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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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Hanto
Posted on 06-18-11 01:02 PM Link | Quote | ID: 143940


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Levels:
- Zooming in with the screen that follows the mouse makes the screen not follow correctly.
- Zooming in with mask makes the mask smaller also.

Elementalpowerstar
Posted on 07-08-11 08:12 AM Link | Quote | ID: 144708


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giangurgolo released version 3.6 FINAL on his site some time ago, but never bothered to post it.

At the suggestion of KP9000 on the IRC Chat, I have decided to post it here for him, but let him, if he decides to come back, post the offical topic on it.

Lazy Shell Version 3.6 as hosted by giangurgolo on his comcast website.

He has also made documentation of the changes in this version, as well as other versions. They can be read here, just in case he did not want it to be released yet. Changes.txt

On a more personal note to giangurgolo: I'm sorry if you planned on releasing this later, or were making modifications in the future, but what you said sounded sort of final, and you released this already on some other places. If you are going to release version 3.6 in a new thread, you are welcome to delete this post.

giangurgolo
Posted on 07-14-11 06:55 PM Link | Quote | ID: 144963


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It was the final release, but I was in a hurry so I didn't have time to make a new thread. I have no objections to your posting about it (I also noticed romhacking.net updated it too, which I have no problem with either). v3.6.1 will only have bugfixes, but you'll need to explain the exception logs you posted earlier and what exactly you did to cause the application to throw them. You'll need to explain to me exactly what you did to produce these bugs. If you can reproduce them easily, then tell me how. So far I haven't tried to find any of these bugs myself (except for the two posted by Hanto above), since I'm no longer willing to put the effort I used to into this application.

Elementalpowerstar: I greatly appreciate your feedback, reports, and aid as a bug-finder and I've added your name to the special thanks list for the next release.

Also, remember that I am no longer taking requests. Any suggestions for additions to the editor will be ignored. I will only be fixing bugs from now on, and the user must explain a specific action they took to yield a bug when reporting it.

Changes so far for v3.6.1:

v3.6.1 FINAL
--------------------------------------
Fixes:
*Hex Editor button was enabled when no ROM loaded
*Lunar Compress.dll not being created when Attacks & Items editors opened
*Event Scripts: selecting a node not properly updating the command listboxes
*Levels: mask and screen window size not consistent with zoom status

Elementalpowerstar
Posted on 07-14-11 07:55 PM (rev. 2 of 07-14-11 08:07 PM) Link | Quote | ID: 144966


Paratroopa
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Open Map 208, "Seaside Town, Outside, During Yardiovich"
Goto the MODS section of the level editor
Click the SET MOD branch off of Tilemap Mod 2
Should produce that bug.

System.ArgumentNullException: Value cannot be null.
Parameter name: image
at System.Drawing.Graphics.DrawImage(Image image, Int32 x, Int32 y)
at System.Drawing.Graphics.DrawImage(Image image, Point point)
at LAZYSHELL.Overlay.DrawLevelTileMods(LevelTileMods tileMods, Graphics g)
at LAZYSHELL.LevelsTilemap.pictureBoxLevel_Paint(Object sender, PaintEventArgs e)


---------------------------------------------------------------

As for the rest of my bugs I posted, I will be sure to look back and see if they can be found. I'm very sorry to hear that you don't have any interest, but I understand. I am, however, very happy that you will include me in the special thanks section.

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

Yakibomb
Posted on 07-17-11 08:34 AM (rev. 3 of 07-17-11 09:50 PM) Link | Quote | ID: 145118


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Sprites - Importing images on a tile except the first places the image in a completely different place from where you right-clicked.

____________________
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Thank you!









Hanto
Posted on 07-17-11 09:20 PM Link | Quote | ID: 145150


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Action scripts: Transfer to coords (2). Changing the facing direction adds 32 to the Z coordinates.

Yakibomb
Posted on 07-19-11 10:27 PM Link | Quote | ID: 145329


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Monsters - Click on a command that has zero, two, or three changeable values. Then click "Do 1 spell."

Animations - Monster Spell and Monster Attack animation previews save to main ROM. The changes do not save if you close the Monsters window and opt not to save.

Animations - Item animation previews do not work. Am I suppose to get the item I am previewing?

____________________
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Thank you!









giangurgolo
Posted on 07-20-11 04:02 AM Link | Quote | ID: 145333


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Yakibomb: Importing problem has been fixed. As for your last post (answered in order):

1. I can't reproduce this error; I open the monsters editor, click the first command in Terrapin's script (it has 3 values), and click "Do 1 spell" in the listbox on the right but nothing out of the ordinary happens. What's the exact monster and command to click (do you mean just single click or double-click to edit it?)

2. Fixed

3. Are you using ZSNES to preview the item? If so, you're right and I have fixed the problem.

Hanto: fixed (this was due to bad command labeling)

Here are the changes for v3.6.1 so far:

v3.6.1 FINAL
--------------------------------------
Editor-specific changes:
*Audio: added link to Audacity download; improved importing tips

Fixes:
*Graphics Editor: importing image not drawing to correct coordinates
*Hex Editor button was enabled when no ROM loaded
*Lunar Compress.dll not being created when Attacks & Items editors opened
*Previewer: item previewer not storing item to right address for .zst
*Animations: moving commands not modifying checksum, changes always saved
*Dialogues: resetting font character not redrawing font table image
*Dialogues: checksum not including battle messages, other fonts & palettes
*Event Scripts: selecting a node not properly updating the command listboxes
*Event Scripts: bad label for transfer/shift to isometric coords command
*Levels: mask and screen window size not consistent with zoom status
*Levels: selecting a "set mod" in solid or tilemap mods crashed level image
*Levels: refreshing solid mods disabling updatingLevel instead of Properties
*Levels: deleting last solid or tile mod not updating image
*Levels: zooming caused keystroke shortcuts to be disabled temporarily
*Levels: using keystroke shortcuts ignored "Lock tileset editing" option
*Levels: tilemap & solidity mods width/height minimum should be 1, not 0
*Levels: initial checksum calculating before finished loading everything
*Sprites: resetting a sprite was not resetting palette and graphics changes

Hanto
Posted on 07-20-11 04:19 PM (rev. 2 of 07-20-11 04:31 PM) Link | Quote | ID: 145340


Goomba
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I got this error out of nowhere.

System.OutOfMemoryException: Det finns inget ledigt minne.
vid System.Drawing.Graphics.CheckErrorStatus(Int32 status)
vid System.Drawing.Graphics.DrawImage(Image image, RectangleF destRect, RectangleF srcRect, GraphicsUnit srcUnit)
vid LAZYSHELL.LevelsTilemap.pictureBoxLevel_Paint(Object sender, PaintEventArgs e)


I just moved an event field around the map and that happened.
Then the level images crashed.

Couldn't reproduce it.

giangurgolo
Posted on 08-02-11 11:24 PM Link | Quote | ID: 145634


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Here's an update on the progress of v3.6.1:

v3.6.1 FINAL
--------------------------------------
Editor-specific changes:
*Audio: added link to Audacity download; improved importing tips
*Notes: elements now a listview, with sortable columns

Additions:
*Dialogues: search window now has replace all feature
*Items: can change list order of items in shops
*Levels: bytes left labels for tilemap & solidity mods tab
*Notes: uses checksum to see if changes made

Fixes:
*Graphics Editor: importing image not drawing to correct coordinates
*Hex Editor button was enabled when no ROM loaded
*Lunar Compress.dll not being created when Attacks & Items editors opened
*Animations: moving commands not modifying checksum, changes always saved
*Dialogues: resetting font character not redrawing font table image
*Dialogues: checksum not including battle messages, other fonts & palettes
*Event Scripts: selecting a node not properly updating the command listboxes
*Event Scripts: bad label for transfer/shift to isometric coords command
*Event Scripts: a node must be selected to do an action; checked not enough!
*Event Scripts: was showing initial symbol for item names in treeview
*Levels: mask and screen window size not consistent with zoom status
*Levels: selecting a "set mod" in solid or tilemap mods crashed level image
*Levels: refreshing solid mods disabling updatingLevel instead of Properties
*Levels: deleting last solid or tile mod not updating image
*Levels: zooming caused keystroke shortcuts to be disabled temporarily
*Levels: using keystroke shortcuts ignored "Lock tileset editing" option
*Levels: tilemap & solidity mods width/height minimum should be 1, not 0
*Levels: initial checksum calculating before finished loading everything
*Levels: tiles array not complementing changed solidity mod width/height
*Levels: adding tilemap mod "set" mod creating array for only layer 1
*Notes: address and bit not loading when index changed
*Previewer: item previewer not storing item to right address for .zst
*Sprites: resetting a sprite was not resetting palette and graphics changes


I will be releasing v2.1 of The Bob-omb Mafia soon to compliment the pending release of v3.6.1.

Yakibomb
Posted on 08-03-11 02:00 AM (rev. 4 of 08-03-11 11:58 PM) Link | Quote | ID: 145638


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I found more bugs. Sorry I procrastinated about posting them. Here are the bugs I've found:

Sprites - Changing the palette using the color adjusters doesn't recognize new palettes. Put in random numbers in one palette, then use the color level sliders.

Sprites - Cannot add frames to animation sequences.

Sprites - Cannot close palette editor or graphics editor when on a sequence without any frames.

Spell Effects - Spell images does not save.

Spell Effects - Palette Index does not save.

Formations - There is no button to close the search window in formations editor.

Animations - Cannot right-click dialogues to quickly edit them.

Levels - Putting in a number for an NPC's event # that exceeds 4095 crashes the level view.


Edit: Probably not going to listen to this request, but I completely understand if you turn it down. It would be nice to be able to modify the coordinates of the A/B/X/Y button on characters during battles. Remember, I don't blame you for not doing it (in fact I could probably just learn how to do it myself).

____________________
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Thank you!









giangurgolo
Posted on 08-04-11 07:13 PM (rev. 2 of 08-04-11 07:13 PM) Link | Quote | ID: 145680


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Could you explain this further:

Monsters - Click on a command that has zero, two, or three changeable values. Then click "Do 1 spell."
I cannot reproduce this error. Tell me what monster it was and what command it was. Also, explain this:

Battlefields - Reset doesn't work. Neither does clear (gives exception)
Testing has not yielded any errors or thrown any exceptions for this. What did you do before it happened and what battlefield were you on?

Yakibomb
Posted on 08-05-11 09:25 AM (rev. 2 of 08-05-11 09:27 AM) Link | Quote | ID: 145699


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Monsters - Click on a command that has zero, two, or three changeable values. Then click "Do 1 spell."

Here is the error message:
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at LAZYSHELL.DDlistName.GetNumFromIndex(Int32 index)
at LAZYSHELL.BattleScripts.name_DrawItem(Object sender, DrawItemEventArgs e)


It has something to do with the format of the boxes. If you click a command that doesn't have one drop down box, then you click "Do 1 spell," you get that error.

Just try this method:
Click "Do 1 attack," then hold the down arrow on the keyboard so it begins to go through all the commands. Hold it until it gets to "Do 1 spell." If you don't get an error then, I have no idea.


Battlefields - Reset doesn't work. Neither does clear (gives exception).

I haven't been able to reproduce this bug in the recent versions of LS, so I guess it's fixed.

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








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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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