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Elementalpowerstar
Posted on 08-03-12 05:14 PM, in How do I _________..? Link | Quote | ID: 151812


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Tom, look in the Animations editor for that. While a lot of it is big, scary, and confusing, simply reading what you can make out of the scripts can be helpful. You should find the sound effects there, and change them pretty simply.

All else fails, you could always look in the Readme.txt the program came with and scroll down to the Frequently Asked Questions section.

Good luck with playing with the editor!

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Elementalpowerstar
Posted on 08-04-12 10:23 PM, in Toad enemies Link | Quote | ID: 151823


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You'd have to create graphics for attacks, but you can certainly make a Toad without attacks, importing graphics over another enemy's graphics. I think a number of people have already asked this question for different sprites, though.

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Elementalpowerstar
Posted on 08-07-12 06:03 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 151865


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In MENUS, changing the sprites that the menu uses, Entering Menu, Idol in Menu, Leaving Menu, and Saved to Slot sprites/sequences seem to need to have each sprite have the same palette to display correctly, otherwise they will display that purple-lime green palette in images 2 and 3. Searching through the Sprite's 818 palettes, I couldn't find that specific palette. Enter Name sprite/sequence seems to work fine on palette.

On that note, it seems that the menu sprites only go up to Sprite 255 (Beetle) normally, but when one sets one of the sprites to 256 (Terrapin), it displays Sprite 000: (Mario) instead.

Thank you for this release! I was looking forward to playing with the new stuff.

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Elementalpowerstar
Posted on 08-13-12 02:52 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 4 of 08-13-12 06:35 PM) Link | Quote | ID: 152035


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In-Editor
>In the Editor only, Mallow is where Geno should be in the Menus and Formation player sprite position previews.

MENUS
>"Save" button at top left does not save. Saving works via "Menus have unsaved changes to ROM" dialogue.

>Changing which sprites that is used for the menu or the sequences does not prompt for a save, nor does it make changes to the ROM, even with the above method that must be used to make changes in the MENUS section.

>Using the Grayscale color option on the entire foreground palette set. Usually, there was a dialogue that said that "the palettes were saved being too big by X bytes and were not saved." And I assume this is what's happening with this.
----
In this regard, I will work on getting some more errors, providing I play around with it more. Thanks for being so vigilant with the program.

Edit 2:Actually, I'm going to regard the four questions you posted about these kind of things.
Edit 3: ...although I'm unsure if I should use those questions if it's not related specifically to garbled text or graphics.


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Elementalpowerstar
Posted on 08-27-12 05:03 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 2 of 08-27-12 03:38 PM) Link | Quote | ID: 152185


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For AUDIO...
To reproduce this bug, goto Audio, load the Battle Sound FX, and load {001} select action/menu, and click the Portamentro command, and go back towards the rest of the editor or a different window. This also occurs if you open {001} select action/menu, and click on a different window with the SPC notes and commands.

LAZYSHELL, Version=3.12.0.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
Index was outside the bounds of the array.
at LAZYSHELL.SPCEditor.channelTracks_Paint(Object sender, PaintEventArgs e)

**************Recent Event History**************
MouseDown "channelTracks" | X:65,Y:24 | Form "Audio" | 8/26/2012 10:51:17 PM
MouseDown "openAudio" | X:32,Y:15 | Form "Form1" | 8/26/2012 10:51:10 PM
MouseDown "loadRom" | X:52,Y:12 | Form "Form1" | 8/26/2012 10:50:29 PM
LOADED LAZY SHELL APPLICATION | 8/26/2012 10:50:24 PM
CLOSED LAZY SHELL APPLICATION | 8/26/2012 10:49:30 PM
MouseDown "openAudio" | X:65,Y:10 | Form "Form1" | 8/26/2012 10:49:11 PM
MouseDown "panel2" | X:203,Y:130 | Form "Form1" | 8/26/2012 10:49:08 PM
MouseDown "panel2" | X:203,Y:130 | Form "Form1" | 8/26/2012 10:49:08 PM
MouseDown "openAudio" | X:45,Y:15 | Form "Form1" | 8/26/2012 10:48:55 PM
MouseDown "openAudio" | X:37,Y:11 | Form "Form1" | 8/26/2012 10:48:41 PM


In addition to this, if one clears an SPC using the Clear function, one can't add any percussion samples to the Percussives range, enable any channels, import or export any scripts, or enable any channels.

If one imports a script with a note as one of the commands, the note doesn't have the duration listed in the .txt file. (Such as "Note play: C, 8th" turns into "Note Play: C, duration 0" instead.

Thanks for this release! The music editor is very fun to use.

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Elementalpowerstar
Posted on 08-30-12 02:39 AM, in Lazy Shell Improvement Thread (rev. 2 of 08-30-12 03:12 AM) Link | Quote | ID: 152217


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It's funny this came up, because I was beginning to use Tinymm to convert MIDI files to MML files either by channel or with a few channels at a time, and translating them into the note language Lazy Shell can read. (With help from the Custom Music Tutorial on SMWCentral about MML files.) It's about as tedious and as long as copying the notes into a text file format that Lazy Shell accepts via the MIDI notes, but it's more like a lot of Find and Replace tons of times, pressing Enter to separate notes into lines, and I was working on a pattern that would work a large portion of the time. The result came out pretty well, but I was only working on one channel for that song, and that took about two and a half hours.

But yes. .MML support would shave large amounts of time off of importing a song, as far as I can tell. Please, at least consider it.

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Elementalpowerstar
Posted on 08-30-12 04:24 AM, in Lazy Shell Improvement Thread (rev. 2 of 08-30-12 04:28 AM) Link | Quote | ID: 152219


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In that case, you may want to have a look at SNN and Supertail's Custom Music Tutorial for SMW about it. It's what I used to help convert notes to the format the .txt file based channels used, specifically, the "Text File Commands" section, though not a lot of it pertains to what one should do for a Super Mario World song, instead of a Super Mario RPG one. It does, however, show what notes, octaves, rests and durations are represented. Just sift through it, I'm sure you can find what you need.

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Elementalpowerstar
Posted on 09-08-12 03:27 AM, in Some HDMA-Battle-Animation Information. Link | Quote | ID: 152329


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Posted by Goomba98
Is it possible to hex edit the screen effects with this info?


I'm not sure exactly what you mean, but this is more information on what the screen effects for spells and some attacks use in the Animations Editor. It may have already been replaced by an official, labeled command in the Animations Editor.

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Elementalpowerstar
Posted on 09-10-12 03:52 AM, in Custom Music utilities and resources. (rev. 2 of 09-10-12 05:23 AM) Link | Quote | ID: 152356


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(If anyone has a problem with links to Super Mario World Central, please notify me so I can take them off this post.)
So with 3.13.0, Lazy Shell allows the importing of .MML files. This makes importing your own music much easier. Even better is that there are over a thousand pieces of custom music on Super Mario World Central, all in MML format.

Let's start with utilities.
AM4 Player plays .MML/.TXT files, like SPCs, without importing them into an SMW ROM, as well real-time highlighting of what notes are being played. (Debug > MML Viewer.)
TinyMM converts .MID (Midi) files into .MML (.txt files) that can be read with Lazy Shell. You will need to make some adjustments to create proper looping.

Now, for the resources.
Super Mario World Central's Custom Music section has over one thousand ready-to-import (mostly) .MML/.TXT files. (See below.)

If you're porting a song from an Midi, you may want:
-Here is a tutorial in the form of a Help File for different programs, but it's organized all nice and pretty. If it doesn't work on your computer, an HTML version of the file is here as well.

Some issues may arise while trying to put SMW-bound music into Lazy Shell:
-Super Mario World ports sometimes minimize the detail of music for insert size into the ROM. This may not be the case for all ports, but some use as few channels, and might leave the song feeling dull. It might. It may have been the two I chose at first, but looking through some, they use most of the channels, if not all.
-You may be responsible for looping the song if it happens to not have an "Intro" command, an /. This can easily be fixed, but you should pay attention on where it should go if it happens to not loop. If in doubt, try looking in the .TXT file.
-When importing songs into Lazy Shell, the instrument designation may not be spot on. You should play around what with might sound good. If you're looking to replicate the song's sound from the original of the port, (Assuming it's not custom.) try searching YouTube for the original song.
-If you think the SMW Instruments may sound better, the Help file above lists them in the Text File Commands > "@": Instrument Designation,)

Look for songs you might like first, there are tons on there, start by searching for your favorite game. You have a better chance of an older game (Like an SNES game) to show up than a PS2/3 or Xbox game, but it's always good to try.

Any suggestions to put in here?

------------------------
In addition, here's some ready-to-go music I tried my best to make to the original song. Import the .DAT file into Lazy Shell. The .SPC and .TXT are the originals from SMWCentral.
Cave Raider (Custom SMW Song by GPetry)
Lash's Theme (Advance Wars 2: Dual Strike, Ported by SNN.)

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[url=http://www.youtube.com/watch?v=obPQgq1PGUo]Introduction to The Lazy Shell Editor (youtube)

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Elementalpowerstar
Posted on 09-12-12 07:13 PM, in Hidden Backgrounds and beta sprite? Link | Quote | ID: 152376


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These are already shown in the editor, and the Terrapin sprite is just a different palette, that background makes the sprites on screen move to their "underwater" palette, which Terrapin doesn't have.

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Elementalpowerstar
Posted on 09-14-12 03:56 AM, in Lazy Shell Improvement Thread (rev. 2 of 09-14-12 05:43 AM) Link | Quote | ID: 152383


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Some for the Audio editor while playing with MMLs:
-@29 (Power Set) is set to [000] SOUND FX and you have the default [018] Snare in the Drum Mode Percussives set, as well. I've noticed in some MMLs, that some use the Power Set at different pitches. I'm not sure exactly how to resolve that, for MMLs that do use Power Set (or other percussives at different pitches.)
In addition to this, the MML Editing Tool plays all of SMW's samples, if you think that an instrument may be suited better to a certain sample.

-Vibrato (Opcode 1: F1) has three parameters, two which are defined and edible, and the third is defined in the editor as "delay" but not editable. I'm still trying to figure out how to properly use it.

-Some MML files have a "[r1]100" in them, and they act as magic for some reason, because they are either points for the channel to restart or useless. I'm not sure how to resolve that either, I found that just simply deleting them works quite often. CrispyYoshi might know how to do things with it.

-"Growling, roughness =" has no ability to change the parameters.

Thanks for the release! I'm having tons of fun figuring out stuff.

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Introduction to The Lazy Shell Editor (youtube)
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Elementalpowerstar
Posted on 09-29-12 05:11 PM, in The Grand RPG Demo Released! Link | Quote | ID: 152531


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Whoa whoa whoa.

What you just did there was super-de-duper illegal. But don't worry, I'll help.

First, take that file off of Edmodo. I doubt the teacher, if he or she knows about ROMs and ROM Hacking, won't be very pleased you used their classroom's website to upload ROM images. If you don't have the ROM image on your computer, save your hack's ROM image on your computer, then delete it from Edmodo. Stuff's illegal, don't do it.

Second, get your ORIGINAL, UNMODIFIED Super Mario RPG ROM, you need one, and place it in the same folder, or somewhere close. You just need to know where it on on your computer.

Thirdly, download Lunar IPS. What you can do with this tool is create a patch that is legal, and only contains the changes you've made from the original ROM, so that others may play the game as legal as possible. Please create the .IPS patch of your hack and upload it here.

Other than that, I'm kind of looking forward to playing your hack. There hasn't been many hacks and that makes me intensely sadface because Giangurolo is putting an incredible amount of effort to help educate the users of Lazy Shell on using his program.

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Introduction to The Lazy Shell Editor (youtube)
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Elementalpowerstar
Posted on 09-29-12 05:21 PM, in The Grand RPG Demo Released! Link | Quote | ID: 152533


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This website has it's own uploader.
You could also use MediaFire.
And I'm sure there's some other places I'm missing I can't think of. Not trying to be mean, really.

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Elementalpowerstar
Posted on 10-06-12 10:19 PM, in The Grand RPG Beta v0.5 ideas... Link | Quote | ID: 152604


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Hey, KingCheez, I don't think anyone has played the game yet, due to there's no link to the hack. You can edit your post in the topic and change the link to the one in the topic, so others can play it as well.

As for the game, please start from scratch. I know from creating my own hack that honestly didn't do very well, this game is HARD to hack, if you're going for something unique and bug and glitch free. Rock hard. Obsidian hard. Minecraft.

Anyway, please, just start from scratch. Play around, look through the How To Threads. If you're truly dedicated, you can create a great hack, even without creating your graphics.

Please, just try.

As for ideas,
-Some kind of color-stealing monster. I think every tileset has at least two palettes for each of them.
-Weapon monsters from the last game lingered from the destruction of Exor from the first game, turned into friendly creatures, but they're really not, and trying to reconstruct Exor without command of Smithy, or the Mushroom Kingdom residents are trying exile them to an island, with both the efforts of them and the Koopas.
-SPACE INVADERS
-Mushroom shortage and a plague comes about.
-Mario gets framed, so he works to get his name cleared (Much like Mario Sunishine but without the unique FLUDD aspects and more PUNCHING! ...and HAMMERS! ...and PUNCHING!)
-Reverse Treasure Hunt, have all the locked chests or locked rooms somewhere stationary, and you have to go find the keys.

Happy Hackin'.

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Elementalpowerstar
Posted on 10-07-12 01:01 AM, in The Grand RPG Beta v0.5 ideas... (rev. 2 of 10-07-12 04:53 AM) Link | Quote | ID: 152609


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Lunaria is an administrator* and simply doing her* (Assuming that person is playing a character.) job. She locked your topics and removed your links because it was against the forum's rules.

As for the "hack of my choice," the "reverse treasure hunt" idea may be easiest. I know that if you do try to do the Color Stealing Monster hack, that you'd have to either have new maps and just change the color, keeping them uncolorful or colorful with memory bits, and each level would probably need an event rather than an exit. Because it would be great to see the levels in color after moving through them with their color gone.

If you do have a good idea, you should develop it on your own.

In addition, Lazy Shell 3.14.0 has an index and a big help file to look around in. Giangurolo has tried REALLY hard to make hacking as easy as possible, and even with that, it's still harder than punching a stone, trying to break it into gravel. Unless you know what you're doing, where you would get a harder pair of gloves than the stone and punch away. It'd still hurt, but you'd be doing it.

Once you DO get an idea going, I'll be happy to beta test your hack. Have fun with it.

____________________
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Elementalpowerstar
Posted on 11-16-12 07:23 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 152866


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SMW Instrument @29 (Power Set) is being imported as [000] SOUND FX where it should be more along the lines of a Snare like [069] Snare. It repeats setting the sample over and over if it's used over and over, wasting a bit of space in the process.

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Elementalpowerstar
Posted on 11-23-12 04:49 PM, in Lazy Shell Improvement Thread Link | Quote | ID: 152896


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Having the option to organize instruments by type of instrument? Going through all of them every time to find one is kind of a chore, if you're looking for the right one, but don't know the number by heart.

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Elementalpowerstar
Posted on 11-25-12 04:19 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 8 of 12-01-12 09:40 PM) Link | Quote | ID: 152903


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Audio:
Previewing any music automatically sends you to a level in Bowser's Castle instead of previewing the music.

I got this when I moused over the Score Viewer, but I never got it again.

LAZYSHELL, Version=3.15.0.0, Culture=neutral, PublicKeyToken=null

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

**************Recent Event History**************
MouseDown "" | X:42,Y:6 | Form "Audio" | 11/26/2012 9:18:15 PM
MouseDown "" | X:42,Y:6 | Form "Audio" | 11/26/2012 9:18:14 PM
MouseDown "" | X:42,Y:6 | Form "Audio" | 11/26/2012 9:18:14 PM
MouseDown "" | X:42,Y:6 | Form "Audio" | 11/26/2012 9:18:14 PM
MouseDown "" | X:42,Y:6 | Form "Audio" | 11/26/2012 9:18:14 PM
MouseDown "" | X:42,Y:6 | Form "Audio" | 11/26/2012 9:18:14 PM
MouseDown "" | X:42,Y:6 | Form "Audio" | 11/26/2012 9:18:13 PM
MouseDown "" | X:42,Y:6 | Form "Audio" | 11/26/2012 9:18:13 PM
MouseDown "" | X:43,Y:16 | Form "Audio" | 11/26/2012 9:18:12 PM
MouseDown "" | X:43,Y:16 | Form "Audio" | 11/26/2012 9:18:12 PM


The rests in the percussion mode when importing from a .MML plays rests as notes.

Shortening [r1]100 commands by modifying the Begin Repeat number doesn't reflect the changes automatically in the Score Viewer, but can be remedied by switching songs.

Audio Command Portamento, Duration='s second option, "Pitch" doesn't save when entering a value.

Got this one when I tried to drag a Tilemap mod in Levels. They probably also do the same for Solidity Mods.

LAZYSHELL, Version=3.15.0.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
Object reference not set to an instance of an object.
at LAZYSHELL.TilemapEditor.Draw(Graphics g, Int32 x, Int32 y)
at LAZYSHELL.TilemapEditor.pictureBoxLevel_MouseDown(Object sender, MouseEventArgs e)

**************Recent Event History**************
MouseDown "buttonZoomOut" | X:8,Y:12 | Form "Levels" | 12/1/2012 3:37:42 PM
MouseDown "toggleTileMods" | X:9,Y:10 | Form "Levels" | 12/1/2012 3:37:33 PM
MouseDown "toggleSolidMods" | X:8,Y:3 | Form "Levels" | 12/1/2012 3:37:32 PM
MouseDown "toggleTileMods" | X:14,Y:16 | Form "Levels" | 12/1/2012 3:37:30 PM
MouseDown "tileModsFieldTree" | X:48,Y:21 | Form "Levels" | 12/1/2012 3:37:28 PM
MouseDown "solidModsDelete" | X:14,Y:8 | Form "Levels" | 12/1/2012 3:37:25 PM
MouseDown "solidModsFieldTree" | X:11,Y:11 | Form "Levels" | 12/1/2012 3:37:24 PM
MouseDown "toggleSolidMods" | X:4,Y:13 | Form "Levels" | 12/1/2012 3:37:22 PM
MouseDown "tileModsDeleteField" | X:16,Y:20 | Form "Levels" | 12/1/2012 3:37:15 PM
MouseDown "tileModsFieldTree" | X:36,Y:4 | Form "Levels" | 12/1/2012 3:37:14 PM


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

On a side note, thank you for this release. You're awesome and keeping at this project, even with so little progress on many hacks. I'm grateful that you're so persistant, and I hope one day someone brings you an amazing hack to play. I also hope I'm that someone, but that might not be the case.

Also thank you for adding the Instrument Search, and replacing the instrument that @29 Power Set uses, but it's not assigned in the basic Percussives set, so it needs to be switched to work properly. This doesn't need to be changed, but it would certainly be nice.

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Introduction to The Lazy Shell Editor (youtube)
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Elementalpowerstar
Posted on 12-02-12 11:47 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 152977


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Sorry. You did mention in an earlier post what to include.

As for the Audio Previewing Error...
I reset LazyShell's settings via Settings > Default... and tried it again, finding the path to Zsnesw (v1.51) and tried it again with the same result, both with Auto Launch checked and unchecked, both with the same result. Also the snes9x one doesn't lead you to a level at all, like ZsnesW does. Here's the ZsnesW 1.51 I was using, if that might be the problem. It wasn't before, but it might be now.

As for the other two errors, the audio one I can't reproduce nor remember what song I was porting to SMRPG to create it.

The one with the Tilemap mods was level 0084, Rose Town, Outside., but I had already heavily modified the map's normal level tilemap, and it was one of the first tilemap mods left in place. I couldn't reproduce this error either.

Sorry. I'll try to write down as much as possible next time, if I remember.

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Elementalpowerstar
Posted on 12-03-12 03:12 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 152981


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Yes, that did the trick. Thank you.

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Main - Posts by Elementalpowerstar

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