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Main - Posts by DS Piron |
DS Piron |
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Micro-Goomba Level: 9 Posts: 1/12 EXP: 2641 Next: 521 Since: 04-13-13 Last post: 3498 days Last view: 3662 days |
SNES9x can't seem to load the save states Lazy Shell creates.
It just simply says it's not a save state when I try to load it... |
DS Piron |
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Micro-Goomba Level: 9 Posts: 2/12 EXP: 2641 Next: 521 Since: 04-13-13 Last post: 3498 days Last view: 3662 days |
...Nope, 1.53. |: P
That explains it, sorry to waste your time. : ) EDIT:Huh, I went straight to Lazy Shell to try out the preview function with the audio editor, and got this:
Closed the program, restarted it, and it works fine now... |
DS Piron |
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Micro-Goomba Level: 9 Posts: 3/12 EXP: 2641 Next: 521 Since: 04-13-13 Last post: 3498 days Last view: 3662 days |
Assuming he's talking about what I think he's talking about; expanding the Game's memory will allow you to add more maps, sprites, scripts, dialogs, and etc., without needing to replace the originals to make room.
I'm doubtful it actually works, and/or that Lazy Shell supports this. This isn't the topic to ask about how you do those things, anyway... |
DS Piron |
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Micro-Goomba Level: 9 Posts: 4/12 EXP: 2641 Next: 521 Since: 04-13-13 Last post: 3498 days Last view: 3662 days |
In case you don't actually know what ASM is
ASM is short for ASMembly, it is the most basic code, it's what the processor sees, from what I know. You could probably google it, this is what I got for googling ASM http://wiki.superfamicom.org/snes/show/ASM+Hacking+for+Dummies http://wiki.superfamicom.org/snes/show/ASM+Tutorial+Part+1 |
DS Piron |
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Micro-Goomba Level: 9 Posts: 5/12 EXP: 2641 Next: 521 Since: 04-13-13 Last post: 3498 days Last view: 3662 days |
Do you know who made it?
Have you tried asking this person? ...To be frank, this place is quite dead, it seems... |
DS Piron |
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Micro-Goomba Level: 9 Posts: 6/12 EXP: 2641 Next: 521 Since: 04-13-13 Last post: 3498 days Last view: 3662 days |
...I don't think it's physically possible to add more channels, not without changing the sound chip in the SNES itself, and at that point, you'd be better off programming the game from scratch.
...But, perhaps I'm wrong... |
DS Piron |
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Micro-Goomba Level: 9 Posts: 7/12 EXP: 2641 Next: 521 Since: 04-13-13 Last post: 3498 days Last view: 3662 days |
I don't know where to start in explaining Tables and Pointers (I don't even know if I know what kind of table he's talking about, but I'm thinking like a spreadsheet, or something...)
But I'm sure he mean Giangurgolo's Documentation of the code (I.E. which numbers where mean what. |
DS Piron |
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Micro-Goomba Level: 9 Posts: 8/12 EXP: 2641 Next: 521 Since: 04-13-13 Last post: 3498 days Last view: 3662 days |
After Derping around a bit, I found that the chests are made invisible through the room events.
Now all I have to do is figure out why the one outside the place can't be touched, but it might be something simple, I don't have a lot of SMRPG hacking experience. |
DS Piron |
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Micro-Goomba Level: 9 Posts: 9/12 EXP: 2641 Next: 521 Since: 04-13-13 Last post: 3498 days Last view: 3662 days |
Posted by DarkkefkaPosted by DS Piron ...Look at this -V (153 bytes collapsed: Posted by Darkkefka Hm. The Forest Maze one is more complicated than the Rose Town one, for sure. It uses three NPCs for each state (Hidden, Revealed/Visible, and taken. From the looks of it, you can't have Treasure NPCs give items, as their contents are determined by their's $70A7. Posted by Darkkefka Posted by "Event 3588" This is called in the room event. Then the room checks $7099, and plays the sound if it's set. Item# 93 is the Signal Ring. Also, double-clicking 2075AA or 2075B3 results in this error. Posted by Error - Lazy Shell |
DS Piron |
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Micro-Goomba Level: 9 Posts: 10/12 EXP: 2641 Next: 521 Since: 04-13-13 Last post: 3498 days Last view: 3662 days |
I was editing a solid map (Namely replacing one solid tile with another that had a higher z coordinate on its over head tile to fix an issue where Mario will jump from behind a building, and appear over it.
After awhile of adding tiles, the entire map suddenly turns into a red x on a white background, while this error appears. (1682 bytes collapsed: DSCRASHLOG) I cannot close the application through the error dialoge, only ignore the error. However, closing it without saving and reopening it might've cleared the error somewhat, albeit, when I repeat my actions it seems to be taking less solid tile to cause the error. Saving the file isn't help in. The solid tiles I was placing were #48 and #52. I don't know the number of what tiles I was replacing. Also, I have a suggestion for a possible feature: something to select tile already placed, or find out which ones were placed. EDIT:After closing and reopening Lazy Shell, the error no longer occurs... |
DS Piron |
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Micro-Goomba Level: 9 Posts: 11/12 EXP: 2641 Next: 521 Since: 04-13-13 Last post: 3498 days Last view: 3662 days |
I'm afraid I don't know, nor do I have the time to figure it out for you, so I'll just suggest what I would've done to figure it out if I did have the time:
Look at the existing pipe scripts, and try to figure them out. That's how I figured out how the treasure chest scripts all worked out (apparently, some work manually for some reason I can't fully remember; maybe it was unwieldy to make a hard-coded variant for a content type? Weh.) |
DS Piron |
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Micro-Goomba Level: 9 Posts: 12/12 EXP: 2641 Next: 521 Since: 04-13-13 Last post: 3498 days Last view: 3662 days |
I'm guessing he wants to make a normal, unarmored Koopa.
I.E. Edit the armor off Terrapin, or make a new sprite or something. |
Main - Posts by DS Piron |
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