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Mecakoto
Posted on 01-24-10 04:43 AM, in Legend of the Axem Rangers - 6/6/16 Version 3.1 release, fixes those game-breake Link | Quote | ID: 125986


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Mute could be a de-buffer. Not many games have one and I've always thought that it would be an interesting feature.

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Mecakoto
Posted on 01-25-10 06:23 AM, in Legend of the Axem Rangers - 6/6/16 Version 3.1 release, fixes those game-breake Link | Quote | ID: 126042


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It can be done by setting an attack's effect to "Nulify" and selecting attack, defence, magic attack, and/or magic defence. Although I am not 100% positive, I think SMRPG has a check that makes it only lower stats if they have been raised by inordnary means, such as Power Blast or Vigor Up.

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Mecakoto
Posted on 01-27-10 09:51 AM, in Lazy shell 2.1 crash Link | Quote | ID: 126172


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There is no reason for a project from 1.0 to 2.1 not to work. Try re-downloading version 2.1 and go from there.

If, in the end, you cannot get your old project to work in 2.1, use 1.0 to extract as much of the data from your current project (enemy stats, battle scripts, etc.) as you can and apply them to a clean rom. This will allow you to work in 2.1 and also allow you to salvage as much of your work as possible.

If Lazy Shell v2.1 isn't working for you at all, then your .Net Framework might be slightly out of date.

Finally, if everything is up to date and working correctly, but Lazy Shell v2.1 still refuses to work, then you might have a virus on your computer that messes with executable commands such as opening Lazy Shell itself. Why it'd target v2.1 and not v1.0 is beyond me, but it's still a possibility that you can consider. Having an option for improvement is better then having no flexibility in futility.

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Mecakoto
Posted on 03-08-10 10:27 PM, in Super Mario RPG Revolution - ABSOLUTE Final Version has been released! Link | Quote | ID: 128177


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Posted by DruidVorse
hello, i found a bug in the standalone patch v1.31a that in the equip.

After 2 battles, when i tried to view the stats form the equip, the game freezes when i tried to take off the arm.

i have used in the zsnes v1.51

sorry for my bad english.


That is a long-standing issue Zsnes v1.51 has with SMRPG in general I believe. Sometimes it freezes if you try to equip something from the character.

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Mecakoto
Posted on 03-10-10 05:55 AM, in Legend of the Axem Rangers - 6/6/16 Version 3.1 release, fixes those game-breake Link | Quote | ID: 128231


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Nice. I can't wait to see what Pink is like.

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Mecakoto
Posted on 05-15-10 12:22 AM, in Beta boss's HP? Link | Quote | ID: 131174


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Dark Bowser: 5000
Dark Mallow: 4019
Dark Peach: 3000

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Mecakoto
Posted on 05-15-10 12:26 AM, in How far can you make it against my beta final boss? Link | Quote | ID: 131175


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You don't, but don't worry about it. I am making something new... Or at least I was.

My computer crashed and I lost a 6 months of work. I don't really have the time or ambition to start over, even with the base I have as a back-up.

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Mecakoto
Posted on 06-10-10 08:18 AM, in Lazy Shell v2.5b + The Bob-omb Mafia v2.0 (hack) released Link | Quote | ID: 131914


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I was unaware of this...

Can't wait until I get a new computer and I'll be able to use this.

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Mecakoto
Posted on 08-21-10 08:00 AM, in How far can you make it against my beta final boss? (rev. 2 of 08-21-10 08:10 AM) Link | Quote | ID: 134712


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Posted by LaularuKyrumo
Just an FYI....

Lazy Shell 2.1.1 was released a while ago. You may wanna look into it if you haven't already. And lol, Kaizo Mario RPG. If you're not working on it anymore then I think I'll try my hand.


Um... 3.0.1 was released more recently... =p

And I am still working on it. It was slow to start up (again) but now I'm well into it.

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Mecakoto
Posted on 08-23-10 08:27 AM, in LAZY SHELL v3.4 released *REPORT BUGS HERE* Link | Quote | ID: 134797


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This has been more of an on going thing, really... There are major issues when inserting a new battle script item for rather large scripts. They either go far above the wanted point, or start off at the top... I'm sure this is already known, but if it is not... =3

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Mecakoto
Posted on 02-13-11 02:30 AM, in How do I _________..? Link | Quote | ID: 139562


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Can anyone give me a quick crash course in Action scripting? It's really the only thing I can't do now, and it's holding me back a lot now. Please and thank you.

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Mecakoto
Posted on 12-31-11 09:00 PM, in Announcing work on a full SMRPG hack (rev. 12 of 05-14-12 03:41 AM) Link | Quote | ID: 148978


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I am currently working on a full hack as my way of making it up to everyone for being dead for 2 years. =p I expect to have it done in 2-3 months.

It's basically going to follow an excuse plot and it's going to be the original's half-brother's second cousin sequel. (in other words, it's an excuse to not do too much level editing) It's going to follow the path of what FF games have tended to do: plot, plot, and more plot, then eventual freedom to do what you want and beat the game when you want. It's also going to have a plethora of secrets and a very, very big secret at the end if you find everything else beforehand.

And Mario talks. I'm forced to make him if I want the concept design to work as I am planning for it to.

I'll use this thread to keep everyone updated on my progress, and any info that anyone can provide as to action scripting, just to get me through the door, would be extremely appreciated. =D


Teasers/Trailers:

Song thing that will likely end up as an end-game song.

http://www.youtube.com/watch?v=9ckaR0uWxNw


============

Progress update (1/1/2012): Level editing finished for now. I'll likely tweek things here and there. Overall, I was lazy when it came to the designs. Most of it was just adding to what already existed. Everything looks clean though. ^^ I'll likely revisit this part of the development process as everything is fleshed out.


===========


Progress update (1/4/2012): All important sprites have been placed throughout the levels. All that needs to be done with them, for now, is the editing of the sprites themselves. Also, this does not include side-bosses or the like. Most exits have been assigned as well.


===========

Progress update (1/12/2012): And now all the important sprites have been configured how I wanted them. In all, I had to change 22 sprites that would be unused in this hack, and I had to alter 4 more to make everything work evenly. There will be further changes as I progress. I just want the main ones for when I start event scripting.

Also, I took Culex's crystals and made 4 more, yielding 8, all of which can be used as individual enemies, and 4 of which still work with Culex's "Call crystals" battle event. It went a lot more smoothly then I expected it to. ^^



==========

Progress update (1/16/2012): That moment when you work 8-3 (7 hours) and lose it all because you forgot to turn on a setting in Lazy Shell.

==========

Progress update (1/21/2012): After... About 10 hours, 10-20% of the event scripting is done. I still have 2/3 of the main game to add events/edit events, along with the side events which haven't been started yet. Then I have to look at every single individual event in this f***ing game to make sure they work. And, if they don't, the fixes will likely de-sync some of the pointers, so, for every fix I do, I get to go and check every single event... Again...

This is far, far more of a pain in the ass then I thought it'd be.

==========

5/13/12

Well, I got the motivation to find out what was wrong. I did, and now all of the following are done:

- All of the event pointers for unaltered events are repaired
- Repaired and fixed an issue in Kero Sewers
- Overhauled my original scripts, both optimizing them and making them a bit more polished then they were before.
- Optimized how I will be doing custom events and how I keep track of Bits
- Event editing is complete up to Forest Maze. There are now 21 new events in the game.

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Mecakoto
Posted on 01-01-12 04:41 PM, in Announcing work on a full SMRPG hack Link | Quote | ID: 149004


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Posted by AnAxemRanger
Mecakoto! I thought you were dead! Were you one of the testers for my hack? Figures you'd come back AFTER I release it... jk =D

This hack does sound promising. Can't wait to play it!

What do you need help scripting? Are you talking just action scripts? What exactly is it that you're having trouble with?


That's basically it, really. Action scripting is the one thing I couldn't really figure out on my own. That, and custom attacks, but I can do a bit there with the knowledge I have gained.

As for everything else, I'm competent enough to put things together.

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Mecakoto
Posted on 01-02-12 10:56 AM, in Announcing work on a full SMRPG hack Link | Quote | ID: 149015


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Mostly the putting them together and making them work along with event scripts.

If I can get an into, I know I can get the hang of it easily.

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Mecakoto
Posted on 01-04-12 03:05 PM, in This might be a dumb question, but okay. (battle portrays) Link | Quote | ID: 149043


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It is invincibility. Sequence 2 uses it.

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Mecakoto
Posted on 01-08-12 04:25 AM, in Announcing work on a full SMRPG hack Link | Quote | ID: 149322


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That is, essentially, what I'm trying to do: have npcs move during events. For some reason I can't grasp what I need to do. x.x

But thank you, though, for even taking the time to offer to help me. ^-^ It is truly appreciated.

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Mecakoto
Posted on 01-11-12 08:17 AM, in Announcing work on a full SMRPG hack Link | Quote | ID: 149449


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Posted by Yakibomb
I just have to ask, are you going to include that Dark Trio boss of yours as a side quest?


I'd like to, but I get to figure that out in a while, since my current plans may disallow for them to be included.

And thank you deshaun. ^^

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Mecakoto
Posted on 01-15-12 11:48 AM, in Announcing work on a full SMRPG hack Link | Quote | ID: 149537


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Posted by Yakibomb
I think if you want another NPC to do the same actions as another NPC in the level, it should be placed in the action scripts, to maximize space in the ROM (and to just make it easier on yourself). Otherwise, if it a scene with an NPC walking two spaces northwest or something, just put it in the event scripts.

If you want any more help now, I'm here.

Edit: Also check out the Super Modify RPG YouTube channel in my signature. It is a little cluttered because of the new format, but there is one video that teaches how to make an NPC walk.


You'll be happy to know that, over the past few days, I've gotten a rather strong grasp over Action Scripting. So I can save the space I need. ^^

Now to do what will be, by far, the biggest and longest part of this hack...

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Mecakoto
Posted on 01-16-12 04:40 AM, in Announcing work on a full SMRPG hack (rev. 4 of 01-16-12 04:58 AM) Link | Quote | ID: 149554


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Posted by Yakibomb
I like the music you put up, it sounds kind of dark, with that vibe of an impending battle with the final boss, or the player has witnessed destruction of a village or something. I think it could be sped up slightly, and I mean only slightly (like 4 notches, 8 max). As it is now it's a little too slow for me.


I wish I could speed it up slightly, too. But they way it was made uses 2 different commands in an event, in addition to the song, in such a way that it glitches out the music slightly, meaning the speed is set. =( (at least in the testing I did)

And, with further tinkering around, I got the tempo boost to work and speed up the song. Tempo-1 doubles to triples the speed. Increases the speed and puts it to where the song is originally. =D

Those commands are:

-Playback, slow down track
-Playback adjust track tempo, duration: 0, speed up, tempo 94.

In that specific order. Any other way and the effect changes/there is no effect.

At tempos 0-40ish, you have the original song sped up. At 40ish-55ish the music's speed is so fast it freezes the game. At 60-94, though, you get this effect, with little difference between speeds 60-94.

For the effect you want, you can use:

-Playback, slow down track
-Playback adjust track tempo, duration: 0, speed up, tempo 94
-Playback adjust track tempo, duration: 0, speed up, tempo 1
-Playback, slow down track

The downside of this is, if the Playback, slow down track occurs again, such as what happens when you get a game over, it speeds into the 40ish-55ish range and freezes the game. x.x

I'll play with it near the end of the creation stage.

Posted by deshaun182
The music was good - It fits for a level, but like a much later level! (=
*CoughTestersgonnabeneeded?coughcoughspitcough*
had to clear my throat....
>.>
<.<
what?

This looks promising (=


I'm putting a lot of time and effort into it, so I sure hope so! And yes, I will be needing testers. But that's week(s) down the line, since I don't know how long it'll take to do the Action/Event script testing parts... Which is what I have in queue to do now. x.x


And, to both of you, that video uses snes9x, which has inferior sound quality to zsnesw. I used the former because fraps can't pick up the latter. The base in this adds far more then the video gave credit for. =D

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Mecakoto
Posted on 02-04-12 03:36 AM, in Announcing work on a full SMRPG hack Link | Quote | ID: 149769


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Just a double post after half a month to let people know what's going on:

I've reached a massive road block. I have an event that I need to add, but, if I do, it ends up corrupting something in the rom that makes it so the level and event script editor are unusable. If anyone can help me, I might be able to get this done by the end of the month.

My order of actions that cause this:

Edit the lower event field and move it off of the land to a secret unmarked path, changing it to a single tile, and make it a "step on me and fight something" event.

Punchinello's room's entrance event is massively changed.

Slightly edited a custom event added in Kero Sewers.

Fixed a single tile in a custom-added path in the room directly before Punchinello's room, not related to the secret path.


Everything else before this works. Please, if anyone can help me, I'll give you a special mention. I'm taking a break for now and will attempt a few things myself in a day or 2. It sucks to have a 100+ line event fail and have to restart all your work.

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Main - Posts by Mecakoto

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