Points of Required Attention™
Smaghetti, a new Super Mario Advance 4 editor, is currently in development! Check out the thread HERE!

Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,318,234
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 03-29-24 10:55 AM
Guest: Register | Login

0 users currently in The Landfill | 1 guest | 1 bot

Main - The Landfill - LAZY SHELL v3.4 released *REPORT BUGS HERE* New thread | Thread closed

Pages: 1 2

giangurgolo
Posted on 08-23-10 02:09 AM (rev. 6 of 01-24-11 12:47 AM) Link | Quote | ID: 134793


Level: 34

Posts: 47/219
EXP: 248951
Next: 4700

Since: 02-01-08

Last post: 3219 days
Last view: 3219 days
Lazy Shell v3.4 has been released. Here are the changes:

v3.4
--------------------------------------
Additions:
*Dialogues: NEW compression table editing now supported
*Palette Editor: NEW threshold adjustment feature

General changes:
*Dotted pattern for cartographic grid

Editor-specific changes:
*Levels: moved the level event and music to the level's toolstrip
*Previewer: now remembers battlefield, allies in party, and max out stats
*Sprites: zoom box for tilemap mold tileset now shows only tile mouse is over

Fixes:
*Dialogues: importing a font table image wasn't drawing based on max width
*Levels: solidity maps weren't resetting when level editor closed w/o saving
*Palette Editor: resetting was updating too many times, slowed down CPU
*Palette Editor: equate & switch RGB was updating twice, slowed down CPU
*Previewer: problems with allies in party not saving to right offsets
*Sprites: tileset zoom box problems with tilesets less than 3 rows
*Sprites: tile index label in graphics editor/viewer off by 1
*Sprites: palettes weren't saving
*Sprites: graphics had several issues when saving/not saving
*Sprites: hover box for tilemap molds offset by a few pixels

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

Any reports of the same generic error 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.
_________________________________________________________________

Screens:




Mecakoto
Posted on 08-23-10 08:27 AM Link | Quote | ID: 134797


Shyguy
Level: 23

Posts: 70/93
EXP: 66750
Next: 973

Since: 01-28-09
From: A computer.

Last post: 3433 days
Last view: 3328 days
This has been more of an on going thing, really... There are major issues when inserting a new battle script item for rather large scripts. They either go far above the wanted point, or start off at the top... I'm sure this is already known, but if it is not... =3

____________________
http://www.youtube.com/user/mecakoto

PressAdob
Posted on 08-28-10 11:35 PM Link | Quote | ID: 135047


Red Goomba
Level: 15

Posts: 26/36
EXP: 16236
Next: 148

Since: 10-09-08

Last post: 3801 days
Last view: 3797 days
Bugs I have found in the newist version:

1. You can not set any tiles for the sprite animation molds, there does not seem to be any button to do this.

Example: Mario - Mold 1 - Bottom Left tile
I can't change this to another tile that is not a blank one, nor can I change this to any other tile.

Also, in the older version, if any of the tiles for the mold was empty, it would error on selecting that tile.

I can't change this to another tile that is not a blank one.


2. On the palette selection, hitting set to color will cause an error if you have not set a color on the side yet, you might want to add a catch to that.

kogami
Posted on 09-26-10 12:43 PM (rev. 2 of 09-26-10 12:46 PM) Link | Quote | ID: 136104


Goomba
Level: 14

Posts: 16/31
EXP: 12840
Next: 231

Since: 02-01-09

Last post: 3310 days
Last view: 3179 days
Small problem with the dialog editor, normally with the original rom of Super Mario RPG [!] we should have for my 3 bank

Dialogue Part 1:
(0-2047) 2047 Dialogues "1108 Supplementary Character"

Dialogue Part 2:
(2048-3071) 1023 Dialogues "1081 Supplementary Character"

Dialogue Part 3:
(3072-4082) 1010 Dialogues "5133 Supplementary Character"

But in Lazy Shell v3.2b, the information is blocked on the first bank for all dialogs
http://img201.imageshack.us/img201/1864/81595589.png
http://img821.imageshack.us/img821/5223/58451537.png
http://img811.imageshack.us/img811/8587/50726120.png

Varion Icaria
Posted on 10-23-10 09:56 AM Link | Quote | ID: 137260


Micro-Goomba
Level: 9

Posts: 8/12
EXP: 3077
Next: 85

Since: 03-26-09

Last post: 4686 days
Last view: 4553 days
Solidity/Physical Maps not saving, Tried it with an unused solidity map and the Solidity map used in Level 004. D:

giangurgolo
Posted on 01-12-11 02:36 AM (rev. 3 of 01-12-11 02:44 AM) Link | Quote | ID: 139107


Level: 34

Posts: 51/219
EXP: 248951
Next: 4700

Since: 02-01-08

Last post: 3219 days
Last view: 3219 days
v3.2a has been released. Check the original post for details. Most of the bugs reported in this thread were fixed, and it now truly runs under both 32 and 64-bit environments.

kogami
Posted on 01-15-11 05:42 PM Link | Quote | ID: 139168


Goomba
Level: 14

Posts: 17/31
EXP: 12840
Next: 231

Since: 02-01-09

Last post: 3310 days
Last view: 3179 days
I encounter a problem in the "dialog editor, " I can not move from dialogue to dialogue from the cursor


giangurgolo
Posted on 01-21-11 09:53 PM (rev. 3 of 01-21-11 10:01 PM) Link | Quote | ID: 139250


Level: 34

Posts: 53/219
EXP: 248951
Next: 4700

Since: 02-01-08

Last post: 3219 days
Last view: 3219 days
v3.3a has been released. Changes are detailed in the original post.

Several bugs were discovered and many fixes were made. You can now also edit the subtile values in the Sprites editor, thus I will now strongly recommend dumping any older versions in favor of this one. Trust me, anything older is crap compared to v3.3a as this editor has become near immaculate by now. I realize the constant releases and updates can be annoying, but understand that I am the only person working on this editor as Omega has moved on to bigger things. I cannot invest any time with in-depth experimenting anymore like I did with the bobomb mafia hack and now just resort to random playing around with the features when I get bored. I am grateful for users like kogami and spelwerdzrite who spot bugs and offer new feature suggestions which help me perfect the programs functionality.

Thanks to all who have contributed since the first release of this program nearly 4 years ago, as it would not have reached this stage without your feedback.

Zealous98
Posted on 01-21-11 10:28 PM (rev. 2 of 01-21-11 10:35 PM) Link | Quote | ID: 139252


Red Goomba
Level: 16

Posts: 25/40
EXP: 18680
Next: 1576

Since: 04-25-09

Last post: 3572 days
Last view: 3572 days
The subtile editor is... a little strange? The subtile value that you need to input is off by 1. e.g. putting in 1 will give you subtile 0 (according to the BPP graphics viewer), 2 will give you subtile 1, and so on. This is certainly an issue because of the confusion between tiles 255 and 256.

Also, inputting 0 gives you a blank tile. I know subtiles that were value 0 couldn't be edited before, except with a hex editor. Did you change this to allow making blank ones?

giangurgolo
Posted on 01-21-11 11:09 PM (rev. 2 of 01-21-11 11:10 PM) Link | Quote | ID: 139253


Level: 34

Posts: 55/219
EXP: 248951
Next: 4700

Since: 02-01-08

Last post: 3219 days
Last view: 3219 days
That is an issue with the BPP graphics viewer, for the Sprites only. I'll need to pass a parameter to the graphics viewer telling it to offset the index +1 in the graphic viewer's tile index label. Now that you mention it, the old version actually didn't let you make blank tiles for some reason, which wasn't proper; so I guess it's more appropriate now.

Thanks for reporting this. Any other problems you encounter please let me know. TIA.

Zealous98
Posted on 01-21-11 11:41 PM (rev. 2 of 01-21-11 11:47 PM) Link | Quote | ID: 139255


Red Goomba
Level: 16

Posts: 26/40
EXP: 18680
Next: 1576

Since: 04-25-09

Last post: 3572 days
Last view: 3572 days
I had selected a tilemap on Mario's jumping molds, then moved the cursor to the upper-right corner to zoom in on the subtiles that are used, and instead of zooming, immediately I get this error. In place of the zoomed-in view, there is a large X. You can't use the automatic zoom again until you reopen the sprites editor.

I tried it with several other tilemap sets (on different characters, too) but it only seemed to happen on this one.

Copypasted details below!

---

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

************** Exception Text **************
System.OutOfMemoryException: Out of memory.
at System.Drawing.Bitmap.Clone(RectangleF rect, PixelFormat format)
at LAZYSHELL.SpriteMolds.pictureBoxZoom_TS_Paint(Object sender, PaintEventArgs e)
at System.Windows.Forms.Control.OnPaint(PaintEventArgs e)
at System.Windows.Forms.PictureBox.OnPaint(PaintEventArgs pe)
at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs)
at System.Windows.Forms.Control.WmPaint(Message& m)
at System.Windows.Forms.Control.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: 2.0.50727.4200 (NetFxQFE.050727-4200)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
LAZYSHELL
Assembly Version: 3.3.0.0
Win32 Version: 3.3.0.0
CodeBase: file:///C:/Source%20of%20Life/Emulation/Hacking/Lazy%20Shell/Lazy%20Shell%20v3/LAZYSHELL.exe
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
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: 2.0.50727.4016 (NetFxQFE.050727-4000)
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: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------



By the way, I can't thank and admire you enough for your hard work. You are one of the few contributing milestones in hacking for the SNES era. Even a Megaman X editor is in progress as we speak. I just hope it's not too late; games like SMRPG may already be dead to some people.

giangurgolo
Posted on 01-22-11 01:29 AM Link | Quote | ID: 139256


Level: 34

Posts: 56/219
EXP: 248951
Next: 4700

Since: 02-01-08

Last post: 3219 days
Last view: 3219 days
Thanks for the report, and the positive feedback. I've fixed the problem (and the inaccurate tile index in the graphics viewer), which only happens with tilesets less than 3 rows high (the Mario jumping molds are 2 rows high) because the zoom box is trying to zoom into an area of the image that is beyond the boundaries. Before releasing v3.3.1, however, I'm going to wait a few days in case anyone discovers any more errors.

kogami
Posted on 01-22-11 12:28 PM Link | Quote | ID: 139264


Goomba
Level: 14

Posts: 18/31
EXP: 12840
Next: 231

Since: 02-01-09

Last post: 3310 days
Last view: 3179 days
I have several problems to be submitted.

I wanted to change the color of the button controller like this,

Before


After


I used lazy shell 3.3a with the following tool



After saving the rom, the game completely bug


If I try the same thing with Lazy Shell v2.4b, everything works very well


For my translation, I have to change the DTE that it is to address x2490FF, I modified with a hex editor



But every time I backup my rom with Lazy Shell, the DTE amends for what some of them to return the original


giangurgolo
Posted on 01-24-11 12:50 AM Link | Quote | ID: 139289


Level: 34

Posts: 57/219
EXP: 248951
Next: 4700

Since: 02-01-08

Last post: 3219 days
Last view: 3219 days
v3.4 has been released. I added a compression table editor for the dialogue, and made several fixes which are listed in the OP above.

@kogami: the sprite palettes weren't saving, but your problem with the 'buggy' results in the screens you posted might have something to do with loading a save state right before Bowyer's buttons fall down. I tested this after editing the button palette and it did indeed glitch out when I loaded right before the buttons fell, but I loaded at the very beginning of the battle and had no problems.

kogami
Posted on 01-24-11 07:46 AM (rev. 5 of 01-25-11 09:07 PM) Link | Quote | ID: 139300


Goomba
Level: 14

Posts: 19/31
EXP: 12840
Next: 231

Since: 02-01-09

Last post: 3310 days
Last view: 3179 days
I actually loaded from a save state slightly before the beginning of the battle.

The option of custom DTE is really fantastic!!!

I just remembered one other annoying bugs



If I put width to 16, I can not draw in a portion of the frame, This problem appears on all letters.

I customized some of my letters, I had to go through Tile Molester



EDIT:

I just noticed it was missing three DTE

These are present
0E= " the"
0F= " you"
10= "in"
11= " to "
12= "'s "
13= "Mario"
14= " I "
15= " and "
16= "is "
17= " so"

There are missing
18= "at"
19= "here"
1B= " for"




EDIT 2:

I noticed something strange, if I open "Super Mario RPG (U) [!]. smc" with "Lazy Shell v3.4"

I get this information



If I open my rom with "Lazy Shell v3.3a" and I backup without touching anything in the dialogue, and of course "Lazy Shell v3.4" I find the correct information.


giangurgolo
Posted on 01-26-11 05:14 PM Link | Quote | ID: 139333


Level: 34

Posts: 58/219
EXP: 248951
Next: 4700

Since: 02-01-08

Last post: 3219 days
Last view: 3219 days
The boundary limit for painting was set for one of the other DLG types but I forgot to change the condition for Overworld DLG. v.3.4.1 will have the fix.

Regarding the second issue, that's because those extra three DTE were previously customarily added by Lazy Shell (without informing the user) which I thought was a little devious since it involved an ASM mod. Those extra three are not there by default and probably shouldn't be just to be safe. That's why the available characters are now so much lower.

Also, I just realized that Lazy Shell v3.4 has issues with modifying and saving tilemaps and tilesets in the Levels editor (yes, again, as usual). I've fixed the problems as far as I know which will be included in v.3.4.1. Believe me, it's as annoying to me as it is to anyone else. That's what happens with nobody to beta test all of the features. If anyone is willing to test v3.4.1 (BETA) send me a message and I will give you the program.

Zealous98
Posted on 01-30-11 08:29 AM (rev. 4 of 02-25-11 07:44 AM) Link | Quote | ID: 139398


Red Goomba
Level: 16

Posts: 27/40
EXP: 18680
Next: 1576

Since: 04-25-09

Last post: 3572 days
Last view: 3572 days
Wow, I had written up this big ole report over the tilemaps, but then I read your post. Ooooops.

I do have some questions though:
1. I thought that copies (tiles shared between molds) allowed more freedom in the memory, but it seems that LS v3 doesn't support them. Was this deliberate or is this one of the tilemap issues you mentioned?

2. How do you add/remove tiles to/from a tilemap? Even if you add a new tilemap mold, I don't see any options to actually create a sprite for that mold.

For suggestions, I would like to see these options brought back:
1. Toggling between tilemap and gridplane
2. Able to input X and Y positions for tiles

---

Thank you.


EDIT: Gian, when you said tilemaps, you were referring only to levels, weren't you. There's an issue with certain molds when saving Sprites. Namely, Mario [0003], Molds 17 and 19. Some tiles turn into copies. I have no idea if these are the only molds affected.

Yakibomb
Posted on 02-27-11 10:44 PM (rev. 6 of 03-01-11 10:38 AM) Link | Quote | ID: 139887


Level: 28

Posts: 33/137
EXP: 122664
Next: 8674

Since: 03-21-08

Last post: 743 days
Last view: 743 days
I have bugs to report. I was able to reproduce all the bugs I'm reporting to you now. Most give error messages, some are just things that could be improved on. And others, I was kinda just being nitpicky:

Levels - Copy a section from any layer, paste it, then click the layer tool twice (disable/enable it).

Levels - Highlight an any number of tiles (anywhere), copy them, then paste them somewhere. Click anywhere else on the map, then turn off the select tool, where ever you clicked last the copied tiles are pasted again.

Levels - Set NPC TYPE to "Battle". If you click "Pack #" where "Event #" used to be, it still brings up the event editor.

Allies - Experience required doesn't load when you switch levels. Experience required only loads when you are on Mario.

Animations - You can't edit the dummy spells.

Dialogue - If you type anything in the search feature for battle dialogue, the editor errors.

Sprites - For what ever reason, if you open the sprites using any ROM, then save the ROM without doing anything to the sprites, the following sprites get glitchy:
• Bowser's win animation (Sprite 14, mold 30). His right arm is bent the wrong way.
• Mario's tumbling frames (Sprite 3, mold 17 and 19).
• Spiked Link's chain (Sprite 34, mold 17). The chain isn't connected to the head.
• Sleepy Time Sheep/Ram (sprite 797, mold 3). One sub mold is backward.
• And Possibly many others.

Sprites - If you drag a mold off the sprite boundaries, error.

Sprites - Palette index or palette set don't save.

Animations - The animation code "85" and "8E" doesn't change any values if you use the value changer on the right.

Saving - The "Want to save?" window isn't the topmost window, it appears behind other pop-up windows in the editor.

Saving - If you have "Backup on save" checked in options, it shouldn't save the PreviewRom, should it?

Sprites - Not sure if this is my computer or not, but trying to type in the search takes you out of the typing box after putting in a few letters. This is the only search that does this.

Animations - The buttons for moving commands are named "toolStripButton1" and "toolStripButton2". (Put your curser above the buttons for a second)


Documentation:
Sprites - Sprite 52 is labeled "Booster (Walk)", but it is actually Yoshi laying an egg. Sprite 144 looks like it's a tomato...

Battlefield - Tilesets 55 through 58 are parts of the Smithy battle, the transition where Smithy breaks the factory grounds and everyone falls. (For proof, change battlefield 44 to use tilesets 55-57, and battlefield 45 to tileset 58)

Levels - Levels 455 (Bowser's Keep 6-door, Action Room 2-C) and 456 (Bowser's Keep 6-door, Action Room 2-B) are backwards, level 455 should have 456's name, and vise-versa.

Levels - Physical maps 21 and 99 are Moleville (unused) and Booster Tower 2 (slight differences here and there, also unused).

Animations - Some of the animation code descriptions that appear in your documents don't appear in the editor. (85 is one of them)

_______

One last thing, have you ever checked the internet archives for your lost files? I checked there, and it seems like a lot (possibly most) of your stuff is intact. Things like graphs, text documents, and tutorials should be there, but most of the images and all downloadable files are gone. You have to click around a lot, kind of a bother, but it can be worth the time.

http://web.archive.org/web/*/http://giangurgolo.home.att.net/smrpg/

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









Elementalpowerstar
Posted on 02-28-11 03:48 AM (rev. 2 of 02-28-11 04:02 AM) Link | Quote | ID: 139891


Paratroopa
Level: 29

Posts: 82/155
EXP: 144011
Next: 3874

Since: 12-29-08
From: ---

Last post: 3769 days
Last view: 3662 days
Level Editor Bug Report.

Everything should be described in the picture.

http://i55.tinypic.com/2ro3omv.jpg

---

Also when deleting NPC #0 when there aren't any NPCs on the map, an exception thrown dialouge comes up, with JIT Runtime stuff.

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.Levels.npcRemoveObject_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: 3.4.0.0
Win32 Version: 3.4.0.0
CodeBase: file:///D:/Downloads/LAZYSHELL.exe
----------------------------------------
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.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.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
----------------------------------------
tguqyvau
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.

---
As well as a few errors, I would also like to thank you for continuing the project despite the bleak outcome of any real "products." On top of actually creating my own hack, I've learned a lot more about how the game works, and how difficult it really must have been to do THIS without this tool.

____________________
Introduction to The Lazy Shell Editor (youtube)
Super Modify RPG's Youtube Channel.

giangurgolo
Posted on 02-28-11 05:42 AM (rev. 12 of 03-01-11 02:02 AM) Link | Quote | ID: 139892


Level: 34

Posts: 61/219
EXP: 248951
Next: 4700

Since: 02-01-08

Last post: 3219 days
Last view: 3219 days
Yakibomb: thanks for all of the bug reports; I've already fixed all of them.

Elementalpowerstar: I fixed the first bug shortly after 3.4 was released, where updating the tileset was erasing all of the changes made to the tilemap. The second bug has now been fixed; it was a bigger problem connected to free space calculation for all types of objects.

I appreciate the feedback. I have been working on a FF6 level editor called "Zone Doctor" (formerly known as FF6LE, found on romhacking.net) which is based off of Lazy Shell v3.x and will include an event script editor. In addition to that, it also includes a fully functioning built-in hex editor (with search, fill, and editing features) which I will port into Lazy Shell later which will be included in the v3.5 package. I want v3.5 to be the pinnacle of this editor's history, so I am waiting a few more months for more bug reports and more voluntary beta testing. Thanks to all of the feedback and reports; it is very much appreciated. Credit will be given to those who have substantially contributed in the editor's "About" window.

Posted by Zealous98

1. I thought that copies (tiles shared between molds) allowed more freedom in the memory, but it seems that LS v3 doesn't support them. Was this deliberate or is this one of the tilemap issues you mentioned?

2. How do you add/remove tiles to/from a tilemap? Even if you add a new tilemap mold, I don't see any options to actually create a sprite for that mold.

For suggestions, I would like to see these options brought back:
1. Toggling between tilemap and gridplane
2. Able to input X and Y positions for tiles

EDIT: Gian, when you said tilemaps, you were referring only to levels, weren't you. There's an issue with certain molds when saving Sprites. Namely, Mario [0003], Molds 17 and 19. Some tiles turn into copies. I have no idea if these are the only molds affected.


1. LS v3.x automatically generates copies based on matching tiles. Because of this, over 2500 extra bytes are freed up. I have fixed all of the issues with the auto-copy generator function.
2. Treat it like drawing a level. Use the drawing tools to draw a sprite. You can create a sprite simply by selecting a tile from the tileset (as you do in levels). You can even copy/paste tile(s) from one mold to another (or within the same mold. I will add an option to insert/delete/duplicate tiles for the tileset into v3.5. Note that all of this applies only to tilemap format and not gridplane.

1. No, because switching between formats clears the mold data so it's the same as deleting then inserting a new mold. Just add a new mold which gives you the option to choose what format.
2. OK, I'll put that back in.

Last question: I've fixed this issue with the auto-copy function. Apparently I had it make copies that were mirrors/inversions of other groups of tiles. SMRPG ignores the mirror/invert bits if it is a copy, so I've taken that out. Also an enhanced sprite image exporter has the option to export each sprite as a sprite sheet containing all of its molds; I added this in to help with debugging in case some mistakes with saving still persist. After saving the sprites, reopening, exporting the sprite sheet images, and finally looking through the sprite sheets it appears no more problems exist. Hooray.

Pages: 1 2


Main - The Landfill - LAZY SHELL v3.4 released *REPORT BUGS HERE* New thread | Thread closed

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.028 seconds. (322KB of memory used)
MySQL - queries: 87, rows: 116/116, time: 0.018 seconds.