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Main - Super Mario RPG Hacking - LAZY SHELL v3.0.1b released *REPORT BUGS HERE* New thread | New reply


giangurgolo
Posted on 07-25-10 10:58 PM (rev. 5 of 07-27-10 12:17 AM) Link | Quote | ID: 133390


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Lazy Shell v3.0.1b has been released.

Please read the readme.txt before reporting any errors. Check below to see the requirements or check the readme.txt.

Any reports of errors due to simply not having .NET 3.5 or later installed will be ignored.
_________________________________________________________________

INTRODUCTION
Lazy Shell is a third party .NET application written in the C#
programming language which is capable of editing a wide range of
elements within the Super Mario RPG (US) ROM image file.

PROGRAM REQUIREMENTS
*Microsoft .NET Framework 3.5 or higher must be installed on the
system for the application to run at all.
*Minimal system requirements: 1GB of RAM, 10MB of hard drive space.
*The user must be running under a 32-bit OS to use Lazy Shell. If
running under a 64-bit OS, use CorFlags.bat.
_________________________________________________________________

Screens:




_________________________________________________________________

v3.0b
-------------------------------------------
General changes:
*Each editor is in a separate window, with some exceptions
*Icon buttons with 18x18 images instead of menustrips
*GUI style generally utilizes Fixed3D borders now
*No more timing editor since it has been moved into separate editors
*Areas used for drawing are larger and easier to work in
*Previewer doesn't have unnecessary button options for assembling
*Sub-editors within an editor's window can be toggled on/off

General additions:
*Importing and exporting for all elements of the editor.
*One-click load-all editors
*One-click minimize and restoration of all editor windows
*Dockability inside the main form for all editors
*Reload a loaded ROM file
*Close a loaded ROM file
*Settings window containing editor's preferences
*Universal graphics editor with image importing
*Universal palette editor with color balance manipulation
*Universal search function with movable sizeable window

Editor-specific changes:
*Allies: defense timing has been moved into this editor
*Attacks: spell timing has been moved into this editor
*Battlefields: entire battlefield displayed, no need for scrolling
*Dialogues: icons instead of a listbox for inserting symbols
*Dialogues: font character image width is sized based on width value
*Effects: molds are editable like a level's tilemap
*Items: weapon timing has been moved into this editor
*Items: item description shows always, no need for toggle option
*Sprites: tileset for tilemap format molds works like a level tileset
*World Maps: when viewing locations, map transforms to correct size

Editor-specific additions:
*Battlefields: expanded base of drawing functions for editing tileset
*Dialogues: search function for battle dialogues
*Dialogues: show BG color option for font editor
*Dialogues: battle dialogues can now be dumped to a text file
*Effects: expanded base of drawing functions for editing molds
*Effects: images are shown for a sequence's frames
*Effects: duplicate functions for molds, frames
*Effects: show BG color option
*Levels: select multiple physical tiles
*Levels: duplicate function for NPCs
*Levels: copy, paste, duplicate functions for exits, events, overlaps
*Levels: expanded base of drawing functions for editing tilesets
*Levels: boundary box for viewing in-game boundaries
*Levels: mirror and invert a selection of 16x16 tiles in a tileset
*Main Title: expanded base of drawing functions for editing tilesets
*Sprites: expanded base of drawing functions for editing molds
*Sprites: images are shown for a sequence's frames
*Sprites: duplicate functions for molds, sequences, frames
*Sprites: zoom box for mold editor
*Sprites: show BG color option
*World Maps: expanded base of drawing functions for editing maps

Notes on palette editor:
*Brightness and contrast effects can be applied to any palette in the editor.
*Grayscale and negative image effects are available in the palette editor.
*Along with the original RGB switching and equating options, color balance can be manipulated.
*A paint editor-like color spectrum chart is available for selecting various colors.

Notes on graphic editor:
*A second color can be selected for use with drawing using the right-click button.

blackhole89
Posted on 07-26-10 01:35 AM Link | Quote | ID: 133402


The Guardian
Moloch whose eyes are a thousand blind windows!
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It's good that you finally moved to a more streamlined/standard UI style.

Unfortunately, I guess .NET 3.5 means that I have no chance of running it in Mono...

____________________



DruidVorse
Posted on 07-26-10 12:56 PM Link | Quote | ID: 133417


Paragoomba
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Since: 10-03-09
From: Buenos Aires, Argentina

Last post: 3392 days
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It is a breakthrough for this program, excellent

____________________
Looking for some info about beta/cancelled/unreleased games? Then go to www.unseen64.net or tcrf.net
Look for Secret of Evermore - Super Mario RPG - Castlevania Simphony of the night beta [E3 VERSION] - Castlevania: The Bloodletting and many more.

My Youtube Channel

kogami
Posted on 07-26-10 07:00 PM (rev. 5 of 07-26-10 08:57 PM) Link | Quote | ID: 133438


Goomba
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I have a problem when I change the script dialogue, I can not "Save ROM" and "Save ROM as" I get an error.



I tried it on two different computers and still the same problem.



See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at LAZYSHELL.ToolStripNumericUpDown.get_Value()
at LAZYSHELL.Dialogues.get_index()
at LAZYSHELL.Dialogues.Assemble()
at LAZYSHELL.Program.Assemble()
at LAZYSHELL.Form1.saveAsToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3603 (GDR.050727-3600)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
LAZYSHELL
Assembly Version: 3.0.0.0
Win32 Version: 3.0.0.0
CodeBase: file:///D:/Fansub/Super%20Mario%20RPG/Lazy%20Shell%20v3.0b/LAZYSHELL.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3614 (GDR.050727-3600)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3082 (QFE.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
xsfczlux
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3614 (GDR.050727-3600)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:





When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.





giangurgolo
Posted on 07-26-10 09:58 PM (rev. 2 of 07-27-10 12:17 AM) Link | Quote | ID: 133446


Level: 34

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kogami:
Was the dialogues window closed when you tried to save? If so, I have identified the source of the bug and it has now been fixed.

Check the original post for an updated 3.0.1b which has the fix.

kogami
Posted on 07-27-10 07:14 AM Link | Quote | ID: 133463


Goomba
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Was the dialogues window closed when you tried to save?


Yes, I closed the window before saving, with 3.0.1b, everything works fine.

Yakibomb
Posted on 07-30-10 11:29 AM Link | Quote | ID: 133598


Level: 28

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I have to say the editor is great. The layout is a lot better than the last one, it's way more concise and straight forward. I'm finally working on my hack full length because of this release. I compiled a list of the bugs I've found:

Allies - Characters can't save dummy spells.

Dialogue - If you go higher than 45 in the battle script viewer, the editor errors and you can't save, forcing you to restart it.

Item - Changing an item's name changes what is displayed in the store

Levels:
- Tiles in the tile editor do not save.
- If you double-click a tile in the graphics viewer, it disappears from the level, and you can't place it anymore (same with right-clicking a tile then clicking somewhere else).

Main Title/Levels/Sprites:
- Highlight an area in the graphics viewer on the right, drag it somewhere, then change layers.
- If you use the tile editor and change how the tiles are formatted, editing a tile doesn't line up with the one you are editing. To make it sound less confusing, click one of the buttons that shifts the tiles left or right, if you try to edit any tile using a tool (eraser, pencil), it erases pixels from a tile somewhere behind it.
- Green/blue palettes only change if you change the red palette. It won't let you input green or blue palettes manually, you have to change the red palette, then try to change the green/blue before it'll switch to the red palette.

Main Editor - Palette editors/search boxes/previewers don't close when their editor closes.

I am very happy with how this has turned out, thanks for putting your time into this. Cheers!


____________________
Peace!Layout by Erik557 & LDA.
Thank you!









kogami
Posted on 08-09-10 05:28 PM (rev. 2 of 08-09-10 05:30 PM) Link | Quote | ID: 134100


Goomba
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I have a little problem here, I had to use a hex editor to change this line


giangurgolo
Posted on 08-18-10 07:03 PM (rev. 3 of 08-19-10 01:21 AM) Link | Quote | ID: 134573


Level: 34

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Posted by Yakibomb
Allies - Characters can't save dummy spells.

Dialogue - If you go higher than 45 in the battle script viewer, the editor errors and you can't save, forcing you to restart it.

- Fixed
- Fixed
Posted by Yakibomb
Item - Changing an item's name changes what is displayed in the store

- edit: I found the problem, it's now fixed
Posted by Yakibomb
Levels:
- Tiles in the tile editor do not save.
- If you double-click a tile in the graphics viewer, it disappears from the level, and you can't place it anymore (same with right-clicking a tile then clicking somewhere else).

- Fixed. The tileset editor wasn't saving, if that's what you meant.

- As for the graphics viewer, I'm not sure what you mean. You mean the graphics editor (the separate window found in several other editors) that lets you paint edit the graphics? If so, double-clicking shouldn't do anything, it doesn't have a function. Unless you're talking about something else.
Posted by Yakibomb
Main Title/Levels/Sprites:
- Highlight an area in the graphics viewer on the right, drag it somewhere, then change layers.
- If you use the tile editor and change how the tiles are formatted, editing a tile doesn't line up with the one you are editing. To make it sound less confusing, click one of the buttons that shifts the tiles left or right, if you try to edit any tile using a tool (eraser, pencil), it erases pixels from a tile somewhere behind it.
- Green/blue palettes only change if you change the red palette. It won't let you input green or blue palettes manually, you have to change the red palette, then try to change the green/blue before it'll switch to the red palette.

- Fixed
- Not sure what you mean by shifting tiles. Are you talking about dragging a selection of tiles in the tilemap?
- Fixed
Posted by Yakibomb
Main Editor - Palette editors/search boxes/previewers don't close when their editor closes.

- Fixed

kogami:
That's also been fixed. There was a similar problem with the item and attack editors.

Thanks to all for reporting these bugs, I probably never would have found them otherwise.

SMRPG HACKER
Posted on 08-19-10 12:07 AM Link | Quote | ID: 134590


Koopa
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um Gian.

Posted by Yakibomb

Item - Changing an item's name changes what is displayed in the store



what he means actual item in editor changes
i've see it to!
this is the reason i dont use 3.01

Main - Super Mario RPG Hacking - LAZY SHELL v3.0.1b released *REPORT BUGS HERE* New thread | New reply

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