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Please chime in on a proposed restructuring of the ROM hacking sections.
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Yakibomb
Posted on 05-29-12 03:36 PM, in Can not find Winpose Animation (rev. 4 of 05-29-12 04:17 PM) Link | Quote | ID: 151091


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Sprite 14, sequence 10.

I found an IPS patch on some author's website (he goes by Guardian) that replaces Bowser's win pose with the Japanese version's. To be honest, I haven't tried this patch out myself, so remember to back up your ROM before you use it (actually you should just always do this).

I uploaded it to this site's uploader for convenience. Here's the link: http://acmlm.no-ip.org/uploader/get.php?id=4100

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Yakibomb
Posted on 06-29-12 08:37 AM, in Hidden place in a beta SMRPG? and more beta info... Link | Quote | ID: 151485


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I don't really know how credible these people are, since we have nothing beyond their story to go off of. Unless we find evidence of this factory ever existing or an unusual cart, it'll definitely be looked into, but if there isn't anything past the story, I don't know if anyone will really try to look for it.

He probably just dreamed about it as a kid and tried to piece it together later and made the whole thing up. I've done that tons of times.

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Yakibomb
Posted on 07-05-12 12:20 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 3 of 07-05-12 08:05 PM) Link | Quote | ID: 151534


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Hey, thanks for this release. I was looking forward to it, and to be honest I'm really excited because I really want to bug test!
While tinkering with the menus editor, I found these bugs:

- Attempting to change the Foreground Palette, Background Palette, or Mono/Stereo Palette for the file select using the Switch RGB or other color tools will give an error:

Game select palettes recompressed data exceeds allotted ROM space by 1 bytes.
Game select palettes was not saved.

The number of exceeded bytes can grow the more you tinker with it.

- The start menu Frame Palette updates fine when changed, and for some reason it saves and loads in the editor just fine, but it does not display in game.

- Changing the palettes for the following do not update immediately (even with "Auto-Update" checked or by clicking the "Update" button in their pal. boxes):
File Select
*Background Palette
*Mono/Stereo Palette

Start Menu
*Background Palette
*Cursor Palette

- The following graphics do not save:
Start Menu
*Frame Graphics (There is an error message like the one above if you edit these and save it)
*Cursor Graphics

- Changing the graphics for the following do not update immediately:
File Select
*Mono/Stereo Graphics

Start Menu
*Background Graphics


Suggestions:
- A way to edit the shop menu's background color (it is green unlike the start menu's brown).


This bug is from the World Maps editor: Changing the map theme changes the file select music


I'll fool around with the Moleville Mines track builder and get back to you.

Yakibomb
Posted on 07-05-12 02:52 AM, in Jenku (DEMO) (rev. 3 of 07-05-12 05:35 AM) Link | Quote | ID: 151539


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Hey, long time no see. Welcome back.

Just played it, it was indeed short, but interesting. I really wish it didn't end so early.

I really like the events, they were pretty impressive. I especially liked how Mario got out of bed, that was classic. I like how you made the stairs, and how after you get the bucket + water, you prevented the stairs from appearing so you couldn't go back. Good use of memory checks I say.

While looking through the events you made, I noticed you are using memory checks before $00:7050. Checks before $00:7050 are used for common events in the game (Battles, treasures, etc). You should probably change that so the game doesn't get wonky down the line.

Overall, it was a very nice hack!


Also, I made a list of all SMRPG hacks I've come across that you can find in my signature. Do you want me to add this to it? If so, what would you like the description to be?

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Yakibomb
Posted on 07-05-12 06:11 AM, in SMRPG Screenshots/videos/etc (rev. 4 of 07-29-12 11:24 AM) Link | Quote | ID: 151541


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Here are some maps I made a few months ago and never posted (click to enlarge):












Here is a hack I made like a year or two ago with LS 2.x. He even slowly descends from the top of the screen while the music from when Exor descends plays. I'll upload a quick video if I can find the ROM.

EDIT

Just for the laughs and my amusement.


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Yakibomb
Posted on 07-29-12 10:57 AM, in Replaced Mario with Goomba (WIN!) (rev. 2 of 07-30-12 12:26 AM) Link | Quote | ID: 151760


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Hey, have you tried using the Shy Guy or Amanita sprites? They both have sprites 8 directions, which is pretty much an auto-win if you can make them work right.

Yoshi has all 8 directions. This one can easily be done without making any new sprites since Yoshi has walking animations in all directions.

You have to post a screen shot or video or something, because I'm eager to see this!

Edit: Oh yeah, Toad can face 7 directions, the only one missing is his top walking animation.

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Yakibomb
Posted on 07-29-12 11:13 AM, in Replaced Mario with Bowser (FAIL) Link | Quote | ID: 151761


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No, it shouldn't be impossible, because I know there is a way to work around it. The tedious way of fixing it is changing every single partition in each level to work with Bowser's sprite.



Sorry but I actually have no clue how this works, so I can't give much advice. You can click the word "Partitions" and it'll open another window where you can modify the partition number. Just fiddle around with it.

There is actually an uploader on this website. It's pretty boss, just look under the banner at the top of the page and look for "Uploader". It's the third option right between "FAQ" and "IRC chat". (If you're desperate, hit alt + F (or F3 in some browsers) and type in "uploader" and it'll find the text on the page)

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Yakibomb
Posted on 08-02-12 06:55 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 2 of 08-02-12 09:25 PM) Link | Quote | ID: 151798


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Like I promised, here's a bug report. It isn't that many like I made it seem... Like a dummy I still haven't tested the Moleville Mines track like I said I would, either.

Sprites - Right-click the sprite box (without clicking the sprite itself) and select "Bring to front" or "Send to back" to get an error.

What a piddly bug, sorry. I don't want to put you on hold any longer. By the next time around I'll have something. And I'm not trying to sound like I'm trying pay a debt or anything, I just love playing with this editor.


Edit: Just found this error by duplicating an NPC in a level.

LAZYSHELL, Version=3.10.0.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at LAZYSHELL.Overlay.DrawLevelNPC(NPC npc, Graphics g, Int32 z)
at LAZYSHELL.Overlay.DrawLevelNPCs(LevelNPCs npcs, Graphics g, Int32 z)
at LAZYSHELL.TilemapEditor.pictureBoxLevel_Paint(Object sender, PaintEventArgs e)

**************Recent Event History**************
MouseDown "npcDuplicate" | X:16,Y:14 | Form "Levels" | 8/2/2012 12:22:17 PM
MouseDown "npcObjectTree" | X:31,Y:53 | Form "Levels" | 8/2/2012 12:22:12 PM
MouseDown "tabControl" | X:98,Y:17 | Form "Levels" | 8/2/2012 12:22:11 PM
MouseDown "openLevels" | X:63,Y:19 | Form "Form1" | 8/2/2012 12:22:07 PM

Yakibomb
Posted on 08-09-12 05:23 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 2 of 08-09-12 12:36 PM) Link | Quote | ID: 151893


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Sprites - By going to sprites 99 or 100 (Trampolines) in the Palette Editor, under the Effects tab, checking both "Greyscale" and "Negative Image" will give this error:

**************Exception Text**************
Value of '254' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'.
Parameter name: Value
at LAZYSHELL.PaletteEditor.InitializeColor()
at LAZYSHELL.PaletteEditor.DoAdjustment()
at LAZYSHELL.PaletteEditor.negative_CheckedChanged(Object sender, EventArgs e)

____

Levels - If a sprite is using an alternate palette via palette index, it can't display itself in the levels editor. You don't need to change anything in sprites to trigger it, but I'll do it for this example. This was done in a clean ROM.
Change the palette index of sprite 455 (Belome, 1st time) to 1, then go into level 302 (Kero Sewers, Area 08) and display the NPCs.

**************Exception Text**************
Index was outside the bounds of the array.
at LAZYSHELL.Sprite.get_Palette()
at LAZYSHELL.NPCProperties.CreateImage(Int32 radialPosition, Boolean fromSprite, Int32 fromSpriteNum, Boolean crop, Boolean mirror, Int32[] palette)
at LAZYSHELL.Overlay.DrawLevelNPC(NPC npc, NPCProperties[] npcProperties, Int32 npcid, Int32 engagetype)
at LAZYSHELL.Overlay.DrawLevelNPCs(LevelNPCs npcs, NPCProperties[] npcProperties)
at LAZYSHELL.TilemapEditor.pictureBoxLevel_Paint(Object sender, PaintEventArgs e)

**************Recent Event History**************
MouseDown "toggleNPCs" | X:17,Y:12 | Form "Levels" | 8/6/2012 8:44:59 PM
MouseDown "levelNum" | X:9,Y:9 | Form "Levels" | 8/6/2012 8:44:57 PM
MouseDown "levelNum" | X:21,Y:13 | Form "Levels" | 8/6/2012 8:44:52 PM
MouseDown "openLevels" | X:51,Y:14 | Form "Form1" | 8/6/2012 8:44:49 PM
SaveSprites | index 455 | Form "Sprites" | 8/6/2012 8:44:46 PMMouseDown "save" | X:14,Y:13 | Form "Sprites" | 8/6/2012 8:44:45 PM
MouseDown "paletteIndex" | X:38,Y:4 | value=1 | Form "Sprites" | 8/6/2012 8:44:44 PM
MouseDown "number" | X:11,Y:14 | Form "Sprites" | 8/6/2012 8:44:40 PM
MouseDown "openSprites" | X:32,Y:12 | Form "Form1" | 8/6/2012 8:44:38 PM
MouseDown "loadRom" | X:56,Y:16 | Form "Form1" | 8/6/2012 8:44:36 PM

____

Levels - With the same ROM edit as above, click the "NPC #" button on the right of the NPCs list and search for Belcome (1st time) (or go to sprite 455) to get this error:

**************Exception Text**************
Index was outside the bounds of the array.
at LAZYSHELL.Sprite.get_Palette()
at LAZYSHELL.NPCProperties.CreateImage(Int32 radialPosition, Boolean fromSprite, Int32 fromSpriteNum, Boolean crop, Boolean mirror, Int32[] palette)
at LAZYSHELL.NPCEditor.SetSpriteImage()
at LAZYSHELL.NPCEditor.InitializeNPCs()
at LAZYSHELL.NPCEditor.npcNum_ValueChanged(Object sender, EventArgs e)
at LAZYSHELL.ToolStripNumericUpDown.OnValueChanged(Object sender, EventArgs e)
at LAZYSHELL.ToolStripNumericUpDown.set_Value(Decimal value)
at LAZYSHELL.NPCEditor.searchResults_SelectedIndexChanged(Object sender, EventArgs e)

____


Menus - I didn't notice this before, but the file select menu's background has a different palette than the start menu or shop menu.


edit
Menus - Apparently the camera gawking frames for the menu display aren't using the right sequences.

Mario should be index 2, sequence 2.
Bowser should use index 14, sequence 2.
Geno's is index 26, sequence 2.

Yakibomb
Posted on 08-10-12 03:21 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 151915


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While fooling around in an attempt to find a certain bug in sprites, I accidentally found another and crashed the editor because of it!
In Sprites, go into any sprite and set all the frames to only show for a duration of 0 frames. I bet you can already figure out what's wrong with that. That's the only bug I have.

If you don't mind, can you explain how to use the new color replacement tool? And also if you don't mind and if you have time, explain what the unspoken few new command(s) are in the event editor?

I don't mean to keep pestering, but could there be an import feature for the menus and mini-games, and a way to undo or reset actions done in the Menus editor without closing it?

Alright, that's all I wanted to ask. I forgot to mention I'm really digging the new additions to the editors. It's even easier to use.

Yakibomb
Posted on 08-10-12 03:54 AM, in switching animations (rev. 4 of 08-10-12 04:44 AM) Link | Quote | ID: 151916


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Edit: Hey, apparently I found that you CAN do this! It'll need a little bit of work, but the animation plays just fine from testing it once.
Alright, get that animation editor open and get ready to change some things:

1. Find exactly where "[35BC75] Screen effect: Geno Blast" is.

2. Delete the following commands after [35BC38] (but NOT [35BC38] itself):
[35BC73] Playback sound: {63} ignition from Geno Blast
[35BC75] Screen effect: Geno Blast
[35BC77] A8-02-00

3. Now you should have just enough room to put in the Aurora Flash subroutine. In the empty {NOOP} spaces, put the following in:
21 0 12 0
10 75 24

It should read
[35BC73] AMEM (16-bit) $60 = 18
[35BC77] Jump to subroutine $352475


You might be wondering, what does this do? The subroutine you replaced with Geno Blast jumps to different animation packet. If you check line [35BC38], you will notice it says "packet = AMEM $60". Just below that line, it reads "AMEM (16-bit) $60 = 18".
In math terms, the packet = AMEM $60, therefore packet = 18.

To be frank, I don't know how all the AMEM and OMEM memory things work,
so there might be glitches (and it might freeze if used too much), but that needs to be tested.
(By the way, the $ symbol is read as "address.")

Good luck!

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Yakibomb
Posted on 11-13-12 03:11 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 4 of 11-13-12 05:23 AM) Link | Quote | ID: 152847


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Hey, I hope it's not too late to report some bugs.


*Animation Scripts - All commands have two extra zeros on the end that prevent modifying them. Trying to apply animation mods (with or without changes) gives this error:
LAZY SHELL
Setting this byte to this value causes errors.

____

*Event Scripts - Enable Base Converter and move the mouse cursor over the event script's index number.
LAZYSHELL, Version=3.14.0.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
Format specifier was invalid.
at LAZYSHELL.ToolTipLabel.ControlMouseMove(Object sender, MouseEventArgs e)

____

*Levels - On a level without any solidity mods, enable the display of solidity mods and press the undo or redo button without making any changes. Clicking redo gives this error:

LAZYSHELL, Version=3.14.0.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
Object reference not set to an instance of an object.
at LAZYSHELL.TilemapEditor.Redo()
at LAZYSHELL.TilemapEditor.buttonEditRedo_Click(Object sender, EventArgs e)

**************Recent Event History**************
MouseDown "buttonEditRedo" | X:12,Y:9 | Form "Levels" | 11/9/2012 6:29:33 PM
MouseDown "toggleSolidMods" | X:6,Y:9 | Form "Levels" | 11/9/2012 6:29:24 PM
MouseDown "openLevels" | X:68,Y:18 | Form "Editor" | 11/9/2012 6:29:19 PM
LOADED LAZY SHELL APPLICATION | 11/9/2012 6:29:15 PM
CLOSED LAZY SHELL APPLICATION | 11/9/2012 6:29:11 PM

.

*Levels - I'm not sure how to duplicate this error. I was in the map "{191} Mushroom Kingdom, Outside map" and I changed the L3 GFX Set index to 13 when I had the LAYER 3 tileset open. Error:
LAZYSHELL, Version=3.14.0.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
Index was outside the bounds of the array.
at LAZYSHELL.TilesetEditor.LoadTileEditor()
at LAZYSHELL.TilesetEditor.Reload(Tileset tileset, Delegate update, PaletteSet paletteSet, Overlay overlay)
at LAZYSHELL.Levels.LoadTilesetEditor()
at LAZYSHELL.Levels.CreateNewLevelData()
at LAZYSHELL.Levels.RefreshLevel()
at LAZYSHELL.Levels.mapGFXSetL3Num_ValueChanged(Object sender, EventArgs e)
at LAZYSHELL.Levels.mapGFXSetL3Name_SelectedIndexChanged(Object sender, EventArgs e)

**************Recent Event History**************
MouseDown "mapGFXSetL3Name" | X:63,Y:9 | index=12 | Form "Levels" | 11/10/2012 6:42:41 PM
MouseDown "tabControl1" | X:164,Y:7 | Form "Levels" | 11/10/2012 6:42:39 PM
MouseDown "mapGFXSetL3Name" | X:15,Y:4 | index=12 | Form "Levels" | 11/10/2012 6:42:37 PM
MouseDown "buttonEditSelect" | X:13,Y:9 | Form "Levels" | 11/10/2012 6:42:30 PM
MouseDown "pictureBoxTilesetL1" | X:66,Y:347 | Form "Levels" | 11/10/2012 6:41:43 PM
MouseDown "tabControl1" | X:34,Y:3 | Form "Levels" | 11/10/2012 6:41:39 PM
MouseDown "tabControl1" | X:86,Y:5 | Form "Levels" | 11/10/2012 6:41:38 PM
MouseDown "tabControl1" | X:41,Y:6 | Form "Levels" | 11/10/2012 6:41:35 PM
MouseDown "TilesetEditor" | X:58,Y:60 | Form "Levels" | 11/10/2012 6:41:35 PM
MouseDown "tabControl1" | X:103,Y:4 | Form "Levels" | 11/10/2012 6:25:56 PM

____

*Mini-Games - "Moleville Mountain Sidescroller, Map B" mountain background palette does not auto-update (It does if you close and reopen the Mini-Games editor).

*Mini-Games - The Red and Blue color level slider bars are reversed.
____

*Menus - Selecting an animation sequence index that has no animation bugs outs the editor. For example, {000} Mario Walking, Sequence 3 or 4.
____

*Sprites - When I import some molds, it always seems the fourth tile is blank tile.
For example, I used this normal shy guy mold (I saved it in paint to make the background clearer):

It can be set up to be placed in a grid or tile format, but the result is the same, no matter where you import it:


And then again without overwriting any used tiles:

Besides that, this works flawlessly as far as I can see!

*Sprites - Click the paste sequence button without copying anything.

LAZYSHELL, Version=3.14.0.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
Object reference not set to an instance of an object.
at LAZYSHELL.SpriteSequences.paste_Click(Object sender, EventArgs e)

**************Recent Event History**************
MouseDown "paste" | X:19,Y:7 | Form "Sprites" | 11/11/2012 7:58:31 PM
MouseDown "openSprites" | X:49,Y:9 | Form "Editor" | 11/11/2012 7:58:29 PM
LOADED LAZY SHELL APPLICATION | 11/11/2012 7:58:28 PM

____

Importing Menus does not import the menu's theme or the animation sequences.
____

FAQ Database
*Under Levels, Space Analyzer, the word "import" should be "important".
"The most important column is probably the "Bytes left" column ..."

*The description for Hex cuts off

*Under Allies in the FAQ, you mention that you cannot start a game with another character unless you change the character's sprite, but this is the only suggestion you give.

[Q:] Is it possible to start with other characters besides Mario?
[A:] You would have to switch the Mario sprite with another character's.

Then, over in Event Scripts you write about how you can switch a character out with another. Could this be added to the question above's answer?
Also, to make it more complete, it might be good to mention the steps it takes to make one member active. First you must add the designated ally, then remove Mario.

I'll try to proof read the rest later if I get time.
____

Suggestions for LS
- If "Remember last loaded indexes" is checked in Settings, then could notes also do the same?
- For editting event scripts, could there be a way to go from a command in a script to the command in their respective category? It could help those trying to learn where the commands are instead of looking for it. (Unless it's already a feature and I missed it!)
- There are two little easter egg animations in the file save menu I was hoping could be added in a later version of the editor. By selecting another game's file and constantly say "No" over 10 times and landing on an odd or even number, one of two animations will play. If done an odd number of times, Mario slouches down like he does when he has the Mute ailment. If done an even number over 10, Mario shows he's irritated.
- Might be a necessity, but in the graphics editors, could there please be a way to delete whole tiles at once?


Sorry this came so late. Been having trouble connecting to the internet the past few days...

.
.

Edit: I found a critical bug in importing menus.
1. Get a clean ROM and have another ROM on hand to import from (clean or otherwise)
2. Next, open the clean ROM. Go into menus and change the track for the menu, and change nothing more. Save and reload the ROM.
3. Last, open up the import feature and import from the other ROM and import the menus.

From observation, it just corrupts the menus. I could probably test it more because it went further than that.

There was another nasty bug that corrupted the audio in the ROM and shut me out from modifying it in the editor. I transferred the stuff onto another ROM and found this menu bug... Seems like everything is OK so far. Will update for if I have more info.

Yakibomb
Posted on 11-15-12 09:00 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 152862


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Posted by giangurgolo

*Mini-Games - The Red and Blue color level slider bars are reversed.

In the palette editor? I didn't notice any bugs here.

I hadn't realized it before, but I had used the Switch RGB to switch the reds and blues, then I changed the color levels using the slider bars. The slider bars seem to change other colors depending on what is switched.

Posted by giangurgolo

There was another nasty bug that corrupted the audio in the ROM and shut me out from modifying it in the editor.
Second bug: was it caused by the audio editor, or are you unsure?

I'm not too sure about this one. I wish I had saved the action history and errors I got.
From what I remember, I was working in the levels editor, editing some graphics. I went to go test the level through the previewer when I got hit by this error:

**************Exception Text**************
Index was outside the bounds of the array.
at LAZYSHELL.TilesetEditor.LoadTileEditor()
at LAZYSHELL.TilesetEditor.Reload(Tileset tileset, Delegate update, PaletteSet paletteSet, Overlay overlay)
at LAZYSHELL.Levels.LoadTilesetEditor()
at LAZYSHELL.Levels.CreateNewLevelData()
at LAZYSHELL.Levels.RefreshLevel()
at LAZYSHELL.Levels.LevelChange()
at LAZYSHELL.Levels.Assemble()
at LAZYSHELL.Previewer.GeneratePreviewRom()
at LAZYSHELL.Previewer.Prelaunch()
at LAZYSHELL.Previewer.launchButton_Click(Object sender, EventArgs e)

**************Recent Event History**************
MouseDown "levelPreviewToolStripButton" | X:9,Y:11 | Form "Levels" | 11/12/2012 7:28:28 PM
MouseDown "mapGFXSetL3Name" | X:90,Y:7 | index=17 | Form "Levels" | 11/12/2012 7:28:26 PM
MouseDown "tabControl1" | X:153,Y:9 | Form "Levels" | 11/12/2012 7:28:13 PM
MouseDown "tabControl1" | X:103,Y:5 | Form "Levels" | 11/12/2012 7:28:13 PM
MouseDown "tabControl1" | X:143,Y:6 | Form "Levels" | 11/12/2012 7:28:12 PM
MouseDown "subtileIndex" | X:16,Y:11 | value=0 | Form "TileEditor" | 11/12/2012 7:28:01 PM
MouseDown "pictureBoxTile" | X:50,Y:10 | Form "TileEditor" | 11/12/2012 7:28:00 PM
MouseDown "subtilePalette" | X:35,Y:8 | value=0 | Form "TileEditor" | 11/12/2012 7:27:59 PM
MouseDown "subtileIndex" | X:26,Y:8 | value=0 | Form "TileEditor" | 11/12/2012 7:27:56 PM
MouseDown "pictureBoxTile" | X:9,Y:9 | Form "TileEditor" | 11/12/2012 7:27:55 PM


When I got that error I knew I was onto something unusual because it held me back from opening the previewer altogether. I tried to close the GFX editor in levels, but was prevented and I got another error (which I didn't copy). I tried again, didn't work, and got another error (didn't copy). Eventually I think I saved everything but levels, and I was able to close everything by reloading the ROM.

When I went to run the ROM in an emulator, the file menu was just a black screen. A single note can be heard of the original file theme, then it's replaced with the SMB "You better hurry!" theme, which to my knowledge I never opened before (the index was saved in audio). Testing levels through the previewer seemed fine, so the whole ROM wasn't corrupted.

I ended up fixing it by importing everything but audio and menus, and it seems all good now.

Yakibomb
Posted on 05-18-13 02:44 AM, in Mario Adventure 3 - Demo 2 is out! (rev. 2 of 05-18-13 07:09 AM) Link | Quote | ID: 153926


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Pretty good stuff, I can't wait to see the full game! (Or at least another demo..?) Among other things I especially like the new graphics and the extra HUD, they're nice touches.

Here are some bugs:
  • Blocks broken by the hammer seem to leave a trace of a block that downs most enemies. Koopas get flipped upside down, bob-ombs/goombas drop off screen, etc.
  • Ducking under blocks one tile high doesn't push Mario out.
  • If the HUD is switched with select in a level, and Mario travels to the map, the name of the level last played will be displayed. Going into a new level will not refresh the name.
  • As blackhole89 mentioned, exiting a level with a certain power up will give you other power ups. (For example, beating a level with a Hammer Suit will give you the Frog Suit)
    Full list:
    -Sledge -> Frog -> Raccoon -> Ice -> Fire
    -Koopa -> Fire Fox -> Ice -> Fire
It seems to stop at Fire Mario. Since I had the opportunity to try them, I did, and I must say they're all very fun to play with! No complaints there, but I did find some bugs with them:

Ice Mario:
  • Can freeze the goal mushroom, making the level unbeatable unless you re-enter.

Fire Fox:
  • When using the fire dash upward, Mario can go through walls.
  • Not sure if this was intentional, but the fire dash an only destroy turn blocks, but not dark blocks. Sledge Mario works the other way around, destroying dark blocks but not turn blocks. Just thought it should be consistent.


Overall with some more polish and more additions I can see it becoming as successful as Mario Adventure was! Exactly how much of this game are you rewriting?

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Yakibomb
Posted on 08-19-13 01:38 AM, in Making physicak attack target whole group?? Link | Quote | ID: 154591


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Were you sure it was a normal physical attack? It could have been a special attack with "Check Caster/Target Atk/Def" flagged. This can be used for either party members or monsters. Unless there was something more done, but that's the simplest way without getting your hands too dirty.

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Yakibomb
Posted on 11-06-13 07:18 AM, in Have anyone make a new mario rpg hack yet (rev. 8 of 11-07-13 07:15 AM) Link | Quote | ID: 155033


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There haven't been any new hacks that I know of since SMRPG: Armageddon by darkkefka. V.7 is being worked on, you can check it out the progress on his child forum on InsaneDifficulty: http://www.insanedifficulty.com/board/index.php?/forum/96-super-mario-rpg-armageddon/

If you haven't already taken a look, you can find a list of hacks here. Plenty of stuff to see. I recommend all of them!

Posted by Mecakoto
It'd take me 80 hours. Just need a reason.

How about we host a competition? We could host it here to get more people into it. I'm sure there are plenty of proficient enough people to make something, no matter how small, and it might even spark more interest in SMRPG hacking in general. (Might even make this board more alive, too!)

Would that the right kind of motivation?

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Yakibomb
Posted on 11-09-13 06:29 AM, in Have anyone make a new mario rpg hack yet Link | Quote | ID: 155053


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Posted by Mecakoto
Yes. Yes it would. If you have any details, send them to me please. ^^


I sent you a PM.

Yakibomb
Posted on 11-14-13 09:35 AM, in Have anyone make a new mario rpg hack yet (rev. 4 of 11-14-13 03:40 PM) Link | Quote | ID: 155109


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Posted by Elementalpowerstar
Wat? Competition? I like the sound of that.

It's just an idea now. I'm not too confident on how to have the competition, but I'll start a topic to get the idea rolling.

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Yakibomb
Posted on 11-15-13 02:58 AM, in LazyShell Competition Thread #1! (rev. 7 of 12-04-13 07:51 AM) Link | Quote | ID: 155120


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Check out the contest going on now for December!

It has been about 5 years since Lazy Shell was initially released by Omega and Giangurgalo. With such diligence and outstanding quality work from Giangurgalo to make this editor the best and most user friendly editor for SMRPG, we all must wonder how could there be so few hacks for the game?

So lets try to solve this problem! We all want hacks to play. Whether you've stuck around because it's just a hobby to simply loving the game, we need to send a pulse to show it!

And what better way than to have a contest?! Without further ado...


!!

Rules
1. You have a full week and two weekend days (9 days). Contest will end on the 22nd, UTC+1:00 board2's time.
2. Your entry must be posted in this topic by the deadline.
3. Your hack must be beatable without save states. No kaizo/difficulty hacks. No glitch abuse requirements.
4. The player must be able to complete the game through normal means (i.e. Resolving the main conflict in the story).
5. Must create a new story with a conflict/resolution. It doesn't have to make sense!
6. Have fun with it!

Theme



For the first theme, the player cannot jump! There must be an event script early on that disables the B button.

How to disable jump:
Go into the Event Scripts editor, find "Select Category" next to the drop-down box. Click the drop-down box and find "Joypad". Select "Enable buttons {xx} only, reset @ return..." (The two are mislabeled. Reset @ return will enable jump after the event is over, so make sure it's the right one!). Have the "B" button unchecked to disable it.

The player must go through the game to resolve their jump problem somehow.


Judging
When you are ready to submit your hack, upload it to board2's uploader. Afterwords, post in this thread with the link to your hack!

Final voting will take place the first weekend the competition ends (23rd-24th). Community members will be allowed to vote for their favorite hack. If you enter this contest, then you cannot vote for yourself.

Recent winners of contests will be featured at the top of the page on my hack list!

(Did I hit the right chord here? If this doesn't work out we can try it differently.)

Yakibomb
Posted on 11-15-13 04:55 AM, in LazyShell Competition Thread #1! (rev. 2 of 11-15-13 05:01 AM) Link | Quote | ID: 155122


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Posted by Elementalpowerstar
I like it. I'd definitely do it, but it seems kinda moot if no one else has interest in it. I think the start date should be a little bit after any interest is spoken of, otherwise we might just get three hacks and three judges.

Sounds good. I already have a few ideas.


That was terrible planning on my part. I probably should've given a start date before I posted.

Since this is the first contest, I'll be lenient with the deadline. For those that are interested but enter late, I'll extend the deadline (That is if you speak up!), otherwise I'll keep it for on 22nd.

Although this first competition was poorly executed, I hope others consider submitting something, no matter how small or uninteresting they might think it is! As long as it fits within the guidelines you're golden!

Edit: I rephrased a couple sentences in the guidelines to make it sound a little more open ended, but otherwise the basic idea is kept the same.

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