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Author Topic: LazyShell V1.0 FINAL [RELEASE]  (Read 2 times)
Deathlike2
Guest
« Reply #15 on: January 26, 2009, 11:13:51 am »

It is best to target the lowest common .NET version that your app needs... because the lowest targeted version ensures backwards compatibility.. and the highest targeted version requires the latest.
SpiffSpoo
Guest
« Reply #16 on: January 26, 2009, 12:29:11 pm »

I don't know what version of .net I had, but it worked fine on my vista laptop with very little updates.

When I installed 3.5 it seemed to work fine.

Great work on the editor, I hope to get to work on a story soon  :thumbsup:
arpgme
Guest
« Reply #17 on: January 26, 2009, 04:28:08 pm »

My computer does not support .net framework 3.5. It can only support up to .net framework 2.0 and the thing still doesn't run.

This is the error I get:

Quote
This application has failed to start because the application configuration is incorrect.
Reinstalling the application may fix this problem.

This is the SIXTH time I downloaded this thing...
RadioShadow
Guest
« Reply #18 on: January 26, 2009, 05:56:57 pm »

Tool works for me on Vista using 2.01 .Net

http://www.softpedia.com/progDownload/Microsoft-Forms-Download-89056.html
Omega45889
Guest
« Reply #19 on: January 26, 2009, 08:02:31 pm »

We just became aware of the 64-bit issue. Its because the LunarCompress.dll library used is compiled for 32-bit machines only.

Thanks to zuzma for a quick-fix: Once I copied corflags.exe to the lazyshell folder I typed  "corflags.exe LAZYSHELL.exe /32BIT+" in the command shell with out the quotes. It pretty much forces it to run in 32bit mode with the 64bit version of the .NET framework.

Note: corflags.exe can be found here: C:\\Program Files\\Microsoft SDKs\\Windows\\v6.0\\Bin\\x64\\CorFlags.exe
See this link for further instructions on how to use it: http://blogs.intesoft.net/post/2007/12/Running-NET-Apps-in-32-bit-mode-on-64-bit-Windows.aspx

We will see what we can do about getting a 64-bit build of LunarCompress, or a workaround that doesnt involve the user for the next version.
zuzma
Guest
« Reply #20 on: January 27, 2009, 02:41:40 am »

Oh no wonder... I've had other applications crash because they were using 32bit dll's. Ah, while I'm on the bug topic I found a small one in your level editor. The palette set for (0BD)Mario's Pipehouse is wrong, you have it listed as 32 which turns all the tiles black. I think the proper one is actually 30.
AngelPit
Guest
« Reply #21 on: January 27, 2009, 05:03:35 am »

Works fine for me. I am really grateful to see this finally released. THANK YOU! One question, how would setting a battleground to be underwater work?

EDIT: Somehow, I have the map point for Mario's Pad take me to map 1FE for some reason...
« Last Edit: January 27, 2009, 05:46:12 am by AngelPit »
zuzma
Guest
« Reply #22 on: January 27, 2009, 06:25:40 am »

Huh that's weird, I just tested it on two machines running Vista 32 and it did the same thing to me. I made sure the exe was unmodified too. Maybe it works fine in XP since I don't have a machine to test it out on.

Here's a screen shot to show what I mean:
http://tiny.cc/GtPvH

Edit:I forgot to thank Omega45889 for releasing such an awesome editor! It's seriously one of the best rom editors I've ever seen, er for the best game in the world too. Wink
« Last Edit: January 27, 2009, 09:17:56 am by zuzma »
Shin`
Guest
« Reply #23 on: January 27, 2009, 01:09:27 pm »

Wow, glad to see this thing is finally released, works like a charm kudos Omega45889!
Leviathan Mist
Guest
« Reply #24 on: January 31, 2009, 09:25:56 am »

In the Stats Editor, under Level Up Bonus increments, the MAtk and MDef portion seems to be pulled incorrectly from the ROM - it always says 1. For example, at level 5, Mario is supposed to gain +3 Magic Attack when he selects Magic as his bonus, but the LazyShell editor posts it as 1. I'm using an unheadered ROM.
SpiffSpoo
Guest
« Reply #25 on: January 31, 2009, 09:38:16 pm »

On my vista 64 machine I get the following error any time I try one of the 4 editors:

An attempt was made to load a program with an incorrect formant.
(Exception from HRESULT: 0x8007000B).

I could go to the server and patch the three hacks though.
Ntsc
Guest
« Reply #26 on: February 01, 2009, 05:07:35 pm »

First off I want to say Thank you so much for this editor! Something I've been waiting for quite a while.

Bug Reports:

-- Editing Monster Formations Packs doesn't seem to stick correctly. For example if I edit Formation Pack 250, save, write a script to engage pack 250, and then continue to do other edits the Formation Pack 250 will become a copy of another pack. I have no idea how this is happening and I'm still trying to figure out what exactly causes it but I know it does happen from time to time.

-- When using "Engage Battle, pack @ 00:700E" the background is always "Mushroom Kingdom House". There is no way to change this because the BattleBG is outside of writable area for "SetMemory" functions. This could be a game limitation but it seems rather odd.

-- When editing stats (particularity starting Coins / Frog Coins) entering a value > 255 or pressing the UP button results in an error message. This should just be silent and prevent you from going higher than 255;

-- Editing the Super Jump frame durations makes Multiple Super Jumps impossible. Maybe I don't understand the wording but I set every Super Jump Instance to 30 frames and it was utterly impossible to get past 5 jumps. Same goes for Ultra Jump.

-- Weapons and Armor show stats as "unsigned" while the game views them as "signed". For example the editor shows "Lazy Shell" armor as 206 speed but the game shows it as -50 speed. If it isn't possible to do signed variables in the editor window this should at least be noted somewhere.

Feature Requests

Support for 64Mbit rom
Is it possible to Expand the ROM to a 64 Mbit rom (ExLoROM / ExHiRom) and then allow editor support? I'm sure you could see why this would be useful. I tried to do this with Lunar Expand but it doesn't recognize the game as Hi OR Lo rom which is strange since Snes9x reports LoROM 32Mbits.

Space Analyzer for Scripts
The Level editor has a nice Space Analyzer that lets me know where I should add levels and where I should not because there is very little memory remaining. The Script Editor really needs a Space Analyzer to let you know where to begin. The "Bytes remaining" is nice but doesn't really show you the best place to begin scripting.

SpiffSpoo
Guest
« Reply #27 on: February 28, 2009, 11:26:35 pm »

I can't seem to find CorFlags.exe on my vista 64 laptop. I have .net 3.5 framework installed, but search could not find it.

Do I need to install 2.0 separately?
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