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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 |
giangurgolo |
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Level: 34 Posts: 78/219 EXP: 248948 Next: 4703 Since: 02-01-08 Last post: 3219 days Last view: 3219 days |
(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?
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)...
Screenshots... From the changelog.txt file:
If you find or encounter a bug...
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Hanto |
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Goomba Level: 13 Posts: 11/28 EXP: 10211 Next: 56 Since: 03-28-11 From: Yo'ster island. Last post: 3779 days Last view: 3559 days |
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 |
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Paratroopa Level: 29 Posts: 102/155 EXP: 144009 Next: 3876 Since: 12-29-08 From: --- Last post: 3769 days Last view: 3662 days |
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.
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.
____________________ Introduction to The Lazy Shell Editor (youtube) Super Modify RPG's Youtube Channel. |
Yakibomb |
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Level: 28 Posts: 50/137 EXP: 122663 Next: 8675 Since: 03-21-08 Last post: 743 days Last view: 743 days |
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:
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. ___ ____________________ Layout by Erik557 & LDA.
Thank you! |
giangurgolo |
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Level: 34 Posts: 79/219 EXP: 248948 Next: 4703 Since: 02-01-08 Last post: 3219 days Last view: 3219 days |
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 |
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Level: 28 Posts: 51/137 EXP: 122663 Next: 8675 Since: 03-21-08 Last post: 743 days Last view: 743 days |
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.
____________________ Layout by Erik557 & LDA.
Thank you! |
giangurgolo |
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Level: 34 Posts: 81/219 EXP: 248948 Next: 4703 Since: 02-01-08 Last post: 3219 days Last view: 3219 days |
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 |
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Level: 28 Posts: 52/137 EXP: 122663 Next: 8675 Since: 03-21-08 Last post: 743 days Last view: 743 days |
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). ____________________ Layout by Erik557 & LDA.
Thank you! |
giangurgolo |
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Level: 34 Posts: 82/219 EXP: 248948 Next: 4703 Since: 02-01-08 Last post: 3219 days Last view: 3219 days |
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 |
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Level: 28 Posts: 53/137 EXP: 122663 Next: 8675 Since: 03-21-08 Last post: 743 days Last view: 743 days |
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? ____________________ Layout by Erik557 & LDA.
Thank you! |
giangurgolo |
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Level: 34 Posts: 83/219 EXP: 248948 Next: 4703 Since: 02-01-08 Last post: 3219 days Last view: 3219 days |
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 |
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Level: 28 Posts: 55/137 EXP: 122663 Next: 8675 Since: 03-21-08 Last post: 743 days Last view: 743 days |
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. ____________________ Layout by Erik557 & LDA.
Thank you! |
Amazing Ampharos |
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Newcomer Level: 3 Posts: 1/1 EXP: 67 Next: 61 Since: 09-30-11 Last post: 4563 days Last view: 4563 days |
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 |
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Level: 34 Posts: 84/219 EXP: 248948 Next: 4703 Since: 02-01-08 Last post: 3219 days Last view: 3219 days |
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 |
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Newcomer Level: 3 Posts: 1/1 EXP: 67 Next: 61 Since: 10-08-11 Last post: 4555 days Last view: 4555 days |
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:
However, I cannot manage to do anything "different" by hitting CTRL and anything else. Is there any way to edit duplicate dialogues correctly? |
giangurgolo |
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Level: 34 Posts: 85/219 EXP: 248948 Next: 4703 Since: 02-01-08 Last post: 3219 days Last view: 3219 days |
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 |
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Newcomer Level: 5 Posts: 3/3 EXP: 348 Next: 181 Since: 11-28-11 From: North Charleston, SC, United States Last post: 4505 days Last view: 4496 days |
Having issues with even tinkering in the program. Please note below.
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:
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 |
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Bubble Level: 66 Posts: 98/981 EXP: 2415977 Next: 45874 Since: 04-25-07 Last post: 461 days Last view: 670 days |
Looking awsome man, I'll have look at it later on. |
Yakibomb |
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Level: 28 Posts: 64/137 EXP: 122663 Next: 8675 Since: 03-21-08 Last post: 743 days Last view: 743 days |
Here is my bug report:
- Attacks: Trying to clear spell data using either clear option shows an error:
- Audio: Attempting to clear all samples throws out an error:
- Items: Using the option "Clear Items..." displays an error:
- Levels: The option to clear all components (the option after the third divider line) does not work. It also displays an error message:
- 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:
- 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.
____________ Edit 2: Levels - Enable the level mask, then click anywhere in the level.
- You can paste images inside any box that you can type in. (Like dialogue boxes, item descriptions, etc.) |
giangurgolo |
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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:
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. |
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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