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Elementalpowerstar
(post deleted) ID: 143345

Elementalpowerstar
Posted on 06-12-11 05:23 AM, in LAZY SHELL v3.5 BETA released *REPORT BUGS HERE* (rev. 9 of 07-15-11 04:04 AM) Link | Quote | ID: 143659


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Deleting a Solidity Mod when there is only one left. Open a clean ROM and go to Level Map 100 and try removing the Solidity Mod from the toolbar the left.

After the exception is thrown, and you choose to continue, you can create new Solidity Mods, but there is no "SOLIDITY MOD #x" text, and the buttons ungray themselves to edit the supposedly nonexistant Solidity Mods.

System.DivideByZeroException: Attempted to divide by zero.
at LAZYSHELL.LevelSolidMods.Mod.CopyToTilemap()
at LAZYSHELL.LevelSolidMods.set_Width(Int32 value)
at LAZYSHELL.Levels.solidModsWidth_ValueChanged(Object sender, EventArgs e)
at System.Windows.Forms.NumericUpDown.OnValueChanged(EventArgs e)
at System.Windows.Forms.NumericUpDown.set_Value(Decimal value)

at LAZYSHELL.Levels.RefreshSolidModProperties()
at LAZYSHELL.Levels.solidModsDelete_Click(Object sender, EventArgs e)


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

This edit should weave out the thrown exceptions that don't make sense.

Elementalpowerstar
Posted on 06-16-11 03:58 AM, in Reserve_22//. (rev. 2 of 06-16-11 04:06 AM) Link | Quote | ID: 143844


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Super Mario RPG Rom Hack "Reserve_22//".

Approx. hack length: >30 minutes.

Detailed information.
Nothing extravagant here, just a small ROM hack. Mario finds himself falling from the sky into a mansion owned by some Lakitu named "Laki-Laki." whom has let her mansion be infested with ghosts and ghouls of several kinds.

Creepy stuff happens in nowhere.

See for yourself what happens.

Screenshots.











Download.

Board 2 Uploaded Link to hack. (IPS.)

----------------------------------------------------
You're welcome to pick apart this hack, and learn from what it has to offer, despite not being a whole lot. This hack was lots of trial and error, and I wanted to make Gian a little more hopeful that people CAN make some cool stuff with his editor, since there aren't as many hacks as in Super Mario World.

You can't just pick up the editor and make some stupid, glitchy level and call it a hack. ...well, no, that's not true. You can do it, it just takes more effort to create something in LS than LM.

Point is, I want feedback on this hack, and hope that some people can use some tricks that I used here to create your own hacks, or improve on them.

Elementalpowerstar
Posted on 06-18-11 01:39 AM, in Reserve_22//. Link | Quote | ID: 143931


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I know about most of those bugs, I believe...

And it took me about six days and about 36-38 hours from first modification total. Glad you liked it so much.

____________________
Introduction to The Lazy Shell Editor (youtube)
Super Modify RPG's Youtube Channel.

Elementalpowerstar
Posted on 06-18-11 05:27 AM, in Reserve_22//. (rev. 2 of 06-18-11 05:58 AM) Link | Quote | ID: 143935


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@Hanto

Spoiler:
-Yup, I did. I was planning on having the game go into Game Over if you didn't fight him. I didn't know how that would plan out.
-You're talking about the invisible floor? That was supposed to be a Tilemap Mod, but I made the excuse of "It's a ghost house. Invisible floors."
-Yeah, I noticed that as soon as I made it, but if I made the tile one too narrow, it doesn't reach the edge.


@Yakibomb

For the Final Boss Sequence:
Spoiler:
-Warp to level,
-Fade to white slowly
-Once completely white, tint all options to 252, 252, 252, everything but 1/2 sub and whatever the one under that one is.
-Fade in from White
-Dlg
-Warp to Culex level.
-Penumbra slowmotion sequence.
-Fade to white
-Fade in from Black, Fade back to black, warp back to level.
-Sequence.

You're welcome to go to the script itself. Check the level's auto-ran script.

As for the bugs, I know most of them, and I'll fix them as soon as I have time.

Thanks for the feedback, you two. I'm glad this is going over so far.

EDIT:
There is a formation set with Shy Ghoul in it, other than the final battle. Formations are set at random in a cluster of formations, and I noticed through some playtesting that Shy Ghoul and Banshee Soul were two enemies that were rarely encountered, due to formation clustering, since they randomly pick from those three formations. I'll try to fix these when I get the chance next.

____________________
Introduction to The Lazy Shell Editor (youtube)
Super Modify RPG's Youtube Channel.

Elementalpowerstar
Posted on 07-04-11 09:37 PM, in question about hacking smrpg Link | Quote | ID: 144478


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Yeah, you can use a springboard.

You'll need to do a little modifying of script 65 on your side, which makes a springboard and Mario jump up (or down if you have a certain bit set.) onto or off the springboard.

Open up Event Script 65 for me.



Should look a little something like this, right? Click on "Obj Mem 70A8, etc"
Then click the "EDIT COMMAND" button at the bottom of the window, should be a little toolbar with a bunch of icons, should be the single sheet of paper with dots on it.



Should look a little something like that.

Now, go to the right side of the window, where it says "Mem 70A8," and click that drop down menu. A few selections below it should be the list of NPCs you can use. You may want to set it to NPC #0, for simplicity's sake.



Now, that this has happened, there should be another action queue with the same thing as above, and you should change that to NPC #0. (Or whichever you prefer.) This should mean, that any NPC #0 in any level that has it's event set to "65" should run that event. Be sure to set the trigger to "Jump on" in the LEVELS section of the editor.

If you need clarification on any of the steps above, please tell me. I'll assist you the best that I can.

You also need to have an exit floating above the NPC (Preferably pretty high up there.) for Mario to exit to it. I would think, anyway. You should expirement around.

Also be sure to keep most Script 65 unedited, because this game is rather fragile, and simple command in the wrong script could make the game go haywire. I would know from expirence.

____________________
Introduction to The Lazy Shell Editor (youtube)
Super Modify RPG's Youtube Channel.

Elementalpowerstar
Posted on 07-05-11 07:24 PM, in question about hacking smrpg Link | Quote | ID: 144527


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Posted by digikid195
thank you very much everyone. thank you yakibomb. you've helped out alot. im glad this community is so helpful. i hope to become a great programmer/scripter. i wanna learn all about the lazy shell editor. smrpg is one of my fav games. and once i learn how to successfully utilze all the elements of lazy shell editor im going to make a full game. not just a few modifications. but im going to start from scratch on all the maps and make it completely original. thank you all again for the help


All I'm going to say on that part is: "Good luck to you." If you can pull it off, you'll be known well for it. The only real "Full" hacks so far are the ones made by Gian, being Bob-Omb Mafia and OFFEREZEPS, but those are only an hour long if you do it right.

____________________
Introduction to The Lazy Shell Editor (youtube)
Super Modify RPG's Youtube Channel.

Elementalpowerstar
Posted on 07-05-11 09:25 PM, in question about hacking smrpg (rev. 2 of 07-05-11 10:52 PM) Link | Quote | ID: 144556


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When you warp, you need to have a "Fade in from black (Async) (or (sync))" somewhere in a script. Usually, event 65 should be ran as a "Sub-routine" script, which should be in the events part.

And yeah, if you want any direct help, I'm always on MSN and Skype, and I've been helping out Hanto with his hack over MSN, so I can try to help you there if you would like.

____________________
Introduction to The Lazy Shell Editor (youtube)
Super Modify RPG's Youtube Channel.

Elementalpowerstar
Posted on 07-05-11 10:51 PM, in question about hacking smrpg (rev. 2 of 07-05-11 10:52 PM) Link | Quote | ID: 144559


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I'll PM it to you.

____________________
Introduction to The Lazy Shell Editor (youtube)
Super Modify RPG's Youtube Channel.

Elementalpowerstar
Posted on 07-06-11 05:39 AM, in question about hacking smrpg Link | Quote | ID: 144579


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Yeah, I did. Click the "Main" link on the top of most pages, and it should say "Private Messages" somewhere at the top of the main forums page.

____________________
Introduction to The Lazy Shell Editor (youtube)
Super Modify RPG's Youtube Channel.

Elementalpowerstar
Posted on 07-07-11 08:15 PM, in Just ask KP! (rev. 2 of 07-07-11 08:28 PM) Link | Quote | ID: 144685


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Do you think Super Mario RPG Hacking is a lost art?

Elementalpowerstar
Posted on 07-07-11 08:27 PM, in Just ask KP! Link | Quote | ID: 144687


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Posted by KP9000
Elemental, I don't think that it has progressed far enough to become an "art" at all. SMRPG's complexity just puts too many people off. I don't think I've seen yet one full hack of the game, and I don't think we will for quite some time.


These statements are true, it really isn't an "art" per-se, and the reason Super Mario World pulls in so many people is how simple it can be to make a few levels, just some determination and playtesting.

And I think the same way: We won't see a "Full" hack for a while, until someone buckles down and pulls off something like Pixel did. It also depends on what can be defined as a "Full" hack. What does it mean to you, when you hear "Full hack?"

Elementalpowerstar
Posted on 07-08-11 01:58 AM, in Direct help on IRC. (rev. 3 of 08-16-11 04:05 AM) Link | Quote | ID: 144699


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Starting today, I'm going to try my very best to help anyone with Super Mario RPG hacking questions on Board2's IRC server, and the corresponding and currently unused channel, "#smrpg".

How to join IRC Channel #smrpg is explained here by KP9000.

However, due to being a living, breathing person, I need sleep, like the rest of the world, and my time zone is the Eastern Standard Time zone. If you are not sure of what time it is where I am, then you are welcome to check This real time clock, which should display the current time in my location.

I am normally on between 12:00 pm (12:00) and 11:00 PM or later (23:00+). If I am not on at that time, or if I don't respond within a few minutes of your question, then I am sorry. I will get it to you as soon as physically possible.

If I'm not on there, feel free to contact me on MSN (clustercarter@hotmail) or Skype (Nin10dowii) for any questions regarding it. If I decide that I am not helping anymore, please remind me to delete this topic.

Thanks.

Edit, August 15, 2011.

My apologies, but I don't plan on coming onto the IRC and helping. Sorry.

Elementalpowerstar
Posted on 07-08-11 08:12 AM, in LAZY SHELL v3.5 BETA released *REPORT BUGS HERE* Link | Quote | ID: 144708


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giangurgolo released version 3.6 FINAL on his site some time ago, but never bothered to post it.

At the suggestion of KP9000 on the IRC Chat, I have decided to post it here for him, but let him, if he decides to come back, post the offical topic on it.

Lazy Shell Version 3.6 as hosted by giangurgolo on his comcast website.

He has also made documentation of the changes in this version, as well as other versions. They can be read here, just in case he did not want it to be released yet. Changes.txt

On a more personal note to giangurgolo: I'm sorry if you planned on releasing this later, or were making modifications in the future, but what you said sounded sort of final, and you released this already on some other places. If you are going to release version 3.6 in a new thread, you are welcome to delete this post.

Elementalpowerstar
Posted on 07-09-11 09:31 PM, in Hacking Guide.doc | "Lazy Shell complete hacking guide." (rev. 3 of 07-09-11 10:10 PM) Link | Quote | ID: 144774


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Earlier in Lazy Shell's releases, before version 2.3, giangurgolo included a file in the releases called "Hacking Guide.doc" which outlined what he believes is the best possible way to create a hack, and what he most likely did when creating The Bob-Omb Mafia and/or OFFEREZEPS, the flagship and demonstration hacks resepectively.

However, in the most current versions of Lazy Shell, he did not include Hacking Guide.doc, and I believe it contains wonderful tips and a streamlined basic outline for any hack wanting to make a hack, as well as pointing out that some people don't want to make full hacks and just want to mess around with some stuff (being most of the hacks on here.)

Below is the entire document excerpted from the file itself. However, if you want the document itself on your computer for use whenever you would like, you can download it in his website or Extract it from this .zip of Lazy Shell version 3.2b.

Below is the document. Be reminded that this document is slightly out of date on features, but most of it retains to what is correct.

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

LS complete hacking guide

This guide was made with the intention of creating a complete hack. If you just want to edit monster stats, dialogues, and palettes, go ahead. Just remember to do them in the order that they appear in this guide, or it will become confusing. If you plan to create a full hack, use this ordered sequence guide to do it otherwise I guarantee it will get very very confusing and time consuming. Do not waste precious hours getting headaches and neck aches because of a poorly thought out hacking strategy. I wrote this because I hope anyone else who has an unquenchable desire to hack this game to pieces will not have wasted hours and hours trying to figure out what went where, getting frustrated, etc.

Of course, you can avoid all of this by remembering that there’s always the option of not doing any of this at all. Most individuals simply want to play around with the editor for a little while, and not invest countless hours into something which offers little in return other than being an outlet for creativity. Unlike other mediums, though, remember that ROM hacking probably won’t yield any revenue. Unless there’s the rare occasion that someone might become involved with an electronic gaming studio as a result of gained experience from using this editor.

It is highly recommended to use existing elements and modify those instead of creating something entirely from scratch. Base the hack off of sprites, items, and monsters that already exist in the game with the intention of modifying those items. If you want a poison-protection item for example, use Antidote Pin and rename it later after everything else is done. Use existing sprites and change their palette using the “COLOR MATH” feature as an easy suggestion. Use existing level maps, or even use one of the several dummied ones that are already drawn.

Also, before all of this, take notes using the notes database feature or use a word processor to catalogue all of the levels, events, monsters and dialogues you want to create. If this seems is a waste of time you have no idea how much time you will waste trying to keep everything organized without notes, eventually being forced to either give up or start taking notes. Also consider the event memory addresses you will need, and assign each bit an event completion (example: Terrapin guards in level #4 are defeated). Even if you don’t think you will need to check it, do it anyways. There’s plenty of memory addresses available.

Here’s the editing sequence I recommend you follow (there might be a better one, but this one should make the task much simpler and quicker):

1. Levels (drawing or modifying the actual level)
  • a. create new levels starting at Level #4

  • b. sequentially group levels together that have a similar theme

  • c. ex: levels #5 through #10 could be grasslands levels, levels #11
  • through #15 could be house levels, levels #16 through #24 could be sewers levels (just a few examples)
  • d. do not edit the exit at Level #3

  • e. do not edit anything not in the LAYERS or MAPS tabs, yet

2. Levels (drawing the physical field)
  • a. draw the outline of the impassable boundaries (walls) with physical tile #255

  • b. draw the other tiles afterwards

3. Levels (exits)
  • a. add the exits for the levels

  • b. if you do this before you finish drawing all levels, it will get confusing

4. World Maps
  • a. modify or create world maps

  • b. add or modify map points that lead to the new levels

  • c. do not worry about the event #’s for the points, yet

5. Levels (NPCs)
  • a. add your NPCs

  • b. use the search “Edit NPCs…” to find NPCs but do not edit them, yet

  • c. do not worry about custom sprites you want to make, yet

  • d. edit the partitions, use the search to find the right one based on the pixel sizes and types of sprites have in the level

6. Levels (overlaps)
  • a. add the overlaps for things like tables, parts of walls, etc.

  • b. use the “OVERLAP TILESET…” to find the right one

7. Sprites (dialogues)
  • a. it is recommended to start editing dialogues at #2048 and beyond

  • b. write all of the dialogues you want to use, group them together like the levels

  • c. you can edit the font and BG if you want

8. Event Scripts
  • a. make notes of every single event you will have

  • b. write notes of all the memory addresses and bits that will be checked in events

  • c. do not use any memory addresses before 00:7050, those are used by common events (battles, treasures, etc.)

  • d. group events together like the levels

  • e. start making events at #512, it is not recommended to modify the earlier ones

  • f. consider the fact that many levels will need “Entrance events” as well

  • g. do not worry about pack #’s for battles, just leave them at 0 for now

  • h. avoid importing event scripts if possible, the pointer update is buggy in that regard

(It may not be buggy anymore.)

9. Levels (NPCs)
  • a. assign the NPCs the events you created for them

10. Levels (events)
  • a. assign each level its designated entrance event, or just use event #15 which could be considered a default entrance event

  • b. add the event fields, and assign them the events you created for them

11. World Maps
  • a. assign event #’s to the map points

  • b. it is better to modify existing events instead of leading to new ones

12. Sprites (sprites)
  • a. edit the sprites as much as you want, just modify the palettes for an easy task

  • b. it is recommended to modify current sprites instead of starting from an empty one

13. Stats (formations)
  • a. make new formations with the monster you will use

  • b. make new packs with the new formations

  • c. it is much easier to use existing formations/packs that are similar

14. Event Scripts
  • a. go back and change the pack #’s to the new ones you created

15. Stats (monsters)
  • a. change the monsters’ stats, names, etc.

16. Stats (items, shops)
  • a. edit the item stats and the shops, based on what items you decided to use

17. Battle Scripts
  • a. create new battle scripts for the monsters you modified

  • b. you can go back and forth between editing monster stats and battle scripts

18. Animation Scripts
  • a. modify the animations of the spells, attacks, battle events, etc. that you have already assigned in the battle scripts, you can go back and change them in the battle scripts if you want

  • b. this is the most complex and difficult of all portions of the game, so be forewarned when intending to make heavy edits of spells

  • c. easy suggestion: just modify which sounds, sprites and spell effects are used, and don’t try to move around stuff or change the main command values

19. Sprites (spell effects)
  • a. modify the spell effects that will be used in the animation scripts


Anything else (like the other stuff in the stats editor such as starting stats, shops, or items) you should edit after everything else.

—giangurgolo


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

Anything written in this guide is all giangurgolo's work, and I hold no rights, credit, or claim to his work. He and Omega did a wonderful job with the editor and this guide is no exception.

Last edit:
Made it with lists, and more HTML thingies. Should look goodlike now.


____________________
Introduction to The Lazy Shell Editor (youtube)
Super Modify RPG's Youtube Channel.

Elementalpowerstar
Posted on 07-14-11 07:55 PM, in LAZY SHELL v3.5 BETA released *REPORT BUGS HERE* (rev. 2 of 07-14-11 08:07 PM) Link | Quote | ID: 144966


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Open Map 208, "Seaside Town, Outside, During Yardiovich"
Goto the MODS section of the level editor
Click the SET MOD branch off of Tilemap Mod 2
Should produce that bug.

System.ArgumentNullException: Value cannot be null.
Parameter name: image
at System.Drawing.Graphics.DrawImage(Image image, Int32 x, Int32 y)
at System.Drawing.Graphics.DrawImage(Image image, Point point)
at LAZYSHELL.Overlay.DrawLevelTileMods(LevelTileMods tileMods, Graphics g)
at LAZYSHELL.LevelsTilemap.pictureBoxLevel_Paint(Object sender, PaintEventArgs e)


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

As for the rest of my bugs I posted, I will be sure to look back and see if they can be found. I'm very sorry to hear that you don't have any interest, but I understand. I am, however, very happy that you will include me in the special thanks section.

____________________
Introduction to The Lazy Shell Editor (youtube)
Super Modify RPG's Youtube Channel.

Elementalpowerstar
Posted on 07-15-11 02:37 AM, in YouTube Channel: SuperModifyRPG (video added July 13th, 2012.) (rev. 11 of 07-13-12 08:54 AM) Link | Quote | ID: 144970


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I have created a YouTube Channel for Super Mario RPG tutorials and showcasing of other hacks people have floated around YouTube itself.

Due to the unfortunate killing off of Youtube Groups, we could not allow everyone in the world to post their own video of their own hack where they wanted. However, if you wish, you may send me a link to your video, or the video itself, and I can upload it to the channel, as-is. Even with just a link, I can download the video and re-upload it. (I think.)

Channel can be viewed here.

Do whatever you feel is necessary, since I don't believe in asking people to subscribe. It's not professional.

Thanks.

NPCs: Making NPCs Walk (Action Scripts)
NPCs: Treasure Boxes (most of them)

Event Scripts: "Hey Mario, look what you're standin' in!"

MISC: Adding / Removing Party Members and OW Menu Commands.
MISC: Debug Menu

MINIGAMES: Minecart Minigame Overview

------------------------------------------
For the Demo mentioned in the video, MINIGAMES: Minecart Minigame Overview, click this below.
http://www.mediafire.com/?4u8114hcgmvykz5

I completely forgot to mention that the Minecart maps are a bit more puzzle-based than a ride through a number of rails. The Sidescrolling level is meant to be sped through. The main idea is to give a sense of what could go wrong and what could be done in the game, as well as some errors that could be shown in game if certain conditions are met.

____________________
Introduction to The Lazy Shell Editor (youtube)
Super Modify RPG's Youtube Channel.

Elementalpowerstar
Posted on 08-03-11 06:45 AM, in The Bob-omb Mafia v2.3 (rev. 4 of 08-03-11 07:11 AM) Link | Quote | ID: 145644


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There you are.

Recording Date: Tue, Aug 02, 18:14:33 (Eastern Time Zone)
Length: 04:40:27 (And was it a long four hours, forty minutes, and twenty-seven seconds.)
Frames: 1,009,625 (Goal: >1,000,000 frames)
Re-Record Count: 241

The .smv on Mediafire.

____________________
Introduction to The Lazy Shell Editor (youtube)
Super Modify RPG's Youtube Channel.

Elementalpowerstar
Posted on 08-03-11 07:20 PM, in The Bob-omb Mafia v2.3 Link | Quote | ID: 145651


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Posted by giangurgolo

1. I noticed you looked as if you couldn't get inside the 2-door house for a moment there even after entering it once before. Is this true? If so, it's a bug with the hack because the solidity mod thing is new.
2. Was there still too much grinding? I remember doing a bit of level grinding in the original SMRPG, but it seemed rather excessive in your video.
3. How difficult were the puzzle rooms and the invisible bridge? Finding the secret area?
4. How annoying was it getting all the coins to get the ultimate armor?
5. How hard/easy were the bosses/mini-bosses?
6. Were you confused at any certain point while playing because you thought "OK I have no idea what the hell to do or how to get the stupid (item)"?
7. What did you like most about the hack? Dislike?.


1: Yeah, I couldn't get into it, but it was fine the next screen refresh.
2: I wanted it to be excessive so it could make boss fights easier, which was greatly rewarding, as they were tough.
3: Two-door house puzzle: It took me a while to figure out how I had to get to the shells, and I maybe recorded about 40 times overall.
Invisible Bridge: Nothing too hard, but anyone without savestates would have given up, I'm sure.
Secret Area: I never would have thought to look there, so it was pretty good. Around the time I beat the Megasmilax clone, I went around looking for it.
4: It was more tedious than annoying. If I could just donate coins throughout the game instead of after some bit was set. Ohterwise, going back wasn't too much of a chore, expected for an RPG.
5: I'm not too sure on most of them, but it seemed they had a lot of attack, even with my overleveled state, I ended opting for a tool-assisted Super Jump to get it as fast as possible. They probably wouldn't have been too much trouble.
6: Not really, no. The item to unclog the drain to the sewers is one I completely forgot about, until I found it in the forest, most of the time, I had ended up picking up things that I didn't know were story-important. I had a general idea of where to go, and what to do, though.
7: The "ant's" special attack animations, the rain / thundering area of Kaputsa Plains, the secret area (which for some reason, felt very serene, despite being a sixteen bit game.). Dislikes: Very little, bosses were probably a touch too hard, but managable, and you can get stuck on an infinite battle loop by fighting the Megasmilax clone, by jumping onto it. Other than that, great hack.



____________________
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Elementalpowerstar
Posted on 08-06-11 02:50 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 6 of 08-07-11 06:48 AM) Link | Quote | ID: 145711


Paratroopa
Level: 29

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MONSTERS Editor
Open the Hacking Tools in MONSTERS (The wrench and hammer.)
Close the Hacking Tools (X or Cancel, either works.)
Try to open Hacking Tools again.

************** Exception Text **************
System.ObjectDisposedException: Cannot access a disposed object.
Object name: 'HackingTools'.
at LAZYSHELL.Monsters.hackingTools_Click(Object sender, EventArgs e)


Edit, Aug 06:

LEVELS editor:
Mask's "Right Edge" not consistant while zoomed in. (This hasn't happened yet, so don't look too hard into it, I'll remove this part if it does happen again.)

Copying and pasting any tile in the tileset editor to any location auto-pastes the tile to Tile Index 17 $11, for any layer.

Can still modify tileset (Copy, paste, cut, set P1, clear P1.) while tileset editing is locked, maybe gray out Update and Auto Update checks if Lock Tileset Editing checked? Can also still update and it does auto update when locked anyway.

Strange glitches happen in the LEVELS editor when zoomed in, looks something like this .GIF, and only happens when zoomed in, scrolling, editing the solidity maps, or restoring the window when it had been previously minimized.

When trying to save a template of something, this error comes up.


************** Exception Text **************
System.Runtime.Serialization.SerializationException: Type 'LAZYSHELL.Solidity' in Assembly 'LAZYSHELL,
Version=3.6.1.0, Culture=neutral, PublicKeyToken=null' is not marked as serializable.

[at system.runtime.serialization exception lines]

at LAZYSHELL.Do.Export(Object element, String fileName, String fullPath)
at LAZYSHELL.LevelsTemplate.templateExport_Click(Object sender, EventArgs e)


____________________
Introduction to The Lazy Shell Editor (youtube)
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