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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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josuetello
(post deleted) ID: 149856

Trelic
Posted on 02-27-12 01:43 AM Link | Quote | ID: 150290

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This is what I got after attempting to save the World Map:

LAZYSHELL, Version=3.9.2.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
Object reference not set to an instance of an object.
at LAZYSHELL.WorldMaps.Assemble()
at LAZYSHELL.WorldMaps.save_Click(Object sender, EventArgs e)

All I've done is do a little editing in the BPP, changed the palettes used for some tiles in Rose Way, and changed the colors in the palettes editor (I did get some messages about exceeding byte limits, but I equated enough color values to fix that).

giangurgolo
Posted on 02-27-12 05:27 PM Link | Quote | ID: 150298


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Thanks for the report. You need to paste the entire contents of the error message, not just the top two lines, so I can see in greater detail the call stack and last 10 actions taken by the user. I am unable to reproduce this error.

Darkkefka
Posted on 03-26-12 07:09 PM (rev. 2 of 03-26-12 07:50 PM) Link | Quote | ID: 150547


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I love this editor. However..the MAIN issue I have with it is that when you edit any NPC's..or anything on the maps while playing..the game glitches..which makes it difficult for me to create a whole new custom game. I'll need to test the events and such. Has this been fixed?

Also..I want to make a whole new game, but I don't know how to start. Should I start by clearing all events and making new ones. Or make the maps first?

giangurgolo
Posted on 03-26-12 10:48 PM Link | Quote | ID: 150549


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Thanks for the feedback!

Please explain in a little more detail the problems you are experiencing. Are you using the editor's previewer feature, or loading from your own save state when testing in an emulator? How does it glitch: do the graphics junk up, or does it just freeze? I don't recommend clearing all of one element, just modify existing indexes. Especially not the events, as the first 60 or so indexes are used for common events like battle triggers, treasure acquisition, pipes, etc.

Darkkefka
Posted on 03-26-12 11:18 PM Link | Quote | ID: 150550


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I see. What's the preview thing you mentioned??

I load a save state sometime..and sometime I load a SAVED GAME. But for example, I'll enter a room, and Bowser will be sitting in the middle of a room. Or a trampoline will dissapear.

The sprites set for the room will either be visible when not suppose to, or will dissapear all together.

I know how to edit existing events, but if you move the event code ( ex. 1e5811) the whole game can glitch.

Is there a step by step guide on how to get started?


giangurgolo
Posted on 03-27-12 12:27 AM Link | Quote | ID: 150551


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The previewer can be opened from the blue/purple ZSNES icon found in several editors. Loading from a saved game ie. SRM uses a block of the memory containing ordered data of visible and invisible NPCs for every level. I don't recommend doing this while hacking. Using your own save states is fine as long as you keep in mind the active/visible NPC data in memory is based upon which events you have already completed. This may be confusing if you're unfamiliar with the way games access and store memory. Therefore the best option is to use the previewer which creates its own save state that has all NPCs activated and visible.

Beware editing sprites and loading custom saves right after, as sprites on-screen can glitch out. This is not a problem with the editor, the game, nor the emulator. Just open/close the menu or enter/leave another area to refresh the sprite memory. Or simply use the previewer to avoid all of this.

Read the HackingGuide.doc file contained in the .zip to get started on hacking with Lazy Shell. As for more detailed guides on editing events, levels, etc. there should be a thread somewhere in this forum to help with those.

Darkkefka
Posted on 03-27-12 12:46 AM Link | Quote | ID: 150552


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I see. I'll read it..and tamper with the previewer until learn how it works. So playng in the previwer i like usinig another rom to test it?

Yakibomb
Posted on 04-13-12 01:25 AM (rev. 5 of 04-13-12 08:46 AM) Link | Quote | ID: 150692


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DarkKefka: Yeah, the editor creates a separate ROM to test stuff. If you look in your hack's folder directory, you'll see a new ROM+SRM+ZST with the prefix "PreviewROM_" and your hack's name after it.


Bug: If you use the delete key on the keyboard to try to remove an NPC from a level, an error appears (below). Deleting an NPC by pressing the "X" button that's above the NPCs list does work however. Here's the report:

Object reference not set to an instance of an object.
at LAZYSHELL.LevelsTilemap.Delete()
at LAZYSHELL.LevelsTilemap.pictureBoxLevel_PreviewKeyDown(Object sender, PreviewKeyDownEventArgs e)



Also I found out that sprite 136 is actually Mario during the Moleville Mine's cart ride sequence. It is labeled as "Discolored Mine Cart".

TyrantTanuki
Posted on 05-05-12 05:35 PM Link | Quote | ID: 150807

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I had a question about the Sprite Editor: is it supposed to prompt a save even if you haven't changed anything?

All I did after loading a clean ROM and opening the Sprite Editor was change the selection in the upper left corner from Amanita to Goby, then attempt to close back out. This prompted a "Sprites have not been saved...do you want to save the changes?" message, even though I didn't actually change anything.

Opening the Sprite Editor, remaining on the Goby's page and not making a switch back to Amanita (the Editor remembered the last page I was looking at even without saving, pretty sure that's expected behavior), and then closing it did not prompt the save window.

I mainly ask this because certain Sprites on my ROM always seem to glitch after using the Sprite Editor no matter what I actually changed if I happen to select "Yes" to the save prompt. These are as follows:

*Dodo (the version in the Valentina fight), sequence 4 animation (all instances).
*Smithy (1st form), sequence 6 animation (all instances).
*Smithy's Hammer, sequence 2 animation (all instances).
*Hangin' Shy, sequence 2 animation (all instances).

Checksum before saving anything: 0x3bb4 (OK)
Checksum after performing a small test by saving from the Sprite Editor without actually changing -anything- in the ROM intentionally, via that Editor or elsewhere in Lazy Shell: 0x9B06 (FAIL).

Any ideas what might be causing this? If you need more specifics I'll try to provide them, I really want to use the Sprite Editor to create some additional monsters as it's otherwise extremely effective.

giangurgolo
Posted on 05-05-12 09:00 PM Link | Quote | ID: 150814


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It prompts for a save because switching between sprite indexes reassembles the last loaded sprite, thus changing the raw sprite data in the process. The ROM's checksum always fails after a save. It's not a bug because the slightest change in the ROM data will create a bad checksum.

I did notice that the sequence played back when Dodo approaches the middle party member to initiate a separate battle is corrupted after saving the sprites editor. Is this what you experienced, or are these glitchy sequences part of a ROM hack you're working on? Some sequence pointers are either FFFF (dummied) or point to an empty frame collection (0). Until now the editor has been saving both as dummied, since I never realized that empty frame collections were used in the game. I have now conditionalized the editor to work around the issue by adding an "Active" checkbox for sequences. It will be checked for all sequences (including empty ones) except dummied ones.

The new version, v3.10.0, will have this as well as a new menu frame and menu background editor.

TyrantTanuki
Posted on 05-05-12 09:52 PM (rev. 2 of 05-07-12 10:49 PM) Link | Quote | ID: 150816

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Ah, excellent @ the update, really looking forward to it. Also thank you for elaborating on the checksum and the save prompts, I was worried maybe I'd done something incorrectly.

Actually, my specific experience with Dodo was as you described, as well as the portion of the battle with Valentine where, after you defeat her, Dodo attempts to fly off the ground before successfully taking off and perching atop her head. Instead of the normal sequence, what plays is his 'taking damage' animation in rapid succession, making it look like he's having a neck spasm as his beak constantly retracts backwards.

The Hangin' Shy sprite simply flickers instead of the string waving about like it's supposed to, and Smithy/Smithy's Hammer glitches up badly enough I'm surprised the game doesn't freeze (misplaced tiles, palette, and animation errors).

EDIT: I guess as an aside, when were you planning to release the update?

Darkkefka
Posted on 05-17-12 01:01 PM Link | Quote | ID: 150939


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anytime I edit a sptite in any way..other sprites bug up unless I use a much older version to do it. Anything I'm doing wrong?

giangurgolo
Posted on 05-17-12 08:31 PM Link | Quote | ID: 150940


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You're going to have to explain in more detail what you've done in the sprites editor that causes the sprites to become corrupted. If you could take a fresh ROM and manage to corrupt the sprite data with the sprites editor in just a few actions, make a post describing what those actions were, and I'll see if I can fix the bug.

As for the next release, the menus editor is near complete and I'm currently attempting to add the ability to edit the mine cart mini-game to the levels editor. Therefore the next release may be farther off in the future than I initially anticipated.

TyrantTanuki
Posted on 05-18-12 07:59 PM Link | Quote | ID: 150941

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Thanks for the update, really looking forward to it all the same. Been putting off some ROM edits for the new release.

Darkkefka
Posted on 05-19-12 03:16 PM (rev. 2 of 05-19-12 03:23 PM) Link | Quote | ID: 150951


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i'll have to look into it. My hack has been threw so much........

When i edit a a sprite and use a load state, the spites in the game bug up until I go threw a door..if i make it to a door. Plus, some odd bugs would occur..like Bowser's victory Pose and Dodo's walk sequence. Using version 2.4 i the only way i can avoid this. It would still bug up after the load state, but play find once I pass a door.



BTW..I've been ask many times to increased the level cap, but I've been un ble to. You think that's possible?

How did Waddler D do it? Base stats seem to Cap at 255. Any way top increase those?

giangurgolo
Posted on 05-19-12 09:10 PM Link | Quote | ID: 150953


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The save state thing is not a bug with the editor nor the emulator. It is simply a matter of corrupted memory: the newly edited ROM data for sprites is not sychronized with save-state's memory thus the glitchy sprites. This can be remedied by entering re-entering the area as you've already noticed. The other issues with some sprite sequences like Dodo have been fixed for the next release.

Yakibomb
Posted on 05-28-12 02:32 AM Link | Quote | ID: 151048


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I always found the preview function was unreliable because some events trigger certain memory bits, and if a certain bit isn't triggered, another event may cease to function, and the whole thing goes out of whack. Could there be a list of memory bits that could be checked/unchecked for a preview? That would be really sweet.

I have no idea why it took this long to think of this, but better late then never I guess

Fire-WSP
Posted on 05-29-12 01:49 PM Link | Quote | ID: 151090


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In the Dialog Editor when i do some changes to the compression table and hit "APPLY CHANGES" it will do the changes.
Then i press save and close the Dialog editor.
After that i save the Rom and try it on the Emu but the compression table was not changed.
When i reopen the Rom in the Dialog Editor, my changes are gone and the the old values are back.
The Rom CRC however has been changed so something was done to the rom.
What is the problem here?

giangurgolo
Posted on 05-29-12 09:35 PM Link | Quote | ID: 151097


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That's a bug, I never actually wrote the code to save the compression table. I can't believe I never caught this before. Nevertheless, it's fixed for the next release. By the way, the next release I also plan to add an editor for the intro garden scene if it doesn't become to much of a hassle. That makes three new editors (menus, mine cart, intro scene) for v3.10.0.
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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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