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Elementalpowerstar
Posted on 02-19-09 12:51 AM, in I am currently taking suggestions for Hardship Mario RPG. Link | Quote | ID: 101359


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I'm always open to contributing something minor. I'm still working on Dark Identity.

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Elementalpowerstar
Posted on 02-19-09 09:23 PM, in Name Change Suggestion Thread #492 Link | Quote | ID: 101440


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Board 2 with a superscripted "2."

I can't think of anything more useful.
Anything else just sounds stupid.

I like the brd2.0 though. It's shiny and new. Just what it needed, I guess.

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Elementalpowerstar
Posted on 02-20-09 01:29 AM, in Editing battle events anyone? Link | Quote | ID: 101456


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I don't think those particular scripts can be edited.

Unless Omega has something to say about that.

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Elementalpowerstar
Posted on 02-20-09 04:27 AM, in Useful Events in the original SMRPG (rev. 5 of 02-22-09 03:03 AM) Link | Quote | ID: 101468


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If this is considered bumping, sorry.

#3827: "You got a (item)!" Sub-routine script. Store the value of the item (The number of the item) to Address 70A7 to make this work properly.

Use "Store value to mem (8-bit)" to make access to 70A7 avalaible.
You ALSO need to store a "You got an Item!" dailouge to 7000.

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Elementalpowerstar
Posted on 02-21-09 06:54 AM, in Lazy Shell Improvement Thread Link | Quote | ID: 101551


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Something i've wanted to edit:

Include a list of palettes that the HDMA uses, IE: Geno Whirl, Power-up animations, drain beam, Geno Beam... etc.

That would be great.

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Elementalpowerstar
Posted on 02-22-09 07:43 PM, in "Dummy" attacks and Spells. (rev. 2 of 02-22-09 11:01 PM) Link | Quote | ID: 101655


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Here is a list of Dummy Spells in the game... If this information is incredibly useless to everyone, then you are welcome to delete this.

Edit: Note! When testing this, be aware that I only used one monster, a fully black Mario, which was slightly edited to my liking. I deleted the dummy sequence and put in blank sequences... if that means anything.

Here are a list of Dummy Spells avaliable for use in the game, and a quick description of what they do:

Dummy Spells:

#27: Freeze.
#28: Glitch and Freeze
#29: "MISS", then Bowser Spike attack, then remove self from battle.
#30: No movement, no freeze. Unable to take next turn.
#31: Movement, then freeze as if doing spell, no further movement.
#32: Same as #30
#33: Same as #31 (pattern?)
#34: Same as #30
#35: Immedate freeze.
#36: "Big Bang" Animation, then immedate freeze, no damage.
#37: If Defended, brings up blank "ETC" menu, both options blank. If Defense, then freeze, if Run Away, I don't know. If attacked, then Bowser Spike animation then remove self.
#38: Inifinte sequence playback.
#39 Sprite behavior changes to "Floating." If next command is to use spell "Flame", object moves upwards, very high offscreen. Next turn is taken to float slowly down as if entering battle. Iff attacked, then Bowser Spike, then remove from battle. Very interesting one....
#40: Does spell "DUMMY" and uses a Viro Plasm kind of attack, does MISS twice, then uses Bowser Spike and removes self from battle.
#41: Glitches BG, then does glitchy attack to self, MISS, then does glitchy bowser spike, then removes self from battle, no sprire removal.
#42: Inifinte sequence playback.
#43: MISS on self, then black flash, Inifinte sequence playback afterwards.
#44: Inifinte sequence playback
#45: Inifinte sequence playback
#46: Slight glitch, Mario once hit hammer animation on self, then hammer does Bowser Spike, then removes self from battle, but both Sprite are there.
#47: Inifinte sequence playback
#48: Makes Battle Portrait flash, then #31 afterwards.
#49: Inifinte sequence playback
#50: Inifinte sequence playback
#51: Extreme glitching, then immedate freeze.
#52: "Escape" animation, then Gunk Ball, on self? Nothing further afterwards.
#53: Immedate freeze.
#54: Weird one, +4 sprites then first sequence playback, same pallete?
#55: Immeadte Freeze
#56: Spell cast, MISS on self, Bowser spike, remove self.
#57: Graphic glitch on self, then infinte playback.
#58: Peach pan/fan strike animation, same pallete, MISS, then Bowser Spike, remove self.
#59: Immedate Freeze
#60: Immedate Freeze
#61: Infinite Sequence playback.
#62: Immedate Freeze
#63: Immedate Freeze
#104. #105. #106, and #107: Smithy ? Chest head attacks. Color of attacks in this order: Yellow,
Red+Baise/White,
Blue+Baise, makes Mario do Star Pieve Grab sequence.
Green+Baise, Reads from Sequence or Mold 6.

#109: Infiinite Sequuence playback.
#110: Immedate Freeze.
#111: Does some big hit attack, but does regular, then remove self from battle, graphically, but no turn.
#112: Graphical Remove, no next turn.
#113: Slight self glitch, infiite playback.
#114: Infinite Sequence Playback.
#115: Call Bowyer's attack/item/specail canceling blocks. Next turn usuable.
#116: Makes BG dark, does non-movemnt attack, does not turn bright again. Can stack effects, next turn usuable. Is this usuable?
#117: Infinite Sequence Playback.
#118: Immedate Freeze.
#119: Does non-movement attack, no sound, next turn usuable.
#120: Slight graphical glitch, infinite sequence playback.
#121: Same as above.
#122: Infinite Sequence Playback.
#123: Same as above.
#124: Uses "Dummy" spell, multiple smaller "Blast" animations, next turn usuable. Is this usuable?
#125: Immedate Freeze.
#126: Non-moving attack, no sound. Next turn usuable.
#127: Non-movement, non blackening spell. "Dummy" name is displayed. Next turn usuable. Spell is usuable?

These... spells are actually pretty interesting. I just wanted to see what everything did, if there was anything beyond the oddly short list of usuable spells...

Anyway, if I get the chance, I'll do some Dummy Attacks as well...

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Elementalpowerstar
Posted on 02-24-09 01:58 AM, in How do I _________..? Link | Quote | ID: 101722


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I'm having trouble getting both a Snifit Sprite and a Hammer Sprite to appear in the same level.

I'm sure that the Parition is the problem... but I'm not sure,
and both the snifit and Hammer use the same Vram...

Any thoughts, Omega/others?

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Elementalpowerstar
Posted on 06-07-10 01:33 AM, in Lazy Shell v2.5b + The Bob-omb Mafia v2.0 (hack) released (rev. 4 of 06-07-10 03:59 AM) Link | Quote | ID: 131799


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One thing, when I export WoldMapGraphics.bin to file, it shows up as the image that the sprites are currently on, and not the World Map Graphics I'm currently looking at. Is this an error?

Also, when I go to import TitleLogo.bin graphics, it gives me an "Out of Memory" error.

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Elementalpowerstar
Posted on 06-07-10 01:37 AM, in How do I _________..? (rev. 3 of 06-07-10 03:04 AM) Link | Quote | ID: 131800


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In the new version, 2.5b, it lets user make their own Title Screen stuff, however, I do not know how to do this, or rather, what to import and export. Can anyone clarify this?

Edit:
I feel like an idiot, you have to right click the image to export, and import it. While this is a little obvious, it should have been clarified in the tip shower or something.

Edit 2:
Alright, now I have a question that is probably also obvious. I keep getting an "Out of Memory" error when I import the title .bin. I assume that this means that my computer LITERALLY doesn't have enough RAM to do that?

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Elementalpowerstar
Posted on 06-08-10 09:51 AM, in How do I _________..? Link | Quote | ID: 131834


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Thank you, Giangurglo. It worked well.

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Elementalpowerstar
Posted on 06-09-10 05:49 AM, in Some HDMA-Battle-Animation Information. Link | Quote | ID: 131869


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I spent a lot of today (june 8th) expirementing with HDMA, and some animations reguarding battles. Here's what I've found on the HDMA subject:

Note! All of this was expirmented with the item Red Essence's tubular red HDMA.

MASK EFFECTS...

Mask Effect = 3
C3-3

Mask Effects are the types of HDMA in the game, there a few that I know of:
1 Large Hexagony thingy
2 Large area, very off to the enemy's side
3: Sphere
4: Dome
7: Valor/Vigor Up/Red Essence
8 Odd half circle, only a few pixels high.
B: Peach's Come Back.

I believe that these are the only ones. The rest either freeze, or I have forgetten they exist.

[Note!] Peach's Come Back HDMA is not affected by color changing or coords changes.

COLOR SELECTION...
From Shedder's script (What I changed via animation packet etc.), there were two strings of hex that determined color, these being:

9B-02-00-04-02
and another with a similar string.

The "02" at the end determines color. A list of the colors are here:

00 - Red
01 - Green
02 - Blue
03 - Yellow
04 - Pink
05 - Light Blue
06 - White
07 - Pink, but it doesn't fade with the animation, static?
08 - Blue, static.
09 - Red, static.
0A - Purple-blue, static
0B - Blue, a bit of purple, static.
0C - Pink, static
0D - Yellow, static.
0E - Light Blue, static. (Top part, part not rising, is a very transparent red.)
0F - Pink, static.
10 - Red, static.
11 - Pink, static. (Part that rises it pink, top part that doesn't rise is light pink.)

I'm sure there are more, in fact, I know there are more, it just seemed a bit redudant to see what they are, seeing as the first 0-6.

When I say "Static," it means that the HDMA didn't fade in as it appeared, like it does with Shedder and Red Essence.

AREA, WIDTH, ETC....
How do I make an unrelentlessly large dome appear onto the caster? Here is how.

Mask Effect, Set Coords: (20,
C6-01-14

(Yes, increasing this value will increase the coords another value, but I've only gone up to 2, so I dunno about the rest.)

I will post screenshots for approx how big it is, I assume this is the width of the Circumferrence of the HDMA, in pixels.

20, 40, 60, 80, 100, Sphere.

20.
40.
60.
80.
100.

----------------------------

If anyone with exp. on this subject, such as what determines frame duration, and/or, how high the fading goes, as far as Shedder/RE, it would immensely appreciated.

Just another step towards knowing what to do for everything!

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Elementalpowerstar
Posted on 06-10-10 01:09 AM, in Some HDMA-Battle-Animation Information. Link | Quote | ID: 131911


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I think the "Run action queue @ etc." is the packet of animation universal for all spells, for example, if you put in...

Run action queue @ 35C5FE, packet = AMEM $60, animation = 0

Or, 68-FE-C5-0,

It will use the Shedder HDMA animation, as well as the sound effects and stuff.

Of course, I have no idea, but it seems like those addresses call packets of animations for certain animations. You'll have to cross refernce the spells and attacks to figure out what addresses do what.

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Elementalpowerstar
Posted on 06-13-10 06:24 AM, in Lazy Shell v2.5b + The Bob-omb Mafia v2.0 (hack) released Link | Quote | ID: 131970


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oh, other than sometimes some addresses change, at random, which I assume is because I have an unclean ROM dump, and that all the "learn this spell on Level Up" is all "System.char", everything works nice.

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Elementalpowerstar
Posted on 06-14-10 03:01 AM, in My really tiny test-like Hack Link | Quote | ID: 131986


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Downloaded it, played it, and it is a very nice, very errorful/basic start. I would like to see progress on this hack. I would LOVE to see ANOTHER partially or fully done hack, actually. Anything will do.~

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Elementalpowerstar
Posted on 06-14-10 09:45 PM, in My really tiny test-like Hack Link | Quote | ID: 132004


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No, Mr. Spamaramic up thar was liek "SPAM SPAM SPAM" and Arbe was liek "die."

Then the crowd appluaded.

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Elementalpowerstar
Posted on 06-18-10 07:05 PM, in Lazy Shell Improvement Thread (rev. 4 of 06-19-10 03:25 AM) Link | Quote | ID: 132112


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Upon importing/changing any type of sprites in 2.5, it gives me an error. Let me grab a few screenshots.

EDIT, JUNE 18TH.
Hold on, I've been using 2.4 for some reason, I'm sorry, wait until I try this out in 2.5b, and if you've already looked into it, I am very sorry for wasting your time.
-------------------------

Edit 2, June 18th.
Yes, this happens again. I will assume it is a rom error and I must have made some kind of weird edit in the editor, I should also mention that the battle encounter scripts, the ones that handle the battle interactions on the overworld, where you run into an enemy. It seems that the addresses they jump to had been moved somehow, with no edit on my part. I would think that modifying the red essence's script to make it use the HDMA like the Shedder script, maybe moving some things around without reheadering them? I'm just babbling, I have some comprehension of SMRPG scripting, but that's a very simple scripting system, however, the editor itself, I would think, is significantly more complex, and something beyone my comprehension. If some or one of you could look into this error, I would be most appreicated....
----------------------------



See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at LAZYSHELL.Sprites.AssembleAllWorldMaps()
at LAZYSHELL.Sprites.Assemble()
at LAZYSHELL.Sprites.saveToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3603 (GDR.050727-3600)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
LAZYSHELL
Assembly Version: 2.5.0.0
Win32 Version: 2.5.0.0
CodeBase: file:///C:/Users/EricPlus/Desktop/Lazyshell/LAZYSHELL.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3082 (QFE.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
gevo2jcv
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


...however, I imported this into a clean rom and it worked, however, I don't see why that would happen anyway.

Anyway, here is the hack itself, and the graphic file trying to be imported. Import it into sprite 000~003's graphics via right click on the graphics and click "Import graphics" or something. I have done this with both a .bin and a .png with edited graphics and yeilded the same results.

IPS patch to the hack with the error.
.BIN file with the edited graphics.
.PNG file with edited graphics.

I'm just going to assume that I have a bad rom dump or something, everything else seems to work besides that, or I changed something in the editor I shouldn't have.

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Elementalpowerstar
Posted on 06-22-10 12:15 AM, in Super Nope RPG - Raeneske Link | Quote | ID: 132267


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My impressions on the game:
The game is a lot of unedited maps, which doesn't mean bad by any means...

One thing that you need to modify is the final boss's HP or magic attack some. It's waay to high, and I can never beat him.

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Elementalpowerstar
Posted on 06-24-10 06:30 AM, in How do I _________..? Link | Quote | ID: 132340


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Apologies for the double post combo.

I'm having a really difficult time finding some of the spell effects, namely on Geno Beam, and Willy Wisp's BG, i'm sure there are other spells that I'm going to find troubles with.

Can anyone shed some light on my problem...?

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Elementalpowerstar
Posted on 02-25-11 10:42 PM, in Super Mario RPG: Raige Link | Quote | ID: 139848


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A list should be made of what instrument samples are played in which songs, and I know for a fact that SNES9X can mute channels, making instruments easier to identify.

I will work on this next time I have a chance to, but I do remember being able to rip instrument samples from SNES games using something from SMWC, but I don't remember exactly what it entailed, nor do I know if it is compatible with Super Mario RPG. (I'm guessing it's mostly not, but they did it with Super Mario World, so it's worth a shot, despite those two games being tons of levels different.) But overall, this music switch can lead to some great music. If someone ends up breaking the music format, all hell will break loose. ...assuming the game as enough free space for that kind of thing.

Elementalpowerstar
Posted on 02-28-11 03:48 AM, in LAZY SHELL v3.4 released *REPORT BUGS HERE* (rev. 2 of 02-28-11 04:02 AM) Link | Quote | ID: 139891


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Level Editor Bug Report.

Everything should be described in the picture.

http://i55.tinypic.com/2ro3omv.jpg

---

Also when deleting NPC #0 when there aren't any NPCs on the map, an exception thrown dialouge comes up, with JIT Runtime stuff.

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at LAZYSHELL.Levels.npcRemoveObject_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3603 (GDR.050727-3600)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
LAZYSHELL
Assembly Version: 3.4.0.0
Win32 Version: 3.4.0.0
CodeBase: file:///D:/Downloads/LAZYSHELL.exe
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3614 (GDR.050727-3600)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3082 (QFE.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
tguqyvau
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3614 (GDR.050727-3600)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

---
As well as a few errors, I would also like to thank you for continuing the project despite the bleak outcome of any real "products." On top of actually creating my own hack, I've learned a lot more about how the game works, and how difficult it really must have been to do THIS without this tool.

____________________
Introduction to The Lazy Shell Editor (youtube)
Super Modify RPG's Youtube Channel.
Pages: 1 2 3 4 5 6 7 8


Main - Posts by Elementalpowerstar

Acmlmboard 2.1+4δ (2023-01-15)
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