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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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SMRPG HACKER
Posted on 09-13-14 12:48 AM Link | Quote | ID: 158341


Koopa
Level: 25

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Since: 04-06-10
From: On mars

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Cause by opening level (bowsers keep room with lava w/bridge 1st time)
after patching with function demo




LAZYSHELL, Version=3.19.0.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
Arithmetic operation resulted in an overflow.
at LAZYSHELL.Bits.GetBytes(Byte[] data, Int32 offset, Int32 size)
at LAZYSHELL.ScriptsEditor.EventScript.Disassemble()
at LAZYSHELL.Model.get_EventScripts()
at LAZYSHELL.Overlay.DrawLevelNPCTag(LevelNPCs npcs, Graphics g, NPC npc, Int32 index, NPC parent, Int32 z)
at LAZYSHELL.Overlay.DrawLevelNPCTags(LevelNPCs npcs, Graphics g, Int32 z)
at LAZYSHELL.TilemapEditor.pictureBoxLevel_Paint(Object sender, PaintEventArgs e)
at LAZYSHELL.NewPictureBox.OnPaint(PaintEventArgs pe)

**************Recent Event History**************
"toggleNPCs" | Form "Levels" | Element = {261} Bowser's Keep 1st time, Area 03 (lava room w/bridge)
"searchLevelNames" | Form "Levels" | Element = {261} Bowser's Keep 1st time, Area 03 (lava room w/bridge)
"levelNum" | Value = 261 | Form "Levels" | Element = {261} Bowser's Keep 1st time, Area 03 (lava room w/bridge)
"layerPrioritySet" | Value = 0 | Form "Levels" | Element = {261} Bowser's Keep 1st time, Area 03 (lava room w/bridge)
"searchBox" | Text = "bowser" | Form "Levels" | Element = {368} Nimbus Land, Royal Bus station
"searchBox" | Text = "bowse" | Form "Levels" | Element = {368} Nimbus Land, Royal Bus station
"searchBox" | Text = "bows" | Form "Levels" | Element = {368} Nimbus Land, Royal Bus station
"searchBox" | Text = "bow" | Form "Levels" | Element = {368} Nimbus Land, Royal Bus station
"searchBox" | Text = "bo" | Form "Levels" | Element = {368} Nimbus Land, Royal Bus station
"searchBox" | Text = "b" | Form "Levels" | Element = {368} Nimbus Land, Royal Bus station

Niamek
Posted on 09-13-14 07:29 PM Link | Quote | ID: 158366


Goomba
Level: 12

Posts: 17/23
EXP: 6658
Next: 1263

Since: 04-27-14

Last post: 3370 days
Last view: 3301 days
Nice layout you made for the official website, Giangurgolo.

I like the way it's right now.

Darkkefka
Posted on 09-17-14 07:41 PM Link | Quote | ID: 158430


Red Koopa
Level: 26

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Since: 04-09-11

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Here's one:

When you try to edit the label name of events and battle events...after closing the window and opening it back up..the name resets...it doesn't save the same you changed it to.

giangurgolo
Posted on 09-22-14 05:58 PM Link | Quote | ID: 158481


Level: 34

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Thanks to everyone for the bug reports and feedback. The new web page designs were part of an attempt to modernize/standardize the appearance and code. I had v4.0 of LS about 75% done earlier in the year, but got caught up in other things. I haven't had time to work on it or fix bugs lately, but maybe I'll release it by the end of the year. It will include a new design and a lot less clutter, plus dockable windows.

SMRPG HACKER
Posted on 09-23-14 05:31 AM Link | Quote | ID: 158492


Koopa
Level: 25

Posts: 104/107
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Since: 04-06-10
From: On mars

Last post: 3222 days
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Nice, Giangurgolo! would acceptance of pointers be the banned ASM I know I while back you said "no ASM" work with the editors but its annoying when they reset it all? *repointing it bleh*

PS: What do you like to be called for short your name is pretty long and hard to spell

Niamek
Posted on 10-05-14 03:44 PM Link | Quote | ID: 158654


Goomba
Level: 12

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Sweet!

R. Solaris
Posted on 10-10-14 03:28 AM Link | Quote | ID: 158719


Goomba
Level: 13

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Since: 04-16-10
From: Murrells Inlet SC

Last post: 3478 days
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Hey Gian, I've had an idea for awhile now, I just got IDA Pro 6.5 which has the capability of disassembling SNES games. I'm not fully versed in how SNES Games work as opposed to Genesis games [I make disassembles for Genesis games when I can] but maybe if I had some help a proper disassembly of the game could be made and Lazy Shell could work like SonED 2 and SonLVL do for the Sonic Disassembles that are out there? Just an interesting idea to think upon.

LuigiXHero
Posted on 10-10-14 07:40 AM Link | Quote | ID: 158725

Newcomer
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That is a pretty good idea. That will make hacking Super Mario RPG alot easier.

Niamek
Posted on 10-13-14 11:11 PM Link | Quote | ID: 158777


Goomba
Level: 12

Posts: 19/23
EXP: 6658
Next: 1263

Since: 04-27-14

Last post: 3370 days
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Giangurgolo, I hope you don't mind I posted this in the SMWC board:

http://www.smwcentral.net/?p=viewthread&t=45572&page=4&pid=1170312#p1170312

Mecakoto
Posted on 11-03-14 11:33 AM Link | Quote | ID: 158914


Shyguy
Level: 23

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

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Base background color changes never save through. For example: Can't change Level X from it's original background color (blue) to anything (black). The change shows up in the editor, but it never makes it back to the .smc. Previewing the level in an emulator doesn't show any changes to that as well.

Version used: v3.19.0

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

Yakibomb
Posted on 12-10-14 09:41 PM (rev. 14 of 01-24-15 09:41 PM) Link | Quote | ID: 159114


Level: 28

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Since: 03-21-08

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The site looks great. The whole site is very well done. All the variety of page styles you made are all very interesting and appealing. The bouncing windows really gets me because it reminds me of Tetris Attack. I've never seen a site like this. I have no criticism.

I have some bugs and suggestions.

Battlefields - Resetting all does not revert palette.

Battlefields - The background palette is not the right one displayed. This cannot be changed in the palette editor.

Sprites - Not sure what happens but when I go to sprite 473 (Tentacles) and try to duplicate sequence 5, I get this:
LAZYSHELL, Version=3.19.0.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
Index was outside the bounds of the array.
at LAZYSHELL.History.SelectedIndexChanged(Object sender, EventArgs e)
at LAZYSHELL.SpriteSequences.duplicateSequence_Click(Object sender, EventArgs e)

**************Recent Event History**************
"listBoxFrames" | "Frame 0 | Form "Sprites" | Element = {0473} Tentacles
"openSprites" | Form "Editor"
OPENED FORM "Sprites"
"history" | Form "Editor"
***EXCEPTION*** Index was outside the bounds of the array.)


Same thing happens with a new sequence:

LAZYSHELL, Version=3.19.0.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
Index was outside the bounds of the array.
at LAZYSHELL.History.SelectedIndexChanged(Object sender, EventArgs e)
at LAZYSHELL.SpriteSequences.newSequence_Click(Object sender, EventArgs e)

**************Recent Event History**************
"listBoxFrames" | "Frame 0 | Form "Sprites" | Element = {0473} Tentacles
"listBoxFrames" | "Frame 0 | Form "Sprites" | Element = {0473} Tentacles
"sequences" | "Cast | Form "Sprites" | Element = {0473} Tentacles
"openSprites" | Form "Editor"
OPENED FORM "Sprites"


Levels - Clicking "Pack #" on a NPC set to battle does not jump to the pack in formations.

Suggestions
Levels - In the NPCS editor menu, can there be a way to visually show the NPC's solidity fields?

Event Scripts - A way to edit the script with hex (without going into the hex editor)

Battlefields - Ability to move single tiles instead of 2x2 tiles. The reason for this is when a battlefield is viewed in game, the first column of tiles on the left aren't shown. When you import a custom battlefield, you'd need to add an additional column of tiles on the right of the battlefield to cover the whole screen, otherwise there's a blank column of tiles there.



{Edit} Bug: In Levels in the NPCs editor, the sprites use the old non-updating names list and do not update like the sprites editor names list does.

{Edit2} Bug: In Effects, importing multiple frames will not condense the similar tiles in the frames. For example, importing two of the same frames will make two identical molds for both frames.

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









Niamek
Posted on 12-20-14 08:29 PM Link | Quote | ID: 159141


Goomba
Level: 12

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Since: 04-27-14

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I have a small suggestion for the lazy shell project manager: every time you choose an index, for example the level 23, the description has a text saying "(no description)".

I'd suggest to make a twead so the (no description) is not a text, and once you enter a character, it disappear. This would remove the need of erasing it each time.

Yakibomb
Posted on 01-12-15 12:23 AM Link | Quote | ID: 159338


Level: 28

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Animations - In Star Rain's animation script, there is a command so long that the byte count at the bottom cannot display the full length of the command due to the count displayed being 9, while the command is 12. Command BA-**-**-**-**-**-**-**-**-**-**-**.

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









Mattrizzle
Posted on 02-12-15 02:02 AM Link | Quote | ID: 159477


Red Cheep-cheep
Level: 33

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Since: 04-21-07
From: United States

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Just wanted to call your attention to this (quoted below in case the thread vanishes from ROMhacking.net):

Posted by vince94 at ROMhacking.net
I'm using Lazy Shell (3.19.0.0) to tweak Super Mario RPG dialogue and item text, and this keeps happening over and over again.
Something in the editor seems to be changing the World Map Overlay palette (and the menu cursor palette too) into some kind of corrupt brown mess:

Since the glitch pops back up every single time I go into Lazy Shell to change something, I imported the original palettes from a vanilla ROM and made myself a simple IPS patch for when this inevitably happens in the future.
Is anybody else encountering this weirdness?


____________________

Darkkefka
Posted on 02-21-15 02:58 PM (rev. 3 of 02-21-15 03:14 PM) Link | Quote | ID: 159508


Red Koopa
Level: 26

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Posted by Mattrizzle
Just wanted to call your attention to this (quoted below in case the thread vanishes from ROMhacking.net):

Posted by vince94 at ROMhacking.net
I'm using Lazy Shell (3.19.0.0) to tweak Super Mario RPG dialogue and item text, and this keeps happening over and over again.
Something in the editor seems to be changing the World Map Overlay palette (and the menu cursor palette too) into some kind of corrupt brown mess:

Since the glitch pops back up every single time I go into Lazy Shell to change something, I imported the original palettes from a vanilla ROM and made myself a simple IPS patch for when this inevitably happens in the future.
Is anybody else encountering this weirdness?



Indeed. This "SOMETIMES" happens when ever you edit the dialoge for the overworld or the battle qoutes.....or that's how it was for me...
The creator said a while back that he has found the cause of the problem and fixed it, but has not updated the editor yet. Here's a few pics of this problem when I had it myself....







Because of this bug, my tex from not being able to select an item is permantly green..and I can't change it back.

This bug is the main source of my frustration since I'm always editing the text but at the moment I'm not having it. It may have something to do with the amount of space used, because having too much dialoge space can overlap into other areas..you won't understand this until you edit the game via a hex editor.
A simple back door is to make backups files of those pallets. The after you save you tex( or what ever changes is causing the bug..) save the CHANGES, but NOT the actual ROM. After you save the changes simply import the pallet backups, then save the rom. When you restart the rom, it should stll be fine. Make a backup of your game first.

giangurgolo
Posted on 06-05-15 08:37 PM Link | Quote | ID: 160263


Level: 34

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Since: 02-01-08

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I haven't been able to work on the editor since last August, but here is a (very buggy) beta version of LAZY SHELL v4.0 (source). There's still quite a few bugs in this version, since I've been too busy the last year to fix them. You can try it out if you wish, but don't expect a final version to be released any time soon (if ever at all), since I don't have time anymore to work on it.

I've put 100's of hours into this editor since I first started working on it in 2008, and until last year it's what I've primarily spent my time on. I know it's far from perfect and has always had problems (see the posts right above, for example). Nevertheless, I hope people can still make use of it or at least enjoy playing around with it for fun and whatnot. It's come a long way and it's largely because of your bug reports and feedback that have pushed it to reach the level it is today. Without the (relatively small but dedicated) user base LAZY SHELL has acquired over the years it would never have made it past v1.0.

Thanks to everyone for their support.

SMRPG HACKER
Posted on 06-23-15 04:55 AM Link | Quote | ID: 160353


Koopa
Level: 25

Posts: 107/107
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Since: 04-06-10
From: On mars

Last post: 3222 days
Last view: 3222 days
Posted by giangurgolo
I haven't been able to work on the editor since last August, but here is a (very buggy) beta version of LAZY SHELL v4.0 (source). There's still quite a few bugs in this version, since I've been too busy the last year to fix them. You can try it out if you wish, but don't expect a final version to be released any time soon (if ever at all), since I don't have time anymore to work on it.

I've put 100's of hours into this editor since I first started working on it in 2008, and until last year it's what I've primarily spent my time on. I know it's far from perfect and has always had problems (see the posts right above, for example). Nevertheless, I hope people can still make use of it or at least enjoy playing around with it for fun and whatnot. It's come a long way and it's largely because of your bug reports and feedback that have pushed it to reach the level it is today. Without the (relatively small but dedicated) user base LAZY SHELL has acquired over the years it would never have made it past v1.0.

Thanks to everyone for their support.


Well, thank you for all your hard work
i guess its time to say farewell to a legend. i too dont have time to tinker with SMRPG but i enjoy the opportunity that you have given us for the smrpg docs and the LAZY SHELL.

beneficii
Posted on 09-21-15 08:19 AM (rev. 2 of 09-21-15 11:27 AM) Link | Quote | ID: 161176


Shyguy
Level: 23

Posts: 82/85
EXP: 62042
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Since: 02-19-07

Last post: 3127 days
Last view: 3104 days
Bug in Level Previewer.

How to reproduce: Open an unmodified SMRPG ROM in Lazy Shell v3.19.0. Go to Levels. Go to Level 4. Do the Previewer. Make sure Mario's coordinates are (4, 95, 0). Start Preview. Go Northeast until you reach the door.

The error: 4 Terrapins show at the Northeast Door in the Previewer. After defeating the Terrapins, 2 remain which do nothing and don't even block Mario from moving. In normal game play, only 2 Terrapins show at the Northeast Door (though you still fight 4), and they are gone after defeating them.


My guess as to the cause is that the Previewer erroneously shows hidden NPC's on the Level screen.


____________________
「しっかり統制された民兵は自由な国の安全保証にとって必要なので、国民が武器を所有し携帯する権利は侵されてはならない」アメリカ合衆国憲法修正第2条

beneficii
Posted on 09-23-15 11:20 PM Link | Quote | ID: 161194


Shyguy
Level: 23

Posts: 84/85
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Since: 02-19-07

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Got a crash in the Levels editor when I tried to look at the Tilemap mods:

LAZYSHELL, Version=3.19.0.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
種類 'System.OutOfMemoryException' の例外がスローされました。

**************Recent Event History**************
"toggleTileMods" | Form "Levels" | Element = {145} Star Hill, Area 01
"toggleSolid" | Form "Levels" | Element = {145} Star Hill, Area 01
"levelNum" | Value = 145 | Form "Levels" | Element = {145} Star Hill, Area 01
"layerPrioritySet" | Value = 13 | Form "Levels" | Element = {145} Star Hill, Area 01
"searchBox" | Text = "star hill" | Form "Levels" | Element = {204} Mushroom Way, Area 02
"searchBox" | Text = "star hil" | Form "Levels" | Element = {204} Mushroom Way, Area 02
"searchBox" | Text = "star h" | Form "Levels" | Element = {204} Mushroom Way, Area 02
"searchBox" | Text = "star" | Form "Levels" | Element = {204} Mushroom Way, Area 02
"searchBox" | Text = "st" | Form "Levels" | Element = {204} Mushroom Way, Area 02
"searchBox" | Text = "s" | Form "Levels" | Element = {204} Mushroom Way, Area 02


____________________
「しっかり統制された民兵は自由な国の安全保証にとって必要なので、国民が武器を所有し携帯する権利は侵されてはならない」アメリカ合衆国憲法修正第2条

Kenshin
Posted on 03-11-16 11:20 AM Link | Quote | ID: 162900

Newcomer
Level: 3

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Hi guys.

I'm from Russia. And I want try to translate this game using the Lazy Shell on my native language. I'm use version 3.19.0. And I have some general question:
It's possible, if I do not have any ASM knowledge? And I will rely only on the features editor Lazy Shell?

Also I meet some problems. Please see:

1)

LAZYSHELL, Version=3.19.0.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
Индекс находился вне границ массива.

**************Recent Event History**************
"battleDialogueTextBox" | Text = "BOWSER: What was that sound?[2..." | Form "Dialogues" | Element = {0597}
"battleDialogueTextBox" | Text = " Adios amigos![2][0]" | Form "Dialogues" | Element = {0597}
"battleDialogueTextBox" | Text = " Go on![12][1] Take back your ..." | Form "Dialogues" | Element = {0597}
"battleDialogueTextBox" | Text = "CROCO: Oooouch!!![2][1] I’m go..." | Form "Dialogues" | Element = {0597}
"battleDialogueTextBox" | Text = "MALLOW: All right![2][1] We go..." | Form "Dialogues" | Element = {0597}
"battleDialogueTextBox" | Text = "MALLOW: Gimme back my coin[2][..." | Form "Dialogues" | Element = {0597}
"battleDialogueTextBox" | Text = "CROCO: Yeouch![2][0]" | Form "Dialogues" | Element = {0597}
"openDialogues" | Form "Editor"
OPENED FORM "Dialogues"
LOADED LAZY SHELL APPLICATION

This problem occurs when I try to go in the Battle Dialogues at position 7. You do not know, this is a critical error?

2)

Also there is a definite problem with the names in the World Map Editor.
See please:


But if I delete at least one symbol in the name location, it happens:


It's some strange. You do not know what could be wrong?
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15


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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