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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 |
Elementalpowerstar |
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Paratroopa Level: 29 Posts: 107/155 EXP: 144011 Next: 3874 Since: 12-29-08 From: --- Last post: 3769 days Last view: 3662 days |
During an attempt to import brand new sprites into the game, I found several oddities.
1: After importing, every mold had a misplaced tile in the tilemap. http://i50.tinypic.com/whzi92.jpg http://i49.tinypic.com/2ntaces.jpg http://i49.tinypic.com/oqk234.jpg 2: After closing and re-opening Lazy Shell (Twice, for some reason I didn't think to immedaiately copy.) and trying to go to SPRITES, I encountered this error: Error Getting byte[] at 247 data size 258 subarray size: 12 Please report this And then this, right after that message box.
Due to saving the supposedly strange-dimensioned sprite, I can no longer open the Sprites menu. This comes up after trying to re-open the SPRITES menu.
As ignoring this code does not allow me to continue in the SPRITES menu. However, FORMATIONS and MONSTERS seem to work fine, FORMATIONS does dis After getting a new rom and importing the new images again, after erasing the uneeded background colors with a new sprite, the same results came up again. ____________________ Introduction to The Lazy Shell Editor (youtube) Super Modify RPG's Youtube Channel. |
giangurgolo |
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Level: 34 Posts: 124/219 EXP: 248951 Next: 4700 Since: 02-01-08 Last post: 3219 days Last view: 3219 days |
Thanks for the bug report. What were the images you tried to import, and what sprite index/animation index did you import it into? This would be the easiest way for me to reproduce the error. |
Elementalpowerstar |
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Paratroopa Level: 29 Posts: 108/155 EXP: 144011 Next: 3874 Since: 12-29-08 From: --- Last post: 3769 days Last view: 3662 days |
These were the sprites I used on the Import Images to Molds feature. http://www.mediafire.com/?1x0gvicg3p2o9ot
And I imported them over the K-9 Sprite (Sprite 272), and everything normal on that regard, in animation, etc. It should also be noted that trying to change the leftmost value in the tilemap editor's "Size" part from "24" to "32" also causes an error to come up. ____________________ Introduction to The Lazy Shell Editor (youtube) Super Modify RPG's Youtube Channel. |
giangurgolo |
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Level: 34 Posts: 125/219 EXP: 248951 Next: 4700 Since: 02-01-08 Last post: 3219 days Last view: 3219 days |
OK, thanks. I've fixed the bugs, they were only two lines of code that needed to be changed. I tested it with your images on sprite index 272 after the fix and all problems you reported are gone. |
Elementalpowerstar |
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Paratroopa Level: 29 Posts: 109/155 EXP: 144011 Next: 3874 Since: 12-29-08 From: --- Last post: 3769 days Last view: 3662 days |
Excellent! Thank you very much Giangurolo. The Import Images features saved me tons of time I would have otherwise spent seperating them into 8x8 tiles, which I started, but didn't get very far. Thank you, again. ____________________ Introduction to The Lazy Shell Editor (youtube) Super Modify RPG's Youtube Channel. |
Elementalpowerstar |
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Paratroopa Level: 29 Posts: 110/155 EXP: 144011 Next: 3874 Since: 12-29-08 From: --- Last post: 3769 days Last view: 3662 days |
To reproduce this error, open the BATTLEFIELDS section, right click the battlefield, select "Import Tileset..." and cancel importing a tileset.
In addition, importing a tileset .dat file also produces an error. Try to export any old .dat file with the battlefield tileset and import it back in.
____________________ Introduction to The Lazy Shell Editor (youtube) Super Modify RPG's Youtube Channel. |
giangurgolo |
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Level: 34 Posts: 127/219 EXP: 248951 Next: 4700 Since: 02-01-08 Last post: 3219 days Last view: 3219 days |
I've fixed the first error, but the second one is not necessarily an error in the code but a failure to safeguard against exceptions thrown during importing because of incompatible class types. The import tileset by right-click doesn't import a battlefield element but a compiled battlefield tileset. They're two separate class types. The same would happen if you tried to import a dat type file created from an exported monster class as a sprite animation. |
Yakibomb |
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Level: 28 Posts: 83/137 EXP: 122664 Next: 8674 Since: 03-21-08 Last post: 743 days Last view: 743 days |
Hey, thanks for this release. I was looking forward to it, and to be honest I'm really excited because I really want to bug test!
While tinkering with the menus editor, I found these bugs: - Attempting to change the Foreground Palette, Background Palette, or Mono/Stereo Palette for the file select using the Switch RGB or other color tools will give an error:
The number of exceeded bytes can grow the more you tinker with it. - The start menu Frame Palette updates fine when changed, and for some reason it saves and loads in the editor just fine, but it does not display in game. - Changing the palettes for the following do not update immediately (even with "Auto-Update" checked or by clicking the "Update" button in their pal. boxes): File Select *Background Palette *Mono/Stereo Palette Start Menu *Background Palette *Cursor Palette - The following graphics do not save: Start Menu *Frame Graphics (There is an error message like the one above if you edit these and save it) *Cursor Graphics - Changing the graphics for the following do not update immediately: File Select *Mono/Stereo Graphics Start Menu *Background Graphics Suggestions: - A way to edit the shop menu's background color (it is green unlike the start menu's brown). This bug is from the World Maps editor: Changing the map theme changes the file select music I'll fool around with the Moleville Mines track builder and get back to you. |
Elementalpowerstar |
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Paratroopa Level: 29 Posts: 112/155 EXP: 144011 Next: 3874 Since: 12-29-08 From: --- Last post: 3769 days Last view: 3662 days |
For Mini-Games
This error came up while trying to delete a screen in Sidesrolling Level A.
In Mode 7 Map A, -"Erase Tile" essentially overwrites the tile on the tilemap with tile $00 instead of a blank one (not sure if it's already planned to be fixed.) -The "Black background" for the Mode 7 "Nothing" tiles appear as the "alpha-colored" tiles until the map is refreshed, not sure if this is a bug. -Using the Select Tile(s) function, selecting any number of tiles on the game's tilemap, and releasing the mouse button will make it act like the fill tool. -Creating a box using Select Tiles of 6 boxes high and five boxes wide while selecting a blank tile, and clicking it, will temporarily show some rails instead of what's selected. Thank you for this release, Giangurolo! edit: On top of that, the Levels editor seems to be trying to do something else. Also the Create Tilemod doesn't work in Mini-games.
And that error continually comes up, making it very difficult to prcoeed without closing the editor. ____________________ Introduction to The Lazy Shell Editor (youtube) Super Modify RPG's Youtube Channel. |
giangurgolo |
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Level: 34 Posts: 128/219 EXP: 248951 Next: 4700 Since: 02-01-08 Last post: 3219 days Last view: 3219 days |
Thank you both for the bug reports. So far I've fixed nearly all issues reported so far, and made a couple of additions as well for the next release. |
Elementalpowerstar |
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Paratroopa Level: 29 Posts: 113/155 EXP: 144011 Next: 3874 Since: 12-29-08 From: --- Last post: 3769 days Last view: 3662 days |
In the Mode 7 Maps of Minigames, trying to draw a section of the tileset that is bigger than the selection on the bottom of the map brings up another error. This one is not neccesarily program braeking, since it allows for continuation after the error.
If the error below doesn't help you understand, perhaps due to me trying too many times reproduce it, here is an image to hopefully help understand. http://i49.tinypic.com/2nlsnex.jpg
Here's another in Event Scripts during the same session where the last error was ignored. I tried to clear an event, specifically 2496 with the "Clear" dropdown box, event scrpts, and "clear current script." radio button enabled, and clearing the script.
Ignoring this error cleared the script anyway. 7-12-12: Another for Event Scripts. I found this while editing a command (A Wait X Frames command (8-bit), changed a value, selected a Return command that was already in the script, and hit APPLY, assuming to try to apply the change to Return.
Thank you! ____________________ Introduction to The Lazy Shell Editor (youtube) Super Modify RPG's Youtube Channel. |
giangurgolo |
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Level: 34 Posts: 129/219 EXP: 248951 Next: 4700 Since: 02-01-08 Last post: 3219 days Last view: 3219 days |
All three errors have been fixed. The third one was a bit more difficult to solve, as fixing it created a new bug that needed to be fixed. It's all been worked out though. Thanks for the report. |
Elementalpowerstar |
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Paratroopa Level: 29 Posts: 114/155 EXP: 144011 Next: 3874 Since: 12-29-08 From: --- Last post: 3769 days Last view: 3662 days |
After some work in the editor, opening up Minigames to edit the Minecart after seeing that some rails were misplaced, I got this, opening up to Sidescrolling Level B.
This error comes up again when I switch to a Mode 7 map. Very sorry for all the postings, and thank you for working so hard to get your editor towards perfection, if that is your goal. On a different note, Unknown Event Script command [0xFD Option 0xB8] writes the timer of the Minecart Minigame's timer to memory $7000 and, while not directly, allows the "Timer at $7000" of dialogue display properly. ____________________ Introduction to The Lazy Shell Editor (youtube) Super Modify RPG's Youtube Channel. |
giangurgolo |
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Level: 34 Posts: 130/219 EXP: 248951 Next: 4700 Since: 02-01-08 Last post: 3219 days Last view: 3219 days |
All bugs reported so far have been fixed, along with several new additions for the v3.11.0 release. Here's a list of the changes so far for the next version:
v3.11.0 -------------------------------------- Additions: *Option to click "Retry" if load ROM attempt failed *Added icon images to dropdownbutton toolstripitems *Dialogues: option to edit battle numeral graphics, palettes *Events: added a few new command(s) *Menus: shop menu's background palette can now be edited *Menus: menu text and dialogue can now be edited *Mini-games: four rail tile types color-coded to aid map building *World Maps: ability to view and modify logos and banners Changes: *Main Title: now uses universal tileset editor to edit tileset *Menus: dynamic recompression creates a lot more space *Mini-games: cutting, deleting, erasing replaces Mode7 tiles with 0x4F Fixes: *Events: clear, reset, clear reads tree nodes, but w/empty script *Events: wrong command inserted w/insert button if command being edited *Events: sync updating duplicated commands inserted from edited command *Levels: conflicts between toggle minecart & levels elements *Levels: crash if L3 tab selected when switching to level w/null L3 *Levels: crash drawing region from tileset beyond boundaries of tilemap *Main Title: checksum not generating b/c not serialized tileset *Menus: several palettes weren't updating *Menus: editing certain graphics not updating images for both menus *Menus: loading/saving frame palette from completely wrong offset *Menus: cursor graphics assembly code wasn't written at all *Menus: loading/saving game select BG palette from wrong offset *Mini-games: deleting screens code not even written yet *Mini-games: removing/adding screens not resetting total image width *Mini-games: find in tileset shouldn't ignore transparent in mini-games *Mini-games: crash drawing region from tileset beyond boundaries of tilemap *Mini-games: crash if try to save minecart tilemap image *Notes: trying to create checksum with null notes when opening if no notes *World Maps: music being saved to game select music *World Maps: only 7 world map tilesets, not 9 I'll release this version early August to allow a little extra time for anyone to post any bug reports or issues to this thread. Thanks for the feedback and debugging. |
Elementalpowerstar |
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Paratroopa Level: 29 Posts: 119/155 EXP: 144011 Next: 3874 Since: 12-29-08 From: --- Last post: 3769 days Last view: 3662 days |
Ran into this error when trying to figure out why the frame showed up a bit darker than usual in the editor.
If you're having trouble reproducing the error, this is the image that caused it. After importing, if the frame doesn't match the imported image, open Frame Palette and click the second blue color from the left, and it should reproduce the error.
Thank you! ____________________ Introduction to The Lazy Shell Editor (youtube) Super Modify RPG's Youtube Channel. |
Elementalpowerstar |
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Paratroopa Level: 29 Posts: 120/155 EXP: 144011 Next: 3874 Since: 12-29-08 From: --- Last post: 3769 days Last view: 3662 days |
For SPRITES.
This error came up when I cleared a sprite's molds and sequences, attempting to create a new tile in a non-gridplane format mod, where there was only one mold or no molds, couldn't tell.
This error also comes up when you try to select the tile from a mold with no tiles to choose from. If I find more, I'll use this post and not another, until you or someone else posts again. Edit: In addition, importing images and choosing "No" to "Replace current molds with imported images?" doesn't write the graphics to the GFX index, but it writes the palette from the images. Edit2: Got this while trying to make a sprite in the tilemap format:
Seems like an error message not programed in, due to lack of use in the sprite tilemap editor, along the lines of "Please select a tile to draw" or nothing at all. Thank you! ____________________ Introduction to The Lazy Shell Editor (youtube) Super Modify RPG's Youtube Channel. |
giangurgolo |
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Level: 34 Posts: 135/219 EXP: 248951 Next: 4700 Since: 02-01-08 Last post: 3219 days Last view: 3219 days |
On the last error: were you zoomed in and tried to drag a tile near/towards the image boundaries? If so, I found the bug and fixed it for the next release. |
Elementalpowerstar |
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Paratroopa Level: 29 Posts: 121/155 EXP: 144011 Next: 3874 Since: 12-29-08 From: --- Last post: 3769 days Last view: 3662 days |
I think I may have pasted the incorrect error, I think the one below is what I meant to put there.
Although the one you mentioned did reproduce an error similar to what you described.
I think it's more along the lines of opening Sprites to a tilemap-built mold and trying to draw a nothing onto the tilemap. Thank you for your hard work, regardless! ____________________ Introduction to The Lazy Shell Editor (youtube) Super Modify RPG's Youtube Channel. |
giangurgolo |
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Level: 34 Posts: 136/219 EXP: 248951 Next: 4700 Since: 02-01-08 Last post: 3219 days Last view: 3219 days |
OK, all bugs have been fixed, except I'm not sure what you mean by "doesn't write the graphics to the GFX index". Could you explain in more detail: what was the sprite index you were importing to, what was the image you used, etc. |
Elementalpowerstar |
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Paratroopa Level: 29 Posts: 122/155 EXP: 144011 Next: 3874 Since: 12-29-08 From: --- Last post: 3769 days Last view: 3662 days |
Very sorry about the confusion! It turns out that I had not been looking in the right place in the "BPP Graphics." For some reason I wasn't registering in my mind what they were called.
However, choosing NOT to replace the molds and there being too many molds will not even "import" the graphics into the BPP Graphics offset the sprite uses, nor the palette, even if you choose to replace the palette with the one in the images imported. I'm unsure if this was intentional or not. However, this may have lead to another bug after paying attention to where the BPP Graphics were being "Imported" to. If you choose to replace current molds with imported images. If you choose NOT to replace current molds with imported images. If, for some reason, you may need the graphics that I was working with, here they are for you to use. http://www.mediafire.com/?3rir68riknw6qef Thank you, Giangurolo! ____________________ Introduction to The Lazy Shell Editor (youtube) Super Modify RPG's Youtube Channel. |
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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