeled as "Discolored Mine Cart".

Yakibomb
Posted on 04-15-12 10:56 AM, in SMRPG Screenshots/videos/etc Link | Quote | ID: 150697


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Those are some pretty sweet looking sprites, kudos to both of you.

@M.E.R.255 - I especially like the Koopas, and the Shadow Queen. They look like they fit the theme very well. Though, this isn't to say the other sprites don't fit (I'm not sure what to think of Valentina ) I'm in love with the Punk Koopas, though.
(...Please do more...)

@AnAxemRanger - The back of the green Koopa Bro's head looks a bit flat to me. The rest looks pretty good though.
I have to agree with you about spriting. I only really sprite for hacks, but it really isn't all that enjoyable to me. It can be a quite a hassle trying to make something look the way you want it to (especially for this game where EVERYTHING is prerendered in a 3D program).

Also, have you guys seen the preview for LS 3.9.3? It was posted on the 5th:



Pretty rad, right? I'm psyched! (I wonder what Gian does when he isn't programing this...)

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Yakibomb
Posted on 05-28-12 02:32 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 151048


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I always found the preview function was unreliable because some events trigger certain memory bits, and if a certain bit isn't triggered, another event may cease to function, and the whole thing goes out of whack. Could there be a list of memory bits that could be checked/unchecked for a preview? That would be really sweet.

I have no idea why it took this long to think of this, but better late then never I guess
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