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Main - Super Mario RPG Hacking - LAZY SHELL v3.5 BETA released *REPORT BUGS HERE* New thread | New reply

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giangurgolo
Posted on 04-02-11 04:56 AM (rev. 3 of 05-30-11 11:31 PM) Link | Quote | ID: 140633


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Download LAZY SHELL v3.5 BETA

Before reporting any errors, read this post first:
http://acmlm.kafuka.org/board/thread.php?pid=142704#142704


This is not a final release; it is a BETA release. I am releasing only in the hopes that you users (yes, all five of you) will use this opportunity to post any bugs or annoyances you find in this version, and also because I can't really think of any more improvements I could possibly make. Additionally I am getting quite sick of working on it and am finding that it is eating up too much of my time. I will give people ONE month to make any reports, after which I will release 3.5 ALPHA (in the beginning of May).

The number of fixes, additions, and changes are very numerous. The most important ones are the addition of a hex editor, battle scripts have been moved into the monster editor, you can reset an element (undoing any changes made since last save), and you can click/drag single solidity tiles. There are so many more important additions and fixes that you'll have to look through the changes listed below to see all.

I also want to emphasize that the levels now save entirely with no problems.

Here is the complete list of changes:

v3.5
--------------------------------------
General changes:
*Changed target framework to NET 2.0
*Closing editors w/o making any changes no longer prompts for save
*Drop-down list backgrounds now drawn with game's menu background graphics
*Model class now more easily accessible static class
*Most panels are now Fixed3D appearance
*Reset option in many editors to undo all changes to a current element
*Search field in most editors now visible by default
*Searching now has match case and match whole word options

Editor-specific changes:
*Animation Scripts: text dump now tags scripts with names of spell, item, etc.
*Battle Scripts: moved battle scripts editor to monsters editor
*Event Scripts: command category now just one listbox, saves space
*Levels: color gradient effect on object fields and solidity map
*NPC Editor: can now search for NPCs w/sprite w/o modifying current NPC sprite
*Scripts: command color-coding for event and battle script editors is lighter
*Solid Tiles: solid tile searcher and viewer now far more versatile & superior
*Space analyzer: now one listbox, easier to manage and clearer

Additions:
***Hex editor with typical features like search, fill, copy/paste, etc***
*Animations: added a few more descriptions for commands
*Clearing: option to clear unused graphic sets
*Damage Calculator: calculate damage of spells or an attack based on stats
*Event Scripts: right-click-go-to options for jump to/run event commands
*Graphic Editor: fill/paint bucket feature, contiguous and non-contiguous
*Hacking Tools: auto-hack creation tools, like raising/lowering monster stats
*Levels: export/import level architecture allows porting maps from other games
*Levels: can now see how many bytes left for NPC's, events, exits, overlaps
*Levels: can export a selection (one layer only) as a battlefield
*Levels: can now edit solidity properties of a tile
*Levels: NPC, event, exit fields display information tags next to field on map
*Levels: jump to destination, event or formation on right-click of objects
*Levels: option to lock tileset editing; avoid annoyances w/accidental moving
*Levels: auto-update option and manual update for tileset editing
*Levels: export all images with option to crop to mask edges
*Levels: can now toggle view of priority 1 for solidity map tiles
*Levels: click/drag solid tiles makes editing solidity map remarkably easier
*Palette Editor: import/export palette feature added back on
*Previewer: option to set (ie. raise) level of party members from 1 to 30
*Previewer: option to set equipment of party members
*Settings: option to remember and load last viewed level
*Sprites: export all molds of each sprite as individual sprite sheet images
*Sprites: added back option to incrementally adjust X,Y coord of tiles

Fixes:
*Allies: XP needed wasn't updating if Mario not selected
*Battle Scripts: cut icon off of spell names b/c were showing box character
*Clearing: clearing current for solidity and battlefields not working
*Dialogues: couldn't draw to lower-right region of overworld font characters
*Dialogues: battle dialogue search crashing b/c casting instead of ToString()
*Effects: cancelling import into tileset threw exception--reading null image
*Graphic Editor: clear function (right-click) wasn't even written at all
*Levels: graphics weren't saving after editing in graphic editor
*Levels: graphics weren't saving to ROM b/c edit flag not set
*Levels: palettes and graphics were saving when choosing not to save on close
*Levels: moving tiles in tileset was resetting edits within tilemap
*Levels: scrollbars were resetting when changing window focus
*Levels: free space calculation for objects confused memory of current object
*Levels: issues with toggle off for selection and pasting
*Levels: event goto button for NPCs wasn't disabling if battle trigger type
*Levels: copy/paste then enable solidity or objects shrinks inside selection
*Levels: undo/redo not working for solidity map editing; stack not updating
*Levels: copy/paste tiles in tileset not updating pasted tile's internal index
*Levels: erasing w/edit all layers simultaneously not always working
*Levels: using wrong updating bool for individual properties
*Levels: priority 1 tint not updating after undo/redo
*NPC editor: search button wasn't doing anything
*Previewer: was loading level exit source and not level trying to preview
*Previewer: edit flags being reset, so issues with previewing more than once
*Script Editors: editing script no longer causes blinking/flickering
*Search Solid Tiles: selecting item in results listbox threw exception
*Sprites: dragging tiles past boundaries threw an exception
*Sprites: palette num, index, graphic set offset were not saving
*Sprites: issues with auto-copy function; shouldn't flip copied tiles
*Sprites: clicking tileset outside of index limit threw exception
*Sprites: cancelling import into tileset threw exception--reading null image
*World Maps: not saving wasn't resetting the map points


I was far more diligent in documenting the changes this time which is part of the reason why the list is so long. This is not an April fool's joke by the way. Download the editor and see for yourself.

Yakibomb
Posted on 04-02-11 07:49 PM (rev. 4 of 04-03-11 06:35 AM) Link | Quote | ID: 140641


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Yahoo!

I'm going to look over the changes and get started immediately. You rock! I bet you're pretty glad that this is all coming together.

Have you considered an animation previewer? It would be very helpful.

Edit: Found a bug in Levels, changing npc type to monster when the pack value exceeds 255 gives an error message.

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giangurgolo
Posted on 04-03-11 04:26 AM Link | Quote | ID: 140649


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Fixed. You can work around this bug in the beta version if you modify the Event/Pack # immediately after changing the engage type.

jackie
Posted on 04-05-11 04:06 PM (rev. 3 of 04-05-11 04:42 PM) Link | Quote | ID: 140692

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Finnaly I'Ve Waited For It Soo Long...


Thanks...

I Found A Bug :

New Game Inventory Stats Dont Save

If i change coins,Frog Coins Fp Max Fp start...

Request for next version (I dont know where paste request so i post here ) :

Possiblity to remove intro scene where princess get capture by bowser ( Game Starts After Mario Come To Castle)

SMRPG HACKER
Posted on 04-09-11 12:17 AM (rev. 2 of 05-30-11 11:29 PM) Link | Quote | ID: 140735


Koopa
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1
Pallete importer
has some bugs like it doesn't import the last row of multi rowed palletes like
World map and levels
2
item editor has a item that says UMMY( at the very bottom of the list) when you click to edit it goes crazy
gives me this

************** Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.Collections.ArrayList.get_Item(Int32 index)
at System.Collections.Specialized.StringCollection.get_Item(Int32 index)
at LAZYSHELL.Do.RawToASCII(Char[] chars, StringCollection keystrokes)
at LAZYSHELL.Items.RefreshItems()
at LAZYSHELL.Items.itemNum_ValueChanged(Object sender, EventArgs e)
at LAZYSHELL.ToolStripNumericUpDown.OnValueChanged(Object sender, EventArgs e)
at System.Windows.Forms.NumericUpDown.OnValueChanged(EventArgs e)
at System.Windows.Forms.NumericUpDown.set_Value(Decimal value)
at LAZYSHELL.ToolStripNumericUpDown.set_Value(Decimal value)
at LAZYSHELL.Items.itemName_SelectedIndexChanged(Object sender, EventArgs e)
at LAZYSHELL.ToolStripComboBox.OnSelectedIndexChanged(Object sender, EventArgs e)

3
shop menu is not updateing when a select a different shop index

Yakibomb
Posted on 04-09-11 04:18 AM Link | Quote | ID: 140736


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Hacking Tool: Makes all other windows unresponsive until it is closed.

Damage calculator: In the second column, it doesn't calculate if you set the level. You can also equip things on enemies. (Perhaps there could be a reset button?)

Sprites: If you delete any molds, and a mold in the current animation frame doesn't exist, it errors.

Levels: Dragging physical tiles shrinks the physical map.

Levels: If you change any tiles on a stage, then change a GFX set, the stage reverts back to how it looked before when it first loaded.


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giangurgolo
Posted on 04-09-11 10:15 PM Link | Quote | ID: 140749


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Here's a report on the changes in v3.5 ALPHA so far.

v3.5 ALPHA
--------------------------------------
General changes:
*Cleaned up the source code; moved resources into individual folders

Editor-specific changes:
*Battle Scripts: spell, attack, item lists now drawn with game's font
*Damage Calculator: better labelling; equipment disable for monsters

Additions:
*Animations: previewer for item, spell, and attack animations
*Levels: fill tiles contiguously with edit-all-layers-simultaneously support

Fixes:
*Allies: new game inventory stats not updating if Mario not selected
*Battle Scripts: cut icon off of item names b/c were showing box character
*Battlefields: dragging a selection beyond map bounds threw exception
*Damage Calculator: target stats not updating when level changed
*Effects: dragging a selection beyond map bounds threw exception
*Effects: animation not playing back with correct durations
*Levels: changing NPC engage type wasn't updating some properties in NPC class
*Levels: opening clear window threw an exception; trying to GetType() of null
*Levels: dragging a selection in tileset beyond image bounds threw exception
*Levels: changing gfx sets or tilesets would reset any changes made to tilemap
*Levels: click/drag solid tile before cementing moved tiles shrunk solid map
*Main Title: dragging a selection beyond map bounds threw exception
*Previewer: entrance event results in event previewer not loading right level
*Shops: controls not updating when shop index changed
*Sprites: selecting beyond tileset bounds broke the zoom panel image
*Sprites: animation not playing back with correct durations
*Sprites: threw exception if try to draw frame w/mold index beyond mold count
*World Maps: dragging a selection beyond map bounds threw exception

Yakibomb
Posted on 05-04-11 03:53 AM (rev. 9 of 05-05-11 08:52 AM) Link | Quote | ID: 141452


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My internet shut down, so I couldn't report any bugs. I've been testing this out since you released it, and here are my results:

Bugs
Attacks:
- Status calculator: Doesn't load Mario's stats in the ROM when calculator opens.
- " ": Attack/defense down options don't function.

Audio:
- Can't import.

Battlefields:
- Reset doesn't work.
- Clear doesn't work either.

Dialogues:
- Doesn't request to save if you edit icons/battle messages.

Event Scripts:
- A command is incorrectly labeled: Playback fade-out track, duration: {00} Music name, min volume: 0
- If you open the dialogue editor via event scripts editor, then close dialogues. Trying to reopen it throws an exception.
- Adding a command to a script usually messes with the "jump to" commands in later scripts. Is there anything that can be done?

Levels:
- Partition search doesn't close when levels editor does.
- NPCs and partition search windows are not in front of the editor.
- Physical tile properties don't save.
- Something is up with the solidity and tile mods. It doesn't like to be touched at all, most things you do makes it error. Ones I've found:
- Set a solidity mod width to 0
- Deleting all solidity mods
- View tile mods and trying to change their position


Monsters:
- Hacking Tool makes all other editor windows unresponsive
- Take these steps:
1. Make any changes to the battle script and stats.
2. Attempt to close, save the monster scripts.
3. When it asks to save monster stats, cancel it.
4. Change the monster index.

Sprites:
- Pencil tool doesn't work (unless I'm not using it right...)
- Exporting animations doesn't go to the highest range (I couldn't export culex's animations because of this)
- Importing an animation, then attempting to play that animation crashes the editor (windows error)
- If there are no subtiles with pixels in a mold, it will be unselectable in the sprite box.
- Right-click a tile, then click somewhere else in the box's range
- When you view the frames in an animation sequence, the frames are usually tinier than what the frame actually looks like.
- Subtile mold's offset (I think that's what it's called...) doesn't show up if you have base conversion on.
- If the sprites have a something wrong with them, Lazy Shell won't open them. In 2.5, if the sprites got buggy you could still edit the sprites freely. In 3.0 and beyond, multiple windows appear saying "Something weird happened", and it won't let you in. I guess importing your last save works as a fix, but I'd like it to ask if you want to open the sprites or not, at your own risk.

Misc:
- None of the 16th palettes save (all editors). They show up changed in the editor, but do not save.
- Hex editor: You can open a hex window for every ROM you open.
- The save window still isn't the frontmost window (maybe there could be a panic button? I found that alt+F4/escape fixes this dilemma). It kinda worries me if someone doesn't know about alt+F4/esc, they just lose all their work because the other windows become unresponsive.
- If you try to close the ROM using the editor, all options mean yes.
- Look over the list of things that can be imported/exported from another ROM into yours. Some things aren't listed, like title screens, map mods, and some other things I'm sure. I'll get back to you on this if I think of any more.
- If you click anywhere in the search box that isn't one of the results, it gives an exception (I know this happened a bunch of times, but I can't seem to duplicate the bug. I'll post the message as soon as I get a hold of it)


Suggestions

Animations:
- A 'reset' button for the current script.

Battlefields:
- Put in a monster formation, or Mario's party positions
- An undo button
- A "Screen" button like the levels editor

Status Calculator:
- Attacks/spells that are used in a battle script are highlighted? (Not really necessary, just a thought)
- A way to swap the two columns quickly. Or save what equips are in the slots
- A button next to the Physical attack number that multiplies the current number by x? (Since there is a damage multiplier on some monster's attacks)
- An added notification that there is a damage range on the weapon being used in the calculation.
- Maybe the options timed attack, perfectly timed attack, and defense position activate, could be selected on both sides, and if you choose one, the other options are disabled. (so you don't have to switch who is attacking who)

Event Scripts:
- To make things more clear, when selecting an object's event commands, also have all the action commands checked.

Levels:
- An option to lock the "Screen" option on the level
- Could there maybe be a diagram of the positions Mario's party would be standing at during battle? Would be helpful when making a battlefield.
- The physical tile editor updates as you change it

Monsters:
- The status calculator also be put here
- Battle scripts: Right-click to edit dialogue, battle event, or object sequence.

Sprites:
- Allow you to shift all tiles using select all
- Rename sprites
- In the last editor, you could see the offset which subtiles were placed at. Can this be added back in? (even as a checkbox or something)
- The ability to select subtiles by clicking them in the sprite box
- I've had troubles with importing images that have white backgrounds. I know I can just use the paint can to remove them, but I was thinking the editor could change the white background to transparent before it was imported?

Misc:
- Add palette specific color tools back from 2.5
- For searches, add a "No results" in the box if nothing pulls us.
- Track/Sound previewer
- An option to enable game debug options. Things like the debug menu (PAR C106AF80), and quick exit battles (PAR C28EFA05).
- If you try to quick load a file in the drop down menu, add a request to remove the file.

Documentation:
- I found a sound you didn't document. Sound 7A/122. Sounds like a parked car with the engine still on.
- I don't know if you know this. The event script editor read the command as Movement Properties, Bit 4 makes the sprite act as if it's in water (at least for Mario, didn't test it with others). If you set all the bits except bit 4, Mario's acts if he is on water.

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Yakibomb
Posted on 05-11-11 07:16 AM (rev. 3 of 05-11-11 07:56 AM) Link | Quote | ID: 141902


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I found a really bad bug in dialogues:
Try to edit a duplicate dialogue, then have the warning window appear. Drag the window over the dialogue box so it makes mirror images of the window in the box, then save it. It overwrites a lot of the saved text/available free space in the ROM.

____________________
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giangurgolo
Posted on 05-12-11 07:51 PM (rev. 3 of 05-13-11 06:04 PM) Link | Quote | ID: 141975


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I've fixed all of the bugs you've reported except the following, of which I'll need a more detailed explanation:


Attacks:
- " ": It doesn't load Mario's stats in the ROM when calculator opens.
I've made several fixes and improvements to the Stat Calc since my last post, so I might have fixed this but I don't know

Battlefields:
- Reset doesn't work. Neither does clear (gives exception)
What battlefield index were you on? What did you do before attempting a reset/clear? I have been unable to reproduce this error.

Event Scripts:
- I don't really know how the events are saved, but the "jump to" events get little buggy. I found one script that couldn't load because it was one byte off from the byte it was suppose to jump to. I dunno what you could do about this.
Give me a script index that has this problem

Levels:
- If you undo when editting tiles, it deletes the tile on the first click, then it reappears on the second. I understand that's how the editor works, but I was in a bit of a panic the first time I undid one tile.
Unclear on this. You mean eg. draw a single tile, click undo button (drawn tile erased correctly), click undo button again (drawn tile reappears)? Explain exactly what you did for this to happen.

Sprites:
- Pencil tool doesn't work
What sprite index, mold #, etc. were you on and what did you do before you attempted to use the pencil tool? I have been unable to reproduce this problem; the pencil tool has worked fine every time I've tested it.
- If there are no subtiles with pixels in a mold, it will be unselectable in the sprite box.
You're right. But try using the "Select Tile(s)" tool and drag a selection box around the area of the empty tile.

Misc:
- None of the 16th palettes save (all editors). They show up changed in the editor, but do not save.
I think this only occurs in the level palettes, because the 16th color is the same byte as the 1st color of the next palette row. You should modify the 1st color in the next row instead.


As for the suggestions/requests, I can't guarantee I'll be able to fulfill many of them but I've taken some into consideration. Also, here is an update on the progress of v3.5 ALPHA:

v3.5 ALPHA
--------------------------------------
General changes:
*Cleaned up the source code; moved resources into individual folders

Editor-specific changes:
*Battle Scripts: spell, attack, item lists now drawn with game's font
*Damage Calculator: better labelling and organization
*Levels: separated solidity and tilemap undo/redo stacks
*Palette Editor: brightness can now go from -248 to 248

Additions:
*Animations: previewer for item, spell, and attack animations
*Audio: added guide to importing a WAV file of user's choosing
*Damage Calculator: ability to switch attacker and target stats
*Event Scripts: goto offset context-menu for action scripts pointer commands
*Levels: fill tiles contiguously with edit-all-layers-simultaneously support
*Levels: level info viewer shows offsets of elements for a level
*Palette Editor: new colorize feature added under effects tab
*Sprites: gridlines for tileset's tile in zoom box

Fixes:
*When closing a ROM, it restarts editor if cancel not clicked anywhere
*Allies: new game inventory stats not updating if Mario not selected
*Battle Scripts: cut icon off of item names b/c were showing box character
*Battlefields: dragging a selection beyond map bounds threw exception
*Damage Calculator: target stats not updating when level changed
*Damage Calculator: changing from ally to monster not updating monster stats
*Dialogues: hitting ctrl+any other key modifies duplicate dialogues
*Effects: dragging a selection beyond map bounds threw exception
*Effects: animation not playing back with correct durations
*Event Scripts: changing commands in large scripts took extremely long
*Event Scripts: wrong labelling for bytes left and hex labels
*Event Scripts: goto dialogue threw exception if dialogue window closed
*Levels: changing NPC engage type wasn't updating some properties in NPC class
*Levels: opening clear window threw an exception; trying to GetType() of null
*Levels: dragging a selection in tileset beyond image bounds threw exception
*Levels: changing gfx sets or tilesets would reset any changes made to tilemap
*Levels: click/drag solid tile before cementing moved tiles shrunk solid map
*Levels: partitions search not closing with level window
*Levels: solidity tiles now save changes
*Main Title: dragging a selection beyond map bounds threw exception
*Monsters: cancelling monster stats closing but not battle scripts has issues
*Previewer: entrance event results in event previewer not loading right level
*Shops: controls not updating when shop index changed
*Sprites: selecting beyond tileset bounds broke the zoom panel image
*Sprites: animation not playing back with correct durations
*Sprites: threw exception if try to draw frame w/mold index beyond mold count
*Sprites: last row in tileset wasn't showing in zoom box
*Sprites: tileset selection box showing sometimes for gridplane molds
*Sprites: context menu for mold image interfering with dragging tiles
*Sprites: importing/exporting read from sprite index instead of animation
*World Maps: dragging a selection beyond map bounds threw exception
*World Maps: run event control being casted as byte instead of ushort

Varion Icaria
Posted on 05-29-11 03:07 AM (rev. 2 of 05-29-11 11:50 AM) Link | Quote | ID: 142688


Micro-Goomba
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I'm trying to shift the level order around since I want to save the levels from the original to files and then start from scratch working my way up. I got this error when I tried to save my level. Also a recommendation for something, It would be nice to be able to export Complete level data including Overlaps and NPC's [if not done already] as I hate having to redo overlaps if I am moving levels around.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at LAZYSHELL.LevelLayer.Assemble()
at LAZYSHELL.Levels.Assemble()
at LAZYSHELL.Levels.save_Click(Object sender, EventArgs e)



giangurgolo
Posted on 05-29-11 03:51 AM Link | Quote | ID: 142690


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Thanks for the report. I have found and fixed the bug for the new version. Also I have included the importation of overlaps (as I should have done before, but overlooked).

Since the last update I've fixed several more bugs and made a couple of additions, but I will wait to post the report sheet until Yakibomb addresses in greater detail those specific bugs he reported, quoted in my last post.

Varion Icaria
Posted on 05-29-11 04:32 AM Link | Quote | ID: 142692


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So is the download already updated? I will try to report as many bugs as I go along with my hack.

Kawa
Posted on 05-29-11 10:33 AM Link | Quote | ID: 142704


CHIKKN NI A BAAZZKIT!!!
80's Cheerilee is best pony
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Once more, I'd like to intrude on the proceedings here with a simple request. When Lazy Shell errors out, or any other .Net application for that matter, and you copypaste the exception data here on the board, please stop at the first line that doesn't say "at LAZYSHELL.whatever".
Posted by Varion Icaria
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.LevelLayer.Assemble()
at LAZYSHELL.Levels.Assemble()
at LAZYSHELL.Levels.save_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
etc...

All that's really needed to be known is that the error was started when saving a level and actually occured when, along the saving process, a level layer was assembled because something wasn't properly set. What's not needed is the whole pathway of what happens when you click a toolbar item and how .Net and the Windows API work together to figure all that out.

Readability, storage space and I thank you.

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Varion Icaria
Posted on 05-29-11 11:51 AM Link | Quote | ID: 142705


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Fixed and noted for future reference.

giangurgolo
Posted on 05-30-11 11:26 PM (rev. 2 of 05-30-11 11:28 PM) Link | Quote | ID: 142804


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Last view: 3219 days
Posted by Varion Icaria
So is the download already updated? I will try to report as many bugs as I go along with my hack.


No. I will post a new thread for the new version. Also, although I said early April that v3.5 ALPHA would be released in May, I think it's a better idea to wait for a few more months until people find more bugs because they're still popping up every now and then. I've even found bugs fairly quickly just randomly playing around with the editor from boredom. Obviously there are more issues with the editor than I thought, so it'll need more time. I appreciate everyone's patience as well as their contributions.

Varion Icaria
Posted on 05-31-11 09:19 AM Link | Quote | ID: 142835


Micro-Goomba
Level: 9

Posts: 12/12
EXP: 3077
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Since: 03-26-09

Last post: 4686 days
Last view: 4553 days
Sounds good to me I just wasn't aware since I'm used to SVN builds of things like this. I will try to document as many errors as I encounter. btw another suggestion would be to clear all levels to start a fresh rom, Obviously Excluding the levels that are needed to run the game like Level 002 and the intro levels and such.

Elementalpowerstar
(post deleted) ID: 143345

Master Knight DH
Posted on 06-06-11 07:03 PM Link | Quote | ID: 143371

Newcomer
Level: 3

Posts: 1/1
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Since: 06-06-11

Last post: 4679 days
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Let me quote myself real quick from RHN's forum.

Posted by "MKDH"
*No monster regular attacks listed
*Monsters do not need equipment
*The defense changes for the attacker or attack changes for the defender are currently pointless
*PATK Down, MATK Down, and the defender's status changes do nothing
*No sign of traits like Jump Power

Another bug, one that has been around in 3.4: the shops list doesn't change until you change items.


You seem to have fixed all this already though. I'm mainly here so as to be able to know where the damage formula is so as to modify it to have weaknesses (Fire VS Goomba, Jump VS Paratroopas, etc.) double just P/MATK instead of the base damage. Although it'd probably be a quick job for you to begin with, but hey, I'm even providing the idea and I'd be wanting to show the idea off on YouTube along with my ASM hacking job on another game.

The reason? Allow elemental attacks to not need Jump Power to damage high MDEF baddies. It sucks when Fireball and even Super Flame have trouble keeping up with Jump in damaging Hidon in Revolution. Let's see:
-Mario has 37 MATK at L13 assuming no magic boosts. It'd be 39 at L15.
-Hidon has 50 MDEF and Fire weakness but no Jump weakness on Revolution.
-Jump has 25 MPWR and Jump Power = 100 effective MPWR, which is not even unreasonable at that point.
--Jump base damage: Likely to be timed correctly; total damage of 108.
-Fireball has 30 MPWR.
--Fireball base damage:
---To match Jump base damage, at least 53 / 2 ~= 27 timing presses are required. And yes, the base bonus damage is rounded down BEFORE it's multiplied by the number of timing button presses.
--Fireball base damage under the proposed formula change: +5 per press. MUCH better.
-Super Flame has 45 MPWR. It's not availaable at L13.
--Super Flame base damage:
---To match Jump base damage at that level, at least 21 / 4 ~= 6 timing presses are required. Nearly double the amount is required for matching the correct timing Jump damage, which is a problem because you're expending more FP on Super Flame as opposed to Jump. Really, I doubt you'd want to expend ONE FP extra on a measly 20 extra damage, let alone 3.
--Super Flame base damage under the proposed formula change: +7 per press. A good deal better at least.

Elementalpowerstar
Posted on 06-12-11 05:23 AM (rev. 9 of 07-15-11 04:04 AM) Link | Quote | ID: 143659


Paratroopa
Level: 29

Posts: 84/155
EXP: 144010
Next: 3875

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

Last post: 3769 days
Last view: 3662 days
Deleting a Solidity Mod when there is only one left. Open a clean ROM and go to Level Map 100 and try removing the Solidity Mod from the toolbar the left.

After the exception is thrown, and you choose to continue, you can create new Solidity Mods, but there is no "SOLIDITY MOD #x" text, and the buttons ungray themselves to edit the supposedly nonexistant Solidity Mods.

System.DivideByZeroException: Attempted to divide by zero.
at LAZYSHELL.LevelSolidMods.Mod.CopyToTilemap()
at LAZYSHELL.LevelSolidMods.set_Width(Int32 value)
at LAZYSHELL.Levels.solidModsWidth_ValueChanged(Object sender, EventArgs e)
at System.Windows.Forms.NumericUpDown.OnValueChanged(EventArgs e)
at System.Windows.Forms.NumericUpDown.set_Value(Decimal value)

at LAZYSHELL.Levels.RefreshSolidModProperties()
at LAZYSHELL.Levels.solidModsDelete_Click(Object sender, EventArgs e)


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This edit should weave out the thrown exceptions that don't make sense.
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Main - Super Mario RPG Hacking - LAZY SHELL v3.5 BETA released *REPORT BUGS HERE* New thread | New reply

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