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Please chime in on a proposed restructuring of the ROM hacking sections.
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DS Piron
Posted on 04-13-13 08:27 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 153706


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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
Posted on 04-14-13 09:05 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 4 of 04-14-13 09:47 AM) Link | Quote | ID: 153708


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...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:

LAZYSHELL, Version=3.15.1.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
The process cannot access the file 'C:\Documents and Settings\Keagan Neal\My Documents\Games\Data\SNES9X\Tools\Files\Lazy Shell\Lunar Compress.dll' because it is being used by another process.
at LAZYSHELL.Comp.LunarCompressExists()
at LAZYSHELL.Comp.Decompress(Byte[] data, Int32 offset, Int32 maxSize)
at LAZYSHELL.Model.Decompress(Byte[] src, Int32 pointerOffset, Int32 baseOffset, Int32 maxSize)
at LAZYSHELL.Model.get_MenuBGTileset()
at LAZYSHELL.Model.get_MenuBG()
at LAZYSHELL.Model.get_MenuBG_()
at LAZYSHELL.Previewer.allyName_DrawItem(Object sender, DrawItemEventArgs e)

**************Recent Event History**************
MouseDown "openPreviewer" | X:4,Y:11 | Form "Audio" | 4/14/2013 3:07:59 AM
MouseDown "autoLaunch" | X:8,Y:8 | Form "Audio" | 4/14/2013 3:07:58 AM
MouseDown "openAudio" | X:51,Y:18 | Form "Editor" | 4/14/2013 3:07:45 AM
MouseDown "openSettings" | X:13,Y:7 | Form "Editor" | 4/14/2013 3:07:34 AM
MouseDown "panel2" | X:111,Y:393 | Form "Editor" | 4/14/2013 3:05:13 AM
LOADED LAZY SHELL APPLICATION | 4/14/2013 3:04:44 AM
***EXCEPTION*** The process cannot access the file 'C:\Documents and Settings\Keagan Neal\My Documents\Games\Data\SNES9X\Tools\Files\Lazy Shell\Lunar Compress.dll' because it is being used by another process.)

Closed the program, restarted it, and it works fine now...

DS Piron
Posted on 08-18-13 06:26 PM, in How To Expand a Smrpg Rom(relativly easy) Link | Quote | ID: 154587


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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
Posted on 08-18-13 06:34 PM, in How do I _________..? Link | Quote | ID: 154588


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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
Posted on 08-18-13 06:35 PM, in Making physicak attack target whole group?? Link | Quote | ID: 154589


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Do you know who made it?
Have you tried asking this person?


...To be frank, this place is quite dead, it seems...

DS Piron
Posted on 08-29-13 05:41 PM, in Lazy Shell Improvement Thread Link | Quote | ID: 154680


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...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
Posted on 08-29-13 05:44 PM, in Breaking the level cap over 30. Make it public! Link | Quote | ID: 154681


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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
Posted on 09-15-13 10:34 AM, in How do I _________..? Link | Quote | ID: 154779


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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
Posted on 09-15-13 07:40 PM, in How do I _________..? Link | Quote | ID: 154783


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Posted by Darkkefka
Posted by DS Piron
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.


Hmm..I don't see any events in the room that control it. Is it being controlled elsewhere.

...Look at this -V
(153 bytes collapsed: )
Posted by Darkkefka
Something's funny. In the editor, the hidden chest in the Item shop appears as a normal chest on sprite. The hidden chest in the first Forest area appears as a blank sprite.

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
Then of course there's the signal ring. What event makes that thing beep when your in a room with a hidden treasure?

Posted by "Event 3588"
[20759F] Clear Memory $7099 bit 7
[2075A1] Memory $7000 = Mario's Equipped Accessory
[2075A5] If Memory $7000 = 93, jump to $75BD
[2075AA] Memory $7000 = INVALID's Equipped Accessory
[2075AE] If Memory $7000 = 93, jump to $75BD
[2075B3] Memory $7000 = INVALID's Equipped Accessory
[2075B7] If Memory $7000 = 93, jump to $75BD
[2075BC] Return
[2075BD] Set Memory $7099 bit 7
[2075BF]Return

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
LAZYSHELL, Version=3.15.1.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
InvalidArgument=Value of '9' is not valid for 'SelectedIndex'.
Parameter name: SelectedIndex
at LAZYSHELL.EventScripts.ControlDisassembleEvent()
at LAZYSHELL.EventScripts.EvtScrEditCommand_Click(Object sender, EventArgs e)
at LAZYSHELL.EventScripts.commandTree_MouseDoubleClick(Object sender, MouseEventArgs e)
at LAZYSHELL.NewTreeView.WndProc(Message& m)

**************Recent Event History**************
MouseDown "commandTree" | X:173,Y:57 | Form "EventScripts" | 9/15/2013 1:19:21 PM
NodeMouseClick | index 3588, offset 0x2075AA | Form "EventScripts" | 9/15/2013 1:19:21 PM
MouseDown "commandTree" | X:173,Y:57 | Form "EventScripts" | 9/15/2013 1:19:21 PM
NodeMouseClick | index 2567, offset 0x1FDD9C | Form "EventScripts" | 9/15/2013 1:19:19 PM
MouseDown "commandTree" | X:170,Y:68 | Form "EventScripts" | 9/15/2013 1:19:18 PM
NodeMouseClick | index 2567, offset 0x1FDDA7 | Form "EventScripts" | 9/15/2013 1:16:49 PM
NodeMouseClick | index 2567, offset 0x1FDDA7 | Form "EventScripts" | 9/15/2013 1:16:49 PM
MouseDown "commandTree" | X:315,Y:126 | Form "EventScripts" | 9/15/2013 1:16:49 PM
NodeMouseClick | index 2567, offset 0x1FDDA9 | Form "EventScripts" | 9/15/2013 1:16:40 PM
MouseDown "commandTree" | X:272,Y:135 | Form "EventScripts" | 9/15/2013 1:16:40 PM

DS Piron
Posted on 02-20-14 09:02 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 2 of 02-20-14 09:30 PM) Link | Quote | ID: 155738


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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
Posted on 04-25-14 12:34 AM, in How to make an pipe script?! Link | Quote | ID: 156435


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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
Posted on 10-05-14 03:03 PM, in Normal Koopa Link | Quote | ID: 158653


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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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