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Main - Super Mario RPG Hacking - LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* New thread | New reply

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giangurgolo
Posted on 08-05-11 02:43 AM (rev. 48 of 01-22-14 06:00 PM) Link | Quote | ID: 145695


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(NOTE TO USERS: should this board for any reason be inaccessible at any time in the future, please use this thread to follow editor updates and post bug reports.)

Download LAZY SHELL v3.19.0 | Visit LAZY SHELL's home page | View LAZYSHELL Help Database

What is LAZY SHELL?

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. These elements include allies, battle animations, attacks, spells, sound effects, music, battlefields, dialogues, fonts, effects, events, formations, items, shops, level/location maps, the main title, menus, the mine-cart maps, monsters, sprites, world maps, and more. In addition, it also includes a help database and a project manager to help organize a full hack project.

You can view screenshots of the editor and watch videos of hacks made with LAZY SHELL from the editor's home page

Notes on latest/recent release(s)...

v3.19.0 is primarily a bugfix; it's release is exactly 5 years to date from Lazy Shell's initial release in January 2009. v3.18.0 has additional undo/redo support for battlefields, world maps, and battle scripts. An NPC packet editor has been added, and the drawing selection box has a new, nicer look.


Screenshots...




From the changelog.txt file:

v3.19.0 (2013-01-22)
--------------------------------------
Changes:
*Now allows user to load any ROM file, with a warning
*Restore elements node "Main Title" renamed to "Intro"
*Selection marching ant timers no longer run infinitely in background
*Dialogue: palette for disabled menu items (dark blue) now editable

Fixes:
*Sometimes crashed when creating selection because of dash offset
*Audio: score viewer shouldn't be enabled if sound effect loaded
*Audio: only set percussive pitch if reading notes when MML importing
*Dialogue: not reading pointer when compressing/saving menu palettes
*History: crash if using mouse/keyboard at same time in listboxes
*Levels: crash if drag solidity tile & solid mods enabled but no mods
*Levels: deleting selection in solid mod not saving to undo history
*Levels: rapidly ctrl+clicking tiles to select in tileset creates lag
*Levels: crash when toggle layers, try to redraw tilemod maps b/c null
*Mini-games: crash if edit tilemap b/c reading from null levels form
*Monsters: ignoring user-set target in "If target affected" commands
*Monsters: ignoring user-set "Do Nothing" for "Do 1 of 3" commands
*Sprites: crash if moving through sequences while clicking sometimes


v3.18.4 (2013-08-26)
--------------------------------------
Additions:
*Audio: can now adjust sample rel freq by half/full pitch amount

Changes:
*Image drawing code now safer and much faster
*Audio: loop start value now divided by 9 for greater precision

Fixes:
*Never removed header after save b/c romLength not being updated
*Some problems with new history logging format, dragging objects
*Nearly all editors asking to save during close even after saving
*Audio: score vscrollbar not staying put when writing music
*Audio: crash if try to open hex editor b/c passing HiRom offset


If you find or encounter a bug...

As is the case with releases containing several additions, there is always the possibility of new bugs surfacing. As usual, any bugs encountered please report them here. The recently added custom exception/error message box makes this easier and less trivial. If you encounter an error read the brief instructions in the message and make a new post here. You can click "ignore error" if you don't want to close and lose your work. Always remember to frequently save your work. Make back-ups using the options in the settings. Use the notes feature to keep track of changes and keep organized, etc.

CRASHES
If the editor crashes, copy/paste the contents in the crash window here, explaining what you did before the crash occurred.

CORRUPTED DATA
For corrupted data issues such as garbled/glitched graphics, text, etc. that you encounter after modifying the ROM, please answer each of the following FOUR questions:
1. What was the last thing you changed before you first encountered the problem?
2. Were you using a fresh ROM with OK checksum (see box at top of main window)?
3. If answer "no" to #2, what portions of the ROM did you modify before the problem? Is it a hack?
4. Do the problems appear in the *editor*, the *emulator*, or *both*?

OTHER BUGS
For all other bugs encountered, such as failure of the editor to perform a task like saving or changing data, incorrectly modifying or displaying data, etc. just briefly explain what the problem is and what you're doing to cause it.

Hanto
Posted on 08-05-11 08:24 PM Link | Quote | ID: 145708


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Thank you for the release.
Now I can continue on Jenku.

The only problem I have now is the Effect editor.
Whenever I try to draw graphics in it, it's not drawing the correct tile.
If I import an image, it will put garbage on it in-game.
If I re-open the effect editor, the graphic will be all messed up.

Elementalpowerstar
Posted on 08-06-11 02:50 AM (rev. 6 of 08-07-11 06:48 AM) Link | Quote | ID: 145711


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MONSTERS Editor
Open the Hacking Tools in MONSTERS (The wrench and hammer.)
Close the Hacking Tools (X or Cancel, either works.)
Try to open Hacking Tools again.

************** Exception Text **************
System.ObjectDisposedException: Cannot access a disposed object.
Object name: 'HackingTools'.
at LAZYSHELL.Monsters.hackingTools_Click(Object sender, EventArgs e)


Edit, Aug 06:

LEVELS editor:
Mask's "Right Edge" not consistant while zoomed in. (This hasn't happened yet, so don't look too hard into it, I'll remove this part if it does happen again.)

Copying and pasting any tile in the tileset editor to any location auto-pastes the tile to Tile Index 17 $11, for any layer.

Can still modify tileset (Copy, paste, cut, set P1, clear P1.) while tileset editing is locked, maybe gray out Update and Auto Update checks if Lock Tileset Editing checked? Can also still update and it does auto update when locked anyway.

Strange glitches happen in the LEVELS editor when zoomed in, looks something like this .GIF, and only happens when zoomed in, scrolling, editing the solidity maps, or restoring the window when it had been previously minimized.

When trying to save a template of something, this error comes up.


************** Exception Text **************
System.Runtime.Serialization.SerializationException: Type 'LAZYSHELL.Solidity' in Assembly 'LAZYSHELL,
Version=3.6.1.0, Culture=neutral, PublicKeyToken=null' is not marked as serializable.

[at system.runtime.serialization exception lines]

at LAZYSHELL.Do.Export(Object element, String fileName, String fullPath)
at LAZYSHELL.LevelsTemplate.templateExport_Click(Object sender, EventArgs e)


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

Yakibomb
Posted on 08-06-11 01:39 PM (rev. 8 of 08-08-11 09:08 PM) Link | Quote | ID: 145715


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Level editor bug - Importing palettes does not work right. The palettes are all placed on the wrong lines.

___

Edit 1:
Sprite + Level editor bugs:
In the Sprites editor, exporting current mold does not work, it exports all sprite images in the range set, no matter the option set. The same thing happens in the levels editor, if you try to export the level image, you can't export the level you are on.

Sprites + Levels - You can't set the first number in the range higher than 100.

Sprites - If you highlight all the tiles using the select and highlight all tools, then attempt to drag all the tiles, it breaks the sprite view box and this error message is shown:
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at LAZYSHELL.SpriteMolds.pictureBoxMold_Paint(Object sender, PaintEventArgs e)


Levels - Tile mods and physical tile mods do not work in zoom, they remain the same size.

___

Edit 2:
I am using the solid and tile mods and they work great. There is a bug though, when I am editing a solid mod, I can draw outside the box.

Other bugs listed:
Animations - The animation previewer still modifies the monsters in the main ROM.
___

____________________
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giangurgolo
Posted on 08-09-11 11:01 PM Link | Quote | ID: 145786


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Copying and pasting any tile in the tileset editor to any location auto-pastes the tile to Tile Index 17 $11, for any layer.


This is not a bug; like most paint programs, when you copy then paste a selection it will create a hovering selection that can be dragged and dropped to the desired spot.

Yakibomb
Posted on 08-11-11 09:34 PM Link | Quote | ID: 145848


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I found some more bugs:

Events - Go to script 1839. This script prevents you from changing it, but if you switch to another script, it doesn't unlock the command list.

Levels - The physical tile 1024 doesn't exist apparently, it just says "Index was outside the bounds bounds of the array." You can't go to it directly, you need to go to 1023 first, then use the up arrow.

System.IndexOutOfRangeException: Index was outside the bounds of the array.
at LAZYSHELL.LevelsSolidTiles.RefreshPhysicalTile()
at LAZYSHELL.LevelsSolidTiles.physicalTileNum_ValueChanged(Object sender, EventArgs e)
at LAZYSHELL.ToolStripNumericUpDown.OnValueChanged(Object sender, EventArgs e)


____________________
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giangurgolo
Posted on 08-26-11 01:48 AM (rev. 2 of 08-27-11 07:53 PM) Link | Quote | ID: 146494


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Unless anyone has any more errors or anomalies to report, I will be releasing v3.7 within the next few days.

UPDATE: check the OP for information on the now released v3.7 of Lazy Shell.

Yakibomb
Posted on 08-27-11 06:59 AM (rev. 3 of 08-27-11 08:21 AM) Link | Quote | ID: 146519


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I haven't used the editor since my last bug report. I'll try to use the editor though the weekend to try and find as many bugs as I can. If you can give me till the end of Sunday to work on it, that'd be great.

If I don't report back until then, I haven't found anything unusual (which is probably a good thing).

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giangurgolo
Posted on 08-27-11 07:57 PM Link | Quote | ID: 146524


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No problem; I'm going to go ahead and release v3.7 right now because this version has a custom error window which will be more useful to me and easier for the user to report errors. If you haven't already, go ahead and start using this version before continuing. Don't worry about any confusion; go ahead and document the bugs you've already found so far with v3.6.2 and post them along with any bugs you've encountered using v3.7 whenever you're finished.

Yakibomb
Posted on 09-18-11 03:42 AM (rev. 5 of 09-18-11 04:12 AM) Link | Quote | ID: 147064


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Effects - Cannot mirror or invert subtiles. (Invert/mirror subtile, save effects, close, reopen)

Effects - When you import an image into the graphics, it doesn't automatically increase the byte size to fit all the tiles in image.

Effects - If the graphics editor is open, the subtiles on the current spell don't save if you press OK to close the graphics or you change to another spell effect.

Battlefields - In the palette editor, the last row cannot be modified.

Audio - Are the hertz displayed in the right order?
I'll use sample 111 as an example, Valentina's laugh. Going by the editor, sample 111 set to 44100 hz is how it sounds in game. But when I set my sound file to 44100 hz in Audacity, it displays as 22050 hz in LS. If I set my sound file to 22050 hz, it displays as 44100 hz in LS.
______

I found that increasing the hertz of a sound in Audacity makes the sound play as it should in game. However, changing the hertz to a higher level makes the file size too big, so importing it overwrites over sounds. Do you have any ideas on how to reduce the size of the sound file?

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giangurgolo
Posted on 09-18-11 08:53 PM Link | Quote | ID: 147084


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Thanks for the bug report. I've fixed all the bugs except one: I'm not sure whether it's much of an issue with the graphic set size not resizing when you import. Once you import the image, it does actually import the entire thing into the graphics even if the size is too small. Manually increasing the size will reveal that the entire image has been drawn. I'm not sure if you misunderstood this but the automatic resizing thing you saw mentioned in the changes.txt for v3.8 actually referred to the tilemap importation function (the import button directly above the mold image) and not the graphic editor importation function.

As for the samples, read the list of bugfixes below for an explanation to your problems. Nothing you're doing is wrong, just the editor. I've changed the default playback to 32000 Hz now, as well as adding an option to set a custom sample rate.

Here's the short list of bugfixes so far:

v3.8.1
--------------------------------------
Additions:
*Audio: remembers last loaded sample index
*Audio: added 32000 Hz as default, and a custom sample rate setting

Fixes:
*Audio: radio buttons for 22050 Hz and 44100 Hz were switched around
*Audio: exporting samples should have been exporting to selected Hz rate
*Battlefields: only six palettes should be loading and saving, not seven
*Dialogues: when assembling, tileset wasn't being drawn to raw byte array
*Effects: when assembling, tileset wasn't being drawn to raw byte array
*Sprites: crash when dragging selected tiles which overflowed boundaries

Would you like for me to go ahead and release v3.8.1, or would you prefer to search for more bugs and post another bug report in the future?

Yakibomb
Posted on 09-20-11 04:25 AM (rev. 2 of 09-24-11 04:33 AM) Link | Quote | ID: 147137


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You should really just release the update.

This will probably be the last report from me for awhile:

World Maps - You cannot invert, mirror, or set priority 1 to subtiles. It displays fine in the editor though.

World Maps - The location name seems to have memory checking issues. Reducing or increasing the size of the name seems to throw out an error message. I've tried renaming the location points to have really long names, and when I went to test it, it displayed just fine. So I guess there seems to be enough space to be able to overwrite.

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Amazing Ampharos
Posted on 09-30-11 01:11 PM (rev. 3 of 09-30-11 02:50 PM) Link | Quote | ID: 147659

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I have a bug to report that was happening randomly and rarely in 3.5 and seems to happen consistently in 3.8.1. An error is thrown that is effectively a program crash (at least I'm scared to ignore the error and keep going since who knows if it's when I try to edit the details of existing "Do 1 spell" or "Do 1 of 3 spells" lines when "Nothing"is set on at least one of the spells in the latter case (always in the former case). I can work around it by just recreating such items with my desired parameters and deleting the old ones as appropriate, but it is an inconvenient bug. Here's the error text from one such case:

**************Exception Text**************
Index was outside the bounds of the array.
at LAZYSHELL.DDlistName.GetNumFromIndex(Int32 index)
at LAZYSHELL.BattleScripts.name_DrawItem(Object sender, DrawItemEventArgs e)

**************Recent Event History**************
MouseDown "BattleScriptTree" | X:114,Y:141 | Form "Monsters" | 9/30/2011 5:56:28 AM
MouseDown "BattleScriptTree" | X:114,Y:141 | Form "Monsters" | 9/30/2011 5:56:28 AM
MouseDown "BattleScriptTree" | X:123,Y:153 | Form "Monsters" | 9/30/2011 5:56:26 AM
MouseDown "BattleScriptTree" | X:123,Y:153 | Form "Monsters" | 9/30/2011 5:56:26 AM
MouseDown "BattleScriptTree" | X:120,Y:138 | Form "Monsters" | 9/30/2011 5:56:24 AM
MouseDown "BattleScriptTree" | X:120,Y:138 | Form "Monsters" | 9/30/2011 5:56:24 AM
MouseDown "openMonsters" | X:60,Y:10 | Form "Form1" | 9/30/2011 5:56:20 AM
LOADED LAZY SHELL APPLICATION | 9/30/2011 5:56:18 AM
CLOSED LAZY SHELL APPLICATION | 9/30/2011 5:56:15 AM
MouseDown "BattleScriptTree" | X:344,Y:142 | Form "Monsters" | 9/30/2011 5:56:13 AM

EDIT:

I just found another bug in 3.8.1, and this one is going to force me to revert to an earlier version of Lazy Shell. The Attack editor throws an error upon being opened, and I don't know if this is caused by the specific attack it is looking at (the last attack I was looking at was Knock Out), but it has me pretty unable to use that editor. Here's the error text:

**************Exception Text**************
Object reference not set to an instance of an object.
at LAZYSHELL.MenuDescriptionPreview.GetPreview(FontCharacter[] fontCharacters, Int32[] palette, Char[] dlg, Size s, Point t, Int32 lines)
at LAZYSHELL.Spells.SetDescriptionText()
at LAZYSHELL.Spells.pictureBoxSpellDesc_Paint(Object sender, PaintEventArgs e)

**************Recent Event History**************
MouseDown "openAttacks" | X:50,Y:0 | Form "Form1" | 9/30/2011 7:33:37 AM
MouseDown "loadRom" | X:17,Y:8 | Form "Form1" | 9/30/2011 7:33:08 AM
LOADED LAZY SHELL APPLICATION | 9/30/2011 7:33:06 AM
CLOSED LAZY SHELL APPLICATION | 9/30/2011 7:33:02 AM
MouseDown "openAttacks" | X:29,Y:7 | Form "Form1" | 9/30/2011 7:32:44 AM
MouseDown "animationName" | X:96,Y:19 | Form "AnimationScripts" | 9/30/2011 7:32:30 AM
MouseDown "openAnimations" | X:47,Y:7 | Form "Form1" | 9/30/2011 7:32:25 AM
MouseDown "monsterName" | X:167,Y:5 | Form "Monsters" | 9/30/2011 7:32:00 AM
MouseDown "openMonsters" | X:48,Y:3 | Form "Form1" | 9/30/2011 7:31:50 AM
MouseDown "toolStrip2" | X:55,Y:323 | Form "Form1" | 9/30/2011 7:31:49 AM


I also noticed a minor cosmetic bug in the monster editor. When the first enemy is displayed as you open the editor, the Psychopath message will display as the message for Terrapin regardless of which enemy is first loaded.

I may have a fourth issue or may have just run into a random corruption based on using a bunch of different versions of Lazy Shell; I'll edit this post with details after I work it out with an older version of the editor that can actually open the Attack editor.

Final EDIT:

Sorry this post is getting long, but just so there's no mystery on it, the issue was indeed a random corruption done by I don't know which version of Lazy Shell. It changed all the S'crow attacks into S_crow which doesn't display correctly in-game. It's an easy fix on my end at least, and I'll be keeping an eye on it to see if I can narrow down cause (and program version!) that did this.

giangurgolo
Posted on 09-30-11 08:07 PM (rev. 2 of 09-30-11 09:17 PM) Link | Quote | ID: 147673


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Thank you for your bug report. I have fixed all three bugs you posted. The next version (v3.8.2) will include these fixes. The bug in the attacks editor is due to attempting to draw the description preview if the initially loaded spell was a monster spell (which don't have descriptions). This has now been fixed. Since this is a serious bug, I'll release v3.8.2 soon.

The issue with S'Crow to S_Crow is indeed with an older version, which I noticed myself a while back. It's been fixed as you may have gathered, but yeah unfortunately any hacks you're working on would have carried it over in newer versions.

v3.8.2 has now been released. Check the OP above for the link.

Shy
Posted on 10-08-11 11:59 AM Link | Quote | ID: 147906

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I am translating Super Mario RPG and I am having a lot of issues with duplicated text. Trying to edit it pops up a warning window, and if I do it, I lose a lot of available space.

This was said in 3.5 Alpha:

*Dialogues: hitting ctrl+any other key modifies duplicate dialogues.

However, I cannot manage to do anything "different" by hitting CTRL and anything else.

Is there any way to edit duplicate dialogues correctly?

giangurgolo
Posted on 10-08-11 06:47 PM Link | Quote | ID: 147907


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Export the dialogues to a .txt file and edit them in an external application like notepad. Then import the file back into Lazy Shell.

acsoundwave
Posted on 11-28-11 02:40 AM (rev. 2 of 11-28-11 02:58 AM) Link | Quote | ID: 148592

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Having issues with even tinkering in the program. Please note below.



**************Exception Text**************
The property 'Keystrokes' could not be created from it's default value. Error message: Unable to generate a temporary class (result=1).
error CS0016: Could not write to output file 'c:\Users\Janell L. Clark\AppData\Local\Temp\x9lazkvk.dll' -- 'Access is denied. '

at LAZYSHELL.Properties.Settings.get_Keystrokes()
at LAZYSHELL.EventScripts..ctor()
at LAZYSHELL.Program.CreateEventScriptsWindow()
at LAZYSHELL.Form1.openEventScripts_Click(Object sender, EventArgs e)

**************Recent Event History**************
MouseDown "openEventScripts" | X:44,Y:11 | Form "Form1" | 11/27/2011 8:34:09 PM
MouseDown "loadRom" | X:32,Y:10 | Form "Form1" | 11/27/2011 8:33:44 PM
LOADED LAZY SHELL APPLICATION | 11/27/2011 8:33:41 PM
CLOSED LAZY SHELL APPLICATION | 11/27/2011 8:32:27 PM
LOADED LAZY SHELL APPLICATION | 11/27/2011 8:32:24 PM



I have no idea why this error is happening. I removed Lazy Shell, then reinstalled the copy from here; my guess was that a fresh install was what I needed.

Please advise.

UPDATE: Attempted another fresh install. Noted (after reading READ ME) that Lunar Compress.dll wasn't in the file.

Lazy Shell loaded w/o hiccups. Took the following steps:




1. Checked version: 3.8.2

2. Closed window from #1

3. Clicked "Allies" editor tab.

4. ERROR came up. Please note below:

**************Exception Text**************
The property 'Keystrokes' could not be created from it's default value. Error message: Unable to generate a temporary class (result=1).
error CS0016: Could not write to output file 'c:\Users\Janell L. Clark\AppData\Local\Temp\uvai-m5l.dll' -- 'Access is denied. '

at LAZYSHELL.Properties.Settings.get_Keystrokes()
at LAZYSHELL.AlliesEditor..ctor()
at LAZYSHELL.Program.CreateAlliesWindow()
at LAZYSHELL.Form1.openAllies_Click(Object sender, EventArgs e)

**************Recent Event History**************
MouseDown "openAllies" | X:46,Y:9 | Form "Form1" | 11/27/2011 8:48:09 PM
MouseDown "toolStripButton5" | X:9,Y:11 | Form "Form1" | 11/27/2011 8:46:58 PM
MouseDown "toolStripButton5" | X:11,Y:10 | Form "Form1" | 11/27/2011 8:46:15 PM
LOADED LAZY SHELL APPLICATION | 11/27/2011 8:46:07 PM
CLOSED LAZY SHELL APPLICATION | 11/9/2011 1:59:24 AM

5. Clicked "Close Application".




I'm noticing that in this second one, the "CLOSED LAZY SHELL APPLICATION" bit went back in time to November 9, 2011.

Thanks for your time.

~ acsound

MiniCompute
Posted on 11-30-11 05:36 PM Link | Quote | ID: 148616


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Looking awsome man, I'll have look at it later on.

Yakibomb
Posted on 12-19-11 03:30 AM (rev. 11 of 12-21-11 04:57 AM) Link | Quote | ID: 148825


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Here is my bug report:

- Attacks: Trying to clear spell data using either clear option shows an error:

**************Exception Text**************
InvalidArgument=Value of '-32' is not valid for 'SelectedIndex'.
Parameter name: SelectedIndex
at LAZYSHELL.ToolStripComboBox.set_SelectedIndex(Int32 value)
at LAZYSHELL.Spells.RefreshSpells()
at LAZYSHELL.AttacksEditor.clearSpellsToolStripMenuItem_Click(Object sender, EventArgs e)



- Audio: Attempting to clear all samples throws out an error:

**************Exception Text**************
Object reference not set to an instance of an object.
at LAZYSHELL.BRRSample.Clear()
at LAZYSHELL.ClearElements.buttonOK_Click(Object sender, EventArgs e)



- Items: Using the option "Clear Items..." displays an error:

**************Exception Text**************
Index was outside the bounds of the array.
at LAZYSHELL.Items.RefreshItems()
at LAZYSHELL.ItemsEditor.clearItemsToolStripMenuItem_Click(Object sender, EventArgs e)


- Levels: The option to clear all components (the option after the third divider line) does not work. It also displays an error message:

**************Exception Text**************
Index was outside the bounds of the array.
at LAZYSHELL.Levels.clearAllComponentsAll_Click(Object sender, EventArgs e)

**************Recent Event History**************
MouseDown "clear" | X:20,Y:13 | Form "Levels" | 12/18/2011 4:00:16 PM
MouseDown "clear" | X:23,Y:7 | Form "Levels" | 12/18/2011 4:00:13 PM
MouseDown "toolStripDropDownButton1" | X:17,Y:10 | Form "Levels" | 12/18/2011 4:00:12 PM
MouseDown "openLevels" | X:60,Y:5 | Form "Form1" | 12/18/2011 3:59:59 PM



- Effects: When importing an animation, the palette is usually imported along with it. However, when importing an animation, the imported palette is set to replace the first row, and not to the row you're on.


- Event Scripts: Action script commands cannot copy over to other scripts (unlike the event scripts, which can copy over).


- Monsters: You know the percent chance a flower has when an enemy is defeated? This recent version of the editor reads the chance in increments of 10, but the previous editors read it in increments of 5. Because of this, when I tried to edit a monster that had it's value set to 15 by one of the older editors, the newer version couldn't understand, and as a result it prevented me from editing the monster completely. Here is the error:

Value of '150' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'.
Parameter name: Value
at LAZYSHELL.Monsters.RefreshMonsterTab()
at LAZYSHELL.Monsters.monsterNum_ValueChanged(Object sender, EventArgs e)
at LAZYSHELL.ToolStripNumericUpDown.OnValueChanged(Object sender, EventArgs e)
at LAZYSHELL.ToolStripNumericUpDown.set_Value(Decimal value)
at LAZYSHELL.Monsters.set_Index(Int32 value)
at LAZYSHELL.Monsters..ctor()
at LAZYSHELL.Program.CreateMonstersWindow()
at LAZYSHELL.Form1.openMonsters_Click(Object sender, EventArgs e)



- World Map: The byte count still acts strangely. Adding and removing characters from the location names sometimes adds, removes, or does nothing to the byte count.

- World Map: If you clear all the characters in a location's name, the location index gets reset to 1.



Importing Issues
- There is no option to import all audio from another ROM
- There's no separate option to import battle dialogue (dialogue comes in one bundle)
- The title screen tile map does not get imported, it is left blank.
- When you try to use the "Import from another ROM" feature after one of the editors has been opened, the editor doesn't overwrite the data for those editors that were open/opened.


Suggestions
- Battlefield: Option to highlight priorty 3 tiles.
- World Maps: Option to reset all world map points. (There is only an option to reset individual points)

___

Edit 1:

- Sprites: If you click the button to make a fresh new mold, selecting "no" creates a mold with all known subtiles for that animation, while selecting "yes" makes a 3x3 mold field. (By the way, is there any way to make this larger than 3x3?)

- Event History Log: I think if there are too many actions logged, the editor throws an "out of memory" error. When I cleared the event history, the errors stopped appearing. I forgot to save the message, sorry. I'll edit this post when if I get it again.


Also, as I was modding spell animations, I went and copied the animation script commands that were missing and put them in a list ordered numerically. I skipped the ones that weren't documented at all (I can go back and do this if you want).

I've also added my findings in brackets.


<0E> ;show object

<0F> ;hide object

<18> *if mem $0700 bits set
xx xx ;bits

<3F> *start timing routine
xx ;
xx xx ;
xx ;
xx ;subroutine offset
bit 7

<44> *store target coords @ AMEM xx to AMEM $40
xx ;AMEM

<59> *set bit 0 of 400047,x

<5A> *clear bit 0 of 400047,x

<70> *store 0x1011 to $0B1C and 0x0102 to $0B20

<71> *store 0x0011 to $0B1C and 0x0030 to $0B20

<76> *store 0xFFFF to 40002C,x

<80> *glowing effect on current sprite
xx [I think setting this 1 or higher makes the game cycle through the palette backward]
xx [This has to do with how far in the palette the game reads to.
Setting the range to 0-F makes the game to fade the set range of palettes to black.
Setting this to 10-1F makes the game cycle through the palettes up until the set range.
There always has to be at least two palettes in the cycle, or else the game crashes]
xx [# of frames until glow cycle advances, aka how fast the glowing effect is]

<8A> *fade in object
xx ;duration

<96> *display caption
xx ;(unused)
xx ;caption type
00 > "ATTACK"
01 > "DEFENSE"
02 > "UP!"
03 > "HP MAX!"
04 > "ONCE"
05 > "AGAIN!"
06 > "LUCKY!"
xx ;X coord
xx ;Y coord

<97> *remove caption

<9E> *fade effect
xx ;type
> 00 fade to transparent
> 01 fade to black
xx ;

<A0> *run battle victory event

<C5> *store 0xFFFF to 40002A,x

<CC> *store damage to 7E:FCDE

<CF> *if ABXY button not pressed after # of frames, jump to address
xx ;# of frames
xx ;
xx ;
xx xx ;address ptr

<D0> *if ABXY button not pressed after # of frames, jump to address
xx ;# of frames
xx xx ;address pointer

<D5> *Summons monsters
xx ;
xx ;monster #
xx ;[number in formation?]



____________


Edit 2:

Levels - Enable the level mask, then click anywhere in the level.

**************Exception Text**************
Object reference not set to an instance of an object.
at LAZYSHELL.LevelsTilemap.pictureBoxLevel_MouseDown(Object sender, MouseEventArgs e)

**************Recent Event History**************
MouseDown "buttonToggleMask" | X:11,Y:15 | Form "Levels" | 12/20/2011 7:47:10 PM
MouseDown "openLevels" | X:29,Y:18 | Form "Form1" | 12/20/2011 7:47:05 PM




- You can paste images inside any box that you can type in. (Like dialogue boxes, item descriptions, etc.)

giangurgolo
Posted on 12-27-11 04:52 AM (rev. 4 of 01-01-12 07:05 AM) Link | Quote | ID: 148910


Level: 34

Posts: 90/219
EXP: 248948
Next: 4703

Since: 02-01-08

Last post: 3219 days
Last view: 3219 days
UPDATE 2012-01-01: Check the original post at the top to download v3.9.0.

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

Yakibomb: The following were not fixed (so far) or added:


- Event Scripts: Action script commands cannot copy over to other scripts (unlike the event scripts, which can copy over).
- World Map: The byte count still acts strangely. Adding and removing characters from the location names sometimes adds, removes, or does nothing to the byte count.
- World Map: If you clear all the characters in a location's name, the location index gets reset to 1.
- Battlefield: Option to highlight priorty 3 tiles.
- World Maps: Option to reset all world map points. (There is only an option to reset individual points)

I had no problem copying any kind of script command over to other script indexes and even between action scripts and event scripts. World maps: the byte count changes based on the compression results, so it would be irregular. I'm not sure what you mean by the index resetting to 1, though. I tested it, saved, etc. and the map point stayed at the same index. Priority 3 is redundant in battlefields, since it is all the same layer and nothing overlaps sprites. To reset all map points, just close the world map editor w/o saving.
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