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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 |
M.E.R.255 |
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Red Goomba Level: 16 Posts: 24/42 EXP: 18329 Next: 1927 Since: 11-20-11 Last post: 4374 days Last view: 4342 days |
Well, I'm not sure if it is a bug in the program... but I'll post it anyways.
It seems that I can finally use the last color of the color palette for my monsters (thanks for fixing it!), but now I've encountered something strange when using the last color in the color palette for the A/B/X/Y menu in battle. No matter into what I change this color, it keeps blinking red. Is this some sort of bug, or just normal for the ABXY menu? And I can get around that color for the menu, I'm just curious. EDIT: Okay, I definitively found a problem here: I can't import sprites on version 3.9.0! I tried to import an image on Bob-Omb, it asks me if I want to change the palette set (like usual) and it doesn't do anything! It works in 3.8.2 though. Here is what I mean: And yes, my computer is set to German, but I may set it back to English. That has nothing to do with the problem though. ANOTHER EDIT: It does import the image, but doesn't update the preview right away (display another character or reopen the SPRITES section to do that) but it's still the same character, only with strange colors. After you opened BBP Graphics and closed it again, you can see the character correctly / see your imported mold. It might be a problem that I have caused, for using colors with the value FF which cause an error message, every time when I try to change it again, but won't let me. |
giangurgolo |
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Level: 34 Posts: 97/219 EXP: 249407 Next: 4244 Since: 02-01-08 Last post: 3241 days Last view: 3241 days |
That's not the new import feature. The import feature is the down-arrow button directly above the mold listbox:
But you did find a problem with the old import feature. Either I'll remove it in the next release or fix it. |
Mauron |
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Micro-Goomba Level: 9 Posts: 8/12 EXP: 2820 Next: 342 Since: 09-13-11 Last post: 4104 days Last view: 2318 days |
I'm not sure if this is still an issue, but in the previous version the first time you ran it on a computer it would throw an Out of Range Exception (I think that's what it was) when attempting to load a ROM. |
giangurgolo |
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Level: 34 Posts: 98/219 EXP: 249407 Next: 4244 Since: 02-01-08 Last post: 3241 days Last view: 3241 days |
EDIT: I found out what you meant. I've now made a fixed to be included in v3.9.1 (among a couple of others). |
Yakibomb |
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Level: 28 Posts: 69/137 EXP: 122891 Next: 8447 Since: 03-21-08 Last post: 765 days Last view: 765 days |
I have gone over all the bugs I reported, and in the midst of analyzing them, I found some more!
I found that I didn't give enough info for this. When I try to paste a command into a blank script, it does not go through. It works when there is a command already the script. Here is another bug I found in the event scripts:
First, I went to the action scripts. Then I copied the first script in the action commands (script 0), the only thing in here is the "return queue". Next, I switched to the event scripts, went to a completely blank script. Finally, I pasted the command onto the script.
I found this isn't reserved to index 1, but any location name you delete first. Go to any location name and delete all the letters. Next, delete the any whole location name after that index. Doing so should send you back to the first location index you deleted. Sprites Error:
I imported a sprite with a transparent background using the new multi-frame import feature and got this error. The error pops up when there are tiles that are completely transparent. You can use the first from of the enemy "Birdy" (269), export the first frame and import it. Say Yes for the first window.
This error happens when you import a sprite that is too big to fit into a gridplane. Create a gridplane mold, then import a sprite larger than 4x4. You can use the Big Thwomp to reproduce the error. I also have a question unrelated to the above problem. In the place where you play a sprite's animation, does the checkbox for infinite sequence playback work as intended? When unchecked, it plays the first frame of the animation, then the preview turns off prematurely. |
giangurgolo |
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Level: 34 Posts: 99/219 EXP: 249407 Next: 4244 Since: 02-01-08 Last post: 3241 days Last view: 3241 days |
Thanks for the bug report. I've fixed every bug, including the ones I couldn't fix last time. I have a question: when the program crashed, were you able to continue using it by clicking "ignore error" or did you still encounter problems despite that? |
Yakibomb |
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Level: 28 Posts: 71/137 EXP: 122891 Next: 8447 Since: 03-21-08 Last post: 765 days Last view: 765 days |
Yes I was able to continue using the editor after clicking ignore for all the bugs, except one. For the bug where I used the Birdy as an example, if you make the bug go off, then you switch from that sprite, and go back to it, you get an error. After that, I cannot edit sprites until I restart the sprite editor. ____________________ Layout by Erik557 & LDA.
Thank you! |
Elementalpowerstar |
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Paratroopa Level: 29 Posts: 103/155 EXP: 144290 Next: 3595 Since: 12-29-08 From: --- Last post: 3790 days Last view: 3683 days |
**************Exception Text**************
Object reference not set to an instance of an object. at LAZYSHELL.Overlay.DrawLevelNPCs(LevelNPCs npcs, Graphics g, Int32 z) at LAZYSHELL.LevelsTilemap.pictureBoxLevel_Paint(Object sender, PaintEventArgs e) **************Recent Event History************** MouseDown "saveToolStripMenuItem" | X:15,Y:15 | Form "Form1" | 1/15/2012 7:44:35 PM MouseDown "save" | X:14,Y:9 | Form "EventScripts" | 1/15/2012 7:44:30 PM NodeMouseClick | index 70, offset 0x1E0DAC | Form "EventScripts" | 1/15/2012 7:44:23 PM MouseDown "EventScriptTree" | X:209,Y:5 | Form "EventScripts" | 1/15/2012 7:44:23 PM MouseDown "eventNum" | X:49,Y:17 | Form "EventScripts" | 1/15/2012 7:44:21 PM MouseDown "eventNum" | X:49,Y:4 | Form "EventScripts" | 1/15/2012 7:44:20 PM MouseDown "eventNum" | X:44,Y:0 | Form "EventScripts" | 1/15/2012 7:44:19 PM MouseDown "EventScriptTree" | X:246,Y:78 | Form "EventScripts" | 1/15/2012 7:44:18 PM MouseDown "hexViewer" | X:15,Y:11 | Form "EventScripts" | 1/15/2012 7:44:07 PM MouseDown "saveToolStripMenuItem" | X:3,Y:7 | Form "Form1" | 1/15/2012 7:43:21 PM This occoured when I tried to change Event Command 0xFD option 0x94 other byte 0F in an attempt to isolate any other sound channels bar 4-8. ____________________ Introduction to The Lazy Shell Editor (youtube) Super Modify RPG's Youtube Channel. |
giangurgolo |
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Level: 34 Posts: 100/219 EXP: 249407 Next: 4244 Since: 02-01-08 Last post: 3241 days Last view: 3241 days |
Which level were you on? This error concerns the level editor trying to draw an NPC's tag after an event has been modified in the event editor. |
Elementalpowerstar |
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Paratroopa Level: 29 Posts: 104/155 EXP: 144290 Next: 3595 Since: 12-29-08 From: --- Last post: 3790 days Last view: 3683 days |
Level 0, NPC #0 and the event script was 70, which was edited via hex editor due to no options being for Command 0xFD option 0x94.
1/17/2012 Here's another I had recently.
Occoured when I tried to add a Return command to a script where I had the Hex editor open. No idea what could have caused this. ____________________ Introduction to The Lazy Shell Editor (youtube) Super Modify RPG's Youtube Channel. |
deshaun182 |
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Red Koopa Level: 27 Posts: 111/131 EXP: 106563 Next: 9596 Since: 06-21-10 Last post: 2293 days Last view: 2293 days |
I'm not sure if this belongs here, but I have a problem.
So, after Mario Reaches level 30 in my hack, a problem arises.... He doesnt stop leveling up.... I got to 46 before going "okay seriously, what the heck" Is this something that happened in Lazy Shell, or did I do something wrong? :/ Edit: Okay, so he goes all the way to level 252 before stopping -.- What in the world happened here? ____________________ --The Disappeared-- God Bless |
giangurgolo |
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Level: 34 Posts: 101/219 EXP: 249407 Next: 4244 Since: 02-01-08 Last post: 3241 days Last view: 3241 days |
Posted by Elementalpowerstar Since your event script is custom-made, I can't reproduce these errors. You'll have to send me a patch of your modified ROM or something. The problem is most likely due the selected tree node manually stored into memory being outside of the range of elements in the command list array. I have, however, added the FD 94 command to the "Audio Playback" command list for the next release. BTW, were you also able to click "Ignore Error" and continue working or successfully save your progress? Posted by deshaun182 I can't reproduce this glitch. Did you apply any patches or do any modifications to the ROM outside of Lazy Shell? If so, I can't help you. |
Elementalpowerstar |
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Paratroopa Level: 29 Posts: 105/155 EXP: 144290 Next: 3595 Since: 12-29-08 From: --- Last post: 3790 days Last view: 3683 days |
Posted by giangurgolo Thank you. I have an incomplete list of which numbers in the xx place of [FD 94 xx] silence which channels if you would like to see them. And if you would also like me to complete it, I will try to do that as well. Posted by giangurgolo I was not able to save my progress, but it let me continue, and I'm sorry I couldn't be more helpful. ____________________ Introduction to The Lazy Shell Editor (youtube) Super Modify RPG's Youtube Channel. |
deshaun182 |
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Red Koopa Level: 27 Posts: 112/131 EXP: 106563 Next: 9596 Since: 06-21-10 Last post: 2293 days Last view: 2293 days |
Lazy Shell is the only editor I use, and it happened to the original rom i was editing. I was playing like normal then boom, Glitch City =/
My only guess is that there are pointers to leveling up, and mine is broken somehow, because I edited the stats I guess? =/ ____________________ --The Disappeared-- God Bless |
giangurgolo |
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Level: 34 Posts: 102/219 EXP: 249407 Next: 4244 Since: 02-01-08 Last post: 3241 days Last view: 3241 days |
Posted by Elementalpowerstar I would appreciate that, thanks. I'll be sure to note this in the special thanks list. Posted by deshaun182 You may have an inconsistency in the level-ups XP needed. Each level must have a higher XP needed than the previous and level 30 must be at 9999. |
deshaun182 |
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Red Koopa Level: 27 Posts: 113/131 EXP: 106563 Next: 9596 Since: 06-21-10 Last post: 2293 days Last view: 2293 days |
Checked, no inconsistencies as far as I can see... which brings me back to my original idea. Are any of the pointers in event scripts related to leveling up? Cause i know the pointers themselves ( a couple ) Had a few issues when I added or slowed down music to an event. I have a problem with the door with the elder key in boosters tower that i still have yet to bother to fix, and I had to re-edit the pointers for the disciples shop in Seaside Town. ____________________ --The Disappeared-- God Bless |
giangurgolo |
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Level: 34 Posts: 104/219 EXP: 249407 Next: 4244 Since: 02-01-08 Last post: 3241 days Last view: 3241 days |
Version 3.9.2 has been released, check the OP for the updated link. The issue with the pointer update function in the event editor has been fixed as far as I can tell. If anyone still continues to have any problems with the pointer updating please do not hesitate to post in this thread detailing your problem, ie. which index you were on, what you think you did to cause the editor to screw up etc. Remember to always make back-ups using the back-up feature in the settings so if your script pointers desynchronize or something you can roll back to the last untainted back-up. |
AnAxemRanger |
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Snifit Level: 37 Posts: 216/279 EXP: 337629 Next: 624 Since: 12-06-09 Last post: 2856 days Last view: 101 days |
Simply awesome. I'm glad to hear that this issue got fixed. As always, thank you and great work! |
Yakibomb |
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Level: 28 Posts: 76/137 EXP: 122891 Next: 8447 Since: 03-21-08 Last post: 765 days Last view: 765 days |
Glad to hear this bug got straightened out. Thanks to your hard work, I can finally use the event editor without stressing over the possibility of breaking my ROM! Yippie!
Edit: After rereading my comment, it doesn't really sound like I'm that grateful. I'm probably just paranoid about misunderstandings, buuut just to be clear, I should have simply said "thanks for fixing the bug." So I'll do it now: Thanks for fixing the bug. |
AnAxemRanger |
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Snifit Level: 37 Posts: 220/279 EXP: 337629 Next: 624 Since: 12-06-09 Last post: 2856 days Last view: 101 days |
I don't know if this is actually a bug or simply something that hasn't been done, but the name of the level on an exit's object tag doesn't change to reflect the name of a level whose name has been changed. For example, level 5 is normally called "Marrymore, Outside before Booster" but I changed it's name to "Bowser's Keep, storage room." However, if I have an exit field that leads to level 5, the object tag sill still read "marrymore, Outside before Booster" rather than the new name I changed it to. I hope that makes sense. |
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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