Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,497,493
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 04-28-24 08:21 PM
Guest: Register | Login

Main - Posts by Yakibomb

Pages: 1 2 3 4 5 6 7

Yakibomb
Posted on 11-18-13 10:33 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 4 of 11-18-13 10:48 AM) Link | Quote | ID: 155144


Level: 28

Posts: 101/137
EXP: 122982
Next: 8356

Since: 03-21-08

Last post: 774 days
Last view: 774 days
Posted by Hanto
Okay, I finally got it... I think. After testing around with alot of stuff, I found this again.

LAZYSHELL, Version=3.18.4.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
There is no free memory available.

Basically after just selecting something with the Select tool crashes the level editor after about 30 seconds with this message.

Hanto, it might be your computer's problem. You probably have too many programs running in the background and it prevents Lazy Shell from running. If you have programs running in the background that you don't use, they usually stay running and use up memory.
Check this for more info on low memory: http://windows.microsoft.com/en-us/windows7/preventing-low-memory-problems

I don't recommend this for newbies, but you could try running MSconfig to find what programs your computer starts up when it boots and stop ones you don't use from starting up.
With newer computers you can start it using the windows hotkey + "R", or you can search for a program called "Run". Run basically lets you run Windows programs. Type "msconfig" in the bar, then click the "Startup" tab and see what useless programs you can get rid of.
Just a fair warning, make sure you know what you're unchecking. Keep ones checked like your anti-virus and other programs you might use, but other ones (Like Adobe updater and stuff) usually you can uncheck . If you don't use things like iTunes or Adobe and stuff, uncheck those (However some programs do use Adobe, and if they do it should tell you).

When you close MSconfig, it'll ask you to restart your computer.

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









Yakibomb
Posted on 11-20-13 07:34 AM, in LazyShell Competition Thread #1! (rev. 2 of 11-20-13 07:34 AM) Link | Quote | ID: 155158


Level: 28

Posts: 102/137
EXP: 122982
Next: 8356

Since: 03-21-08

Last post: 774 days
Last view: 774 days
It's great to see some familiar users pop up here again.

You should hurry. I hope those who are entering have been working diligently, the contest ends soon!

Yakibomb
Posted on 11-23-13 02:51 AM, in LazyShell Competition Thread #1! (rev. 4 of 11-23-13 03:44 AM) Link | Quote | ID: 155173


Level: 28

Posts: 103/137
EXP: 122982
Next: 8356

Since: 03-21-08

Last post: 774 days
Last view: 774 days
I did make an entry, but I'm late to the dead line. Just so we have some more to look at, here's my entry: Download

Your entry is hilarious, Hanto. I laughed out loud at the end!

Did anyone else make anything?

Yakibomb
Posted on 11-24-13 06:00 AM, in LazyShell Competition Thread #1! (rev. 4 of 11-24-13 08:35 AM) Link | Quote | ID: 155175


Level: 28

Posts: 104/137
EXP: 122982
Next: 8356

Since: 03-21-08

Last post: 774 days
Last view: 774 days
Don't sweat it. And no need to apologize, we choose to do this on our own free time when it's fun for us. I didn't expect much to be honest!

I'm glad you like the hack! I think I did pretty well to see what I could turn up in a week, but I think I wanted a little too much for how much time I had and didn't plan properly. (On the drawing board, I was going to script a Buzzer dropping a mushroom on Mallow's head and that would cause the "Mushroom Fever" for him to go after it. )

Thank you for those who contributed! I'm thinking of doing another comp the beginning of next month. If anyone feels they have their own ideas and they want to try their hand at a comp, you're free to ask me to do so!

The start date of the next comp: First Monday of December. Expect it!

(Unrelated, I saw that TF2 update too. I was struggling to keep focus on the hack!)

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









Yakibomb
Posted on 12-03-13 12:01 AM, in LazyShell Competition Thread #2! (rev. 3 of 12-04-13 05:09 AM) Link | Quote | ID: 155206


Level: 28

Posts: 105/137
EXP: 122982
Next: 8356

Since: 03-21-08

Last post: 774 days
Last view: 774 days
Previous Contests:
November '13

(Hopefully I can wing the intro without a blurb)


"Welcome back Sky Troopa!"

And so, we're back to another...



!!

Theme!
For this month's theme, there must be ONLY seven rooms in the hack that can be played through! Each room must have its own special property about them.

For example, one room can be an area where you need to jump gaps, and another could be an interactive puzzle, and another could be just a shop, and... anything, really! No two rooms should be identical.

Be aware however, you must be able to interact in all seven rooms somehow! That means cutscenes do not count! Only if the cutscene is triggered in the room by the player will it count as a separate room.

Also be aware these are rooms, NOT maps! You can have 100 different maps with cutscenes, but only play in seven rooms.


The Seven Star Rules!
1. You have a full week and 4 weekend days (11 days). Contest will end some time on the 14th, but no later then the 15th, UTC+1:00 board2's time.
2. Your entry must be posted in this topic some time by the deadline.
3. The hack should use the month's theme and rules!
4. Your hack must be beatable without save states. No glitch abuse requirements.
5. Must create a new story with a conflict and resolution.
6. The player must be able to complete the game through normal means (i.e. Resolving the main conflict in the story).
7. Have fun with it!


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 (14th-15th). Community members will be allowed to vote for their favorite hack. If you enter this contest, then you cannot vote for yourself.

The most popular hack will be featured at the top of the page on my hack list!

Contests WILL be held monthly, so expect fun stuff each month! I'm open to ideas and suggestions to keep the hope up!

Yakibomb
Posted on 12-04-13 09:04 AM, in LazyShell Competition Thread #2! Link | Quote | ID: 155216


Level: 28

Posts: 106/137
EXP: 122982
Next: 8356

Since: 03-21-08

Last post: 774 days
Last view: 774 days
I'm glad to see you're starting! I think it's awesome that the contest managed to have greater board recognition! I hope it can lift off into something great! (So many exclamations!!!) I decided to link the new contest through the old one.

I neglect to mention this in the first post, but I wanted this contest to be about focusing on a basic concept. Make something small, yet meaningful, you know? This time it isn't just working around not being able to jump, but working to make the hack a predefined length.

If the plan works, hopefully the idea will mushroom into spawning more well managed hacks.

Good luck to everyone participating!


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









Yakibomb
Posted on 10-07-14 11:23 PM, in Normal Koopa (rev. 2 of 10-09-14 10:33 PM) Link | Quote | ID: 158679


Level: 28

Posts: 107/137
EXP: 122982
Next: 8356

Since: 03-21-08

Last post: 774 days
Last view: 774 days
Here are some from MFGG:
http://mfgg.net/index.php?act=resdb¶m=02&c=1&id=22300
http://mfgg.net/index.php?act=resdb¶m=02&c=1&id=19880

Make a mspaint file for each frame and import them into the editor.

EDIT: Oh here is another http://mfgg.net/index.php?act=resdb¶m=02&c=1&id=17123

Yakibomb
Posted on 12-10-14 09:41 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 14 of 01-24-15 09:41 PM) Link | Quote | ID: 159114


Level: 28

Posts: 108/137
EXP: 122982
Next: 8356

Since: 03-21-08

Last post: 774 days
Last view: 774 days
The site looks great. The whole site is very well done. All the variety of page styles you made are all very interesting and appealing. The bouncing windows really gets me because it reminds me of Tetris Attack. I've never seen a site like this. I have no criticism.

I have some bugs and suggestions.

Battlefields - Resetting all does not revert palette.

Battlefields - The background palette is not the right one displayed. This cannot be changed in the palette editor.

Sprites - Not sure what happens but when I go to sprite 473 (Tentacles) and try to duplicate sequence 5, I get this:
LAZYSHELL, Version=3.19.0.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
Index was outside the bounds of the array.
at LAZYSHELL.History.SelectedIndexChanged(Object sender, EventArgs e)
at LAZYSHELL.SpriteSequences.duplicateSequence_Click(Object sender, EventArgs e)

**************Recent Event History**************
"listBoxFrames" | "Frame 0 | Form "Sprites" | Element = {0473} Tentacles
"openSprites" | Form "Editor"
OPENED FORM "Sprites"
"history" | Form "Editor"
***EXCEPTION*** Index was outside the bounds of the array.)


Same thing happens with a new sequence:

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

**************Exception Text**************
Index was outside the bounds of the array.
at LAZYSHELL.History.SelectedIndexChanged(Object sender, EventArgs e)
at LAZYSHELL.SpriteSequences.newSequence_Click(Object sender, EventArgs e)

**************Recent Event History**************
"listBoxFrames" | "Frame 0 | Form "Sprites" | Element = {0473} Tentacles
"listBoxFrames" | "Frame 0 | Form "Sprites" | Element = {0473} Tentacles
"sequences" | "Cast | Form "Sprites" | Element = {0473} Tentacles
"openSprites" | Form "Editor"
OPENED FORM "Sprites"


Levels - Clicking "Pack #" on a NPC set to battle does not jump to the pack in formations.

Suggestions
Levels - In the NPCS editor menu, can there be a way to visually show the NPC's solidity fields?

Event Scripts - A way to edit the script with hex (without going into the hex editor)

Battlefields - Ability to move single tiles instead of 2x2 tiles. The reason for this is when a battlefield is viewed in game, the first column of tiles on the left aren't shown. When you import a custom battlefield, you'd need to add an additional column of tiles on the right of the battlefield to cover the whole screen, otherwise there's a blank column of tiles there.



{Edit} Bug: In Levels in the NPCs editor, the sprites use the old non-updating names list and do not update like the sprites editor names list does.

{Edit2} Bug: In Effects, importing multiple frames will not condense the similar tiles in the frames. For example, importing two of the same frames will make two identical molds for both frames.

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









Yakibomb
Posted on 12-31-14 10:18 PM, in Super Mario RPG - A Low Level Experience + Hard Mode v0.2 Link | Quote | ID: 159226


Level: 28

Posts: 109/137
EXP: 122982
Next: 8356

Since: 03-21-08

Last post: 774 days
Last view: 774 days
Very cool! It's surprising nobody has gone to do this already, but I guess you're the first. To think you can beat Culex when everyone is at that low level.

Two things: Would you like me to put this on the hack list? And is it allowed that you posted the vanilla SMRPG ROM?

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









Yakibomb
Posted on 01-03-15 12:42 AM, in Happy New Year! Link | Quote | ID: 159260


Level: 28

Posts: 110/137
EXP: 122982
Next: 8356

Since: 03-21-08

Last post: 774 days
Last view: 774 days
Happy New Year! Wish everyone a wonderful new year!

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









Yakibomb
Posted on 01-03-15 12:42 AM, in Super Mario RPG - A Low Level Experience + Hard Mode v0.2 Link | Quote | ID: 159261


Level: 28

Posts: 111/137
EXP: 122982
Next: 8356

Since: 03-21-08

Last post: 774 days
Last view: 774 days
It's up!

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









Yakibomb
Posted on 01-12-15 12:23 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 159338


Level: 28

Posts: 112/137
EXP: 122982
Next: 8356

Since: 03-21-08

Last post: 774 days
Last view: 774 days
Animations - In Star Rain's animation script, there is a command so long that the byte count at the bottom cannot display the full length of the command due to the count displayed being 9, while the command is 12. Command BA-**-**-**-**-**-**-**-**-**-**-**.

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









Yakibomb
Posted on 04-13-15 01:59 AM, in Super Mario RPG: 6th Character (Daisy) Link | Quote | ID: 159881


Level: 28

Posts: 113/137
EXP: 122982
Next: 8356

Since: 03-21-08

Last post: 774 days
Last view: 774 days
This is just fabulous. Are you releasing this patch to the public for testing, or are you going to release it once it's completely finished? If you need for testing on different emulators, I'll gladly help out.

Best of luck to you!

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









Yakibomb
Posted on 03-13-16 07:27 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 2 of 03-13-16 10:55 PM) Link | Quote | ID: 162912


Level: 28

Posts: 114/137
EXP: 122982
Next: 8356

Since: 03-21-08

Last post: 774 days
Last view: 774 days
Problem 1: The problem is not a critical error, you don't need to shut down the program for it and it won't corrupt your data as it's only a display error.
The problem is the editor displays the flower bonus messages (LUCKY!, HPMAX!, etc) at the same time with the battle dialogues. The problem happens when you change index, the editor doesn't load beyond #7 for these flower bonus words, hence the error "Index was outside the bounds of the array".
If you're editing battle dialogues, ignore this error. If you want to edit the flower bonus messages, select the "Flower Bonus" in the dropdown menu.

Problem 2: I asked about this. Giangurgolo told me it's due to the compression of the names in the ROM. I admit I don't really know what this means exactly, but what I took from it to mean was there is a certain way the location names are arranged in the ROM... that's all I know.

I have a bunch of bug reports but I don't know who to send them to. ;(

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









Yakibomb
Posted on 04-02-16 06:12 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 162984


Level: 28

Posts: 115/137
EXP: 122982
Next: 8356

Since: 03-21-08

Last post: 774 days
Last view: 774 days
Posted by blackhole89
Posted by Yakibomb
Problem 2: I asked about this. Giangurgolo told me it's due to the compression of the names in the ROM. I admit I don't really know what this means exactly, but what I took from it to mean was there is a certain way the location names are arranged in the ROM... that's all I know.

This would simply suggest that the compression scheme in the code is set up to favour strings like "To Mario's Pad" - think of it (probably a very simplified model) as something like the following having happened:

  • Developers decide to reserve only 7 bytes of space for the label of each spot on the map to save memory.
  • Want to put "To Mario's Pad" on one of them, but this is far too long.
  • To fix this, developers add an extra piece of code that says something like "If the string is '$M$', replace it with 'To Mario's Pad'" to its text decompression routine. The map label of Mario's Pad is set to '$M$'.
  • The final effect is that the label "To Mario's Pad" can be represented with just 3 bytes, but "To Mario's Pa" requires 13, or 6 too many.


But why would the game need to save memory like this? Is it to maximize the amount of room that a location name can have? Sorry, I'm bit inexperienced with SNES assembly.

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









Yakibomb
Posted on 04-02-16 11:24 PM, in Download link for SMRPG hacks (rev. 2 of 04-02-16 11:25 PM) Link | Quote | ID: 162986


Level: 28

Posts: 116/137
EXP: 122982
Next: 8356

Since: 03-21-08

Last post: 774 days
Last view: 774 days
Posted by AlveinHero
I guess giangurgolo is on a full break. so now, I'm gonna share it.

LAZY SHELL v3.19.0

How sad, the main site is down. Glad you've backed it up.

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









Yakibomb
Posted on 06-07-16 07:10 PM, in Legend of the Axem Rangers - 6/6/16 Version 3.1 release, fixes those game-breake (rev. 3 of 06-07-16 07:50 PM) Link | Quote | ID: 163263


Level: 28

Posts: 117/137
EXP: 122982
Next: 8356

Since: 03-21-08

Last post: 774 days
Last view: 774 days
Woah, did not expect this. Good to see you!

On the new patch, did you happen to fix that POW! item bug? The game freezes if that item is used too many times. I'm not even sure if I reported it...

EDIT: Running through it once again, and I noticed the note at the beginning of the game reads "version 2.0" still.

And, one more thing,
Spoiler:
since you're here, is there any way to access the one person Colosseum? I remember fiddling around some time ago and came across it, but was unable to access it normally so I cheated to get in... Uh, sorry!


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









Yakibomb
Posted on 06-08-16 04:06 AM, in Legend of the Axem Rangers - 6/6/16 Version 3.1 release, fixes those game-breake (rev. 5 of 06-09-16 08:12 PM) Link | Quote | ID: 163268


Level: 28

Posts: 118/137
EXP: 122982
Next: 8356

Since: 03-21-08

Last post: 774 days
Last view: 774 days
Posted by AnAxemRanger
The POW thing I have never heard about before. How many times are we talking exactly?


I don't know how many times exactly. The problem with it is it starts to effect other animations, because after the POW! item is used once or more other animations begin to bug and freeze the game. I think it's because there is too much on the screen at once, but I'm not sure.

I want to tell you I found this bug when making my own hack, and I do believe it's a really easy fix. I had the same experience as the POW bug in my game, so I double checked your hack to find how to fix it. I would test this, but I think all you need to add is 3C-00-08 after the command Attack Timer Begins.

I checked your hack and you unfortunately only have 2 bytes available. You should be able to move the command Pause script for 150 Frames up to the empty section, but hah I'm returning after a month break so I'm a little hazy on that!


About the spoiler, that never made it into the release version. I could never find a way to make it work properly.


Hey, um, are you still interested in implementing it? Because there is a guy who still hacks SMRPG and would love to help! *hint hint nudge nudge*
I'm just kidding, I don't mean to be pushy. But I would be happy to help if you'd like it.

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









Yakibomb
Posted on 06-16-16 09:00 PM, in Some (More) Lazy Shell Questions Link | Quote | ID: 163342


Level: 28

Posts: 119/137
EXP: 122982
Next: 8356

Since: 03-21-08

Last post: 774 days
Last view: 774 days
Yo, Rashama Izouki answered most of them, but I want to help too!

(3) Nope, it's a hard limit. It's capped to allow a range from -127, 0, and +127, which equals 255/hex FF (255/FF is the max hex value one byte holds).

(4) Yes, I think that's right (look at me, I don't even know )

(5) Edit the coordinates in the Animations editor.

(6) The ones that say "This item cannot have a description" are not safe to use. If you want to know what you're editing, go into the Animations editor and look at the Items dropdown menu. That includes Dummy/Special items, these are all safe to edit. (You CAN use the ones that don't allow descriptions, but it just looks messy and unpolished)

(7) No, you are not limited to the amount of abilities a party member can have. You are however, limited to a max of 32 spells (including the last 5 dummy ones) a party member can use. You can have them hold all 32 spells, if you want.

(8) They are hardcoded. You'd need to hex edit them to delete some bytes to forgo the Scrooge Ring/Coin Trick check, but it's completely doable.

I'm offering my services as a SMRPG hack helper, so if you're interested please contact me here or PM me on SMWCentral.net and I'll try my best to assist your hacking prowess!

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









Yakibomb
Posted on 06-16-16 09:10 PM, in Legend of the Axem Rangers - 6/6/16 Version 3.1 release, fixes those game-breake Link | Quote | ID: 163343


Level: 28

Posts: 120/137
EXP: 122982
Next: 8356

Since: 03-21-08

Last post: 774 days
Last view: 774 days
Posted by AnAxemRanger
I wouldn't doubt that it is caused by having too many objects on the screen at once. I can play around with that a bit and see if I can fix that.

Alright. If you want me to fiddle around with it I can, please do use me. I'm kind of bored with my own hack..! (just kidding, hack fans)


I don't mind getting help at all, and I'm sure I need it. But I think I'm done with this particular hack, other than fixing bugs. I've been working on a hack where you play as the Koopa Bros. I have big plans for it, the spoiler being one of them. Work is slow because I hardly ever have time these days, but progress does exist...

Still working on the project, ay? That's awesome! If you ever want some assistance or a play tester or anything really, my door is open.
Pages: 1 2 3 4 5 6 7


Main - Posts by Yakibomb

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.340 seconds. (332KB of memory used)
MySQL - queries: 35, rows: 67/67, time: 0.325 seconds.