Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
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Niamek
Posted on 04-27-14 04:43 PM, in How do I _________..? Link | Quote | ID: 156449


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Hello!


I write here since I really need some pointers about how the solidity tiles work.


1- What is the use of an overhead tile?
I ask this because I noticed that if I put an height of 0 for the overhead tiles, it's like there is no tile!

2-Priority: I understand nothing about it.

-> What is P3 for object on edge?
->What is P3 for object over edge?
->How to use these 3 options efficiently?

->Sometimes I see some tiles with priority checked... that always come with an overhead tile?

Thank you for answering with details. I've experimented a lot, and I still can't figure out.

Niamek
Posted on 04-30-14 12:35 AM, in How do I _________..? Link | Quote | ID: 156459


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Hello giangurgolo,

I've read it, but I still can't get to understand.

By on top, it means just standing? By above it means only when you are in the air? By on top of the edge means only in the very corner of the tile?

Thank you.

Niamek
Posted on 05-01-14 11:09 PM, in How do I _________..? Link | Quote | ID: 156467


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Thank you Giangurgolo.

one last question: why is there always an overhead tile with one of the three priority tiles?

Niamek
Posted on 05-02-14 12:22 AM, in How do I _________..? Link | Quote | ID: 156470


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Thank you for your answer, Giangurglo.

Niamek
Posted on 05-03-14 04:37 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 156477


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Hello Giangurgolo,

I was browsing the battle dialog and stumbled on this bug:


LAZYSHELL, Version=3.19.0.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
L'index se trouve en dehors des limites du tableau.

**************Recent Event History**************
"battleDialogueTextBox" | Text = "BOWSER: What was that sound?[2..." | Form "Dialogues" | Element = {0000}
"battleDialogueTextBox" | Text = " Adios amigos![2][0]" | Form "Dialogues" | Element = {0000}
"battleDialogueTextBox" | Text = " Go on![12][1] Take back your ..." | Form "Dialogues" | Element = {0000}
"battleDialogueTextBox" | Text = "CROCO: Oooouch!!![2][1] I’m go..." | Form "Dialogues" | Element = {0000}
"battleDialogueTextBox" | Text = "MALLOW: All right![2][1] We go..." | Form "Dialogues" | Element = {0000}
"battleDialogueTextBox" | Text = "MALLOW: Gimme back my coin[2][..." | Form "Dialogues" | Element = {0000}
"battleDialogueTextBox" | Text = "CROCO: Yeouch![2][0]" | Form "Dialogues" | Element = {0000}
"toggleText" | Form "Dialogues" | Element = {0000}
"toggleText" | Form "Dialogues" | Element = {0000}
"toggleText" | Form "Dialogues" | Element = {0000}



Also,

It seems that the filler from the level editor is sticky(you press "F" one time, then it's like it's always filler after, even if I repress on F or click the pencil.

Niamek
Posted on 05-04-14 12:04 AM, in How do I _________..? (rev. 3 of 05-04-14 12:32 AM) Link | Quote | ID: 156479


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Hello, it's me again,

I just want to be sure, I noticed that if I have "on tile", does it means also in the air? Or it's just when your feet touch the tile?




EDIT: Just tried, and it doesn't look it works.

Where I jump: Ok!
http://steppic.com/show/0919cf32b18af3941823a835d990dc24.html

When I jump: wrong!
http://steppic.com/show/7404484d485926745cd2956dcc52a327.html

I have the: P3 for object on edge true and P3 for object over edge true.

Niamek
Posted on 05-04-14 06:22 PM, in Somari (NES) : Remastered Link | Quote | ID: 156484


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Mario's mustache is blue... Weird. :o)

Niamek
Posted on 05-04-14 10:15 PM, in Somari (NES) : Remastered Link | Quote | ID: 156486


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Too bad,

It seems the mustache is thje same color as the blue outfit of mario.

Niamek
Posted on 05-08-14 01:59 AM, in How do I _________..? Link | Quote | ID: 156503


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After some thinking:

Does that means that we have like a certtain limitation due to the priorities?

Like we can't do everything we want because of the way the priorities tiles work?

Niamek
Posted on 05-10-14 11:49 PM, in How do I _________..? Link | Quote | ID: 156518


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Posted by giangurgolo
Darkkefka: colors are reduced to 16 so images with more than 16 colors will be changed from the original after importing

Niamek: I don't know, the game developers made them this way



After more testing, I think you're wrong.


P3 for object on tile: It gives the sprite full priority(So it overlaps all, no matter where the sprite is, even if it's in the air.

P3 for object over edge: From my testing, it gives the priority to the sprites that is above the overhead tile(!)

For the first one, I don't know, yet.

So, it's normal to have always a overhead tile for the P3 for object overedge. without an overhead tile, this priority option is useless.

Niamek
Posted on 05-26-14 12:49 AM, in Because don't have new versions from lazy shell Link | Quote | ID: 156629


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It's not that easy to release a new version of an application. It can be very long. YOu have to be patient... Or even to not expect new releases.

Niamek
Posted on 05-29-14 07:34 PM, in How do I _________..? Link | Quote | ID: 156648


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I think those two are linked.

What you can do is remove Mario from play on the battle with a script command(like the one belome used, for example). But you are left with 2 allies.

Niamek
Posted on 06-07-14 10:08 PM, in Useful Events in the original SMRPG Link | Quote | ID: 156716


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I think there is no such events. It's the solidity tiles that control this I think.

Niamek
Posted on 06-30-14 04:04 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 157062


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By custom, do you meen new stats, new attacks?

or replace the entire sprite?

Niamek
Posted on 08-23-14 02:14 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 157878


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Hello everyone!

I'd like to know why it does this:

http://bin.smwcentral.net/u/5320/PreviewROM_SMRPR_quietrevolution001.png


On the editor screen, I see absolutely NOTHING... It like these aren't there!

But when I preview it, it does this... I noticed that if I take time to erase by hand every single square that does this, it erases itself. So I guess it's something in the tilesets. But in the tilesets, I see absolutely nothing.

I never took somethingother than near the blues hills.

PS: There is some bug report or suggestions in the SMWC forum, you might want to check it out.

Niamek
Posted on 08-24-14 03:30 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 157882


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Alright, found out the culprit of my thing, it's because of surroundings of the blues "hills" of the levels has some special tiles that is invisible in the editor, but visible in the game. It would be nice if we could see these on the editor.



Some word: I'd like to thank you Giangurgolo for this appliocation, it's so well made!

Niamek
Posted on 09-13-14 07:29 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 158366


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Nice layout you made for the official website, Giangurgolo.

I like the way it's right now.

Niamek
Posted on 10-05-14 03:44 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 158654


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Sweet!

Niamek
Posted on 10-13-14 11:11 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 158777


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Giangurgolo, I hope you don't mind I posted this in the SMWC board:

http://www.smwcentral.net/?p=viewthread&t=45572&page=4&pid=1170312#p1170312

Niamek
Posted on 10-25-14 06:32 PM, in How do I _________..? Link | Quote | ID: 158868


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Hello!

I'm writting this post since I have a question:


Is there something hardcoded in the ROM of SMRPG that when you're in level 68, you,re *always* on 2 blocks?

I've deleted all events, mods, sprite, but when I preview, once I move, Mario is automatically placed on a y level of 2.
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Main - Posts by Niamek

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