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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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giangurgolo
Posted on 07-27-12 07:47 PM Link | Quote | ID: 151744


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That's not a bug; selecting "No" won't replace the current molds, so it shouldn't replace the graphics the current molds use, therefore it stores the imported mold(s) graphics at the end.

Thank you for all the bug reports.

Fire-WSP
Posted on 07-28-12 03:46 PM Link | Quote | ID: 151752


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For the Menu edit at the Save Slot Menu with the green pipes when pressing Mouse right it is not posible to save the picture or to import the picture.

Yakibomb
Posted on 08-02-12 06:55 AM (rev. 2 of 08-02-12 09:25 PM) Link | Quote | ID: 151798


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Like I promised, here's a bug report. It isn't that many like I made it seem... Like a dummy I still haven't tested the Moleville Mines track like I said I would, either.

Sprites - Right-click the sprite box (without clicking the sprite itself) and select "Bring to front" or "Send to back" to get an error.

What a piddly bug, sorry. I don't want to put you on hold any longer. By the next time around I'll have something. And I'm not trying to sound like I'm trying pay a debt or anything, I just love playing with this editor.


Edit: Just found this error by duplicating an NPC in a level.

LAZYSHELL, Version=3.10.0.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at LAZYSHELL.Overlay.DrawLevelNPC(NPC npc, Graphics g, Int32 z)
at LAZYSHELL.Overlay.DrawLevelNPCs(LevelNPCs npcs, Graphics g, Int32 z)
at LAZYSHELL.TilemapEditor.pictureBoxLevel_Paint(Object sender, PaintEventArgs e)

**************Recent Event History**************
MouseDown "npcDuplicate" | X:16,Y:14 | Form "Levels" | 8/2/2012 12:22:17 PM
MouseDown "npcObjectTree" | X:31,Y:53 | Form "Levels" | 8/2/2012 12:22:12 PM
MouseDown "tabControl" | X:98,Y:17 | Form "Levels" | 8/2/2012 12:22:11 PM
MouseDown "openLevels" | X:63,Y:19 | Form "Form1" | 8/2/2012 12:22:07 PM

giangurgolo
Posted on 08-05-12 07:12 AM Link | Quote | ID: 151824


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v3.11.0 has been released, with all reported bugs fixed and many requested features granted. Along with these changes are a number of new useful features scattered throughout the editors. Read the changes.txt file to review all additions, fixes, etc. to this release.

sonic.penguin
Posted on 08-07-12 02:34 AM Link | Quote | ID: 151854

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Something is causing graphical issues upon making changes to the rom in this version. I believe it was mentioned earlier in the thread as well and causes sprites/menus to garble.

giangurgolo
Posted on 08-07-12 04:23 AM Link | Quote | ID: 151856


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If you're referring to Darkkefka's post on page 3, I explained the reasons for that which are not an issue with the program but save state memory. If you're not referring to this exactly, please explain in more detail what exactly you do to encounter the glitched graphics. Are they appearing this way in the editor after saving/loading or just in an emulator after loading a save state or starting the ROM?

Elementalpowerstar
Posted on 08-07-12 06:03 PM Link | Quote | ID: 151865


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In MENUS, changing the sprites that the menu uses, Entering Menu, Idol in Menu, Leaving Menu, and Saved to Slot sprites/sequences seem to need to have each sprite have the same palette to display correctly, otherwise they will display that purple-lime green palette in images 2 and 3. Searching through the Sprite's 818 palettes, I couldn't find that specific palette. Enter Name sprite/sequence seems to work fine on palette.

On that note, it seems that the menu sprites only go up to Sprite 255 (Beetle) normally, but when one sets one of the sprites to 256 (Terrapin), it displays Sprite 000: (Mario) instead.

Thank you for this release! I was looking forward to playing with the new stuff.

____________________
Introduction to The Lazy Shell Editor (youtube)
Super Modify RPG's Youtube Channel.

sonic.penguin
Posted on 08-07-12 06:32 PM Link | Quote | ID: 151866

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Will check to see if it was a savestate issue, just never happened before.

sonic.penguin
Posted on 08-08-12 11:50 PM Link | Quote | ID: 151890

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Two things. One, by editing the dialogue said by Geno on Star Hill, somehow graphical information is being edited/overwritten as well. It causes menus and titles on overworld maps to change pallettes. I noticed this as well on the "Axem Rangers" mod while testing it and it seems to suffer from the same thing.

Second, this showed up while trying to edit the levels and won't even load the tab.

This was from clicking on the levels tab
LAZYSHELL, Version=3.11.0.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
Index was outside the bounds of the array.
at LAZYSHELL.Sprite.get_Palette()
at LAZYSHELL.NPCProperties.CreateImage(Int32 radialPosition, Boolean fromSprite, Int32 fromSpriteNum, Boolean crop, Boolean mirror, Int32[] palette)
at LAZYSHELL.NPCEditor.SetSpriteImage()
at LAZYSHELL.NPCEditor.InitializeNPCs()
at LAZYSHELL.NPCEditor.npcNum_ValueChanged(Object sender, EventArgs e)
at LAZYSHELL.ToolStripNumericUpDown.OnValueChanged(Object sender, EventArgs e)
at LAZYSHELL.ToolStripNumericUpDown.set_Value(Decimal value)
at LAZYSHELL.NPCEditor..ctor(Levels level, Decimal npcID)
at LAZYSHELL.Levels..ctor()
at LAZYSHELL.Program.CreateLevelsWindow()
at LAZYSHELL.Form1.openLevels_Click(Object sender, EventArgs e)

**************Recent Event History**************
MouseDown "openLevels" | X:77,Y:10 | Form "Form1" | 8/8/2012 8:23:21 AM
LOADED LAZY SHELL APPLICATION | 8/8/2012 8:23:20 AM
CLOSED LAZY SHELL APPLICATION | 8/7/2012 6:44:19 PM
MouseDown "name" | X:101,Y:10 | Form "Sprites" | 8/7/2012 6:39:37 PM
MouseDown "name" | X:124,Y:6 | Form "Sprites" | 8/7/2012 6:39:26 PM
MouseDown "name" | X:138,Y:13 | Form "Sprites" | 8/7/2012 6:39:11 PM
MouseDown "name" | X:160,Y:17 | Form "Sprites" | 8/7/2012 6:39:09 PM
MouseDown "paletteOffset" | X:32,Y:13 | value=661 | Form "Sprites" | 8/7/2012 6:39:05 PM
MouseDown "paletteOffset" | X:77,Y:3 | value=661 | Form "Sprites" | 8/7/2012 6:39:05 PM
MouseDown "paletteOffset" | X:77,Y:3 | value=660 | Form "Sprites" | 8/7/2012 6:39:04 PM

giangurgolo
Posted on 08-09-12 01:04 AM (rev. 2 of 08-09-12 01:06 AM) Link | Quote | ID: 151891


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I fixed the 2nd error, but I can't reproduce the 1st error. Are you using a fresh ROM (with OK checksum), and changing only those particular dialogues you mentioned?

Most importantly: do the menus/maps appear glitched in the editor, emulator, or both?

Yakibomb
Posted on 08-09-12 05:23 AM (rev. 2 of 08-09-12 12:36 PM) Link | Quote | ID: 151893


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Sprites - By going to sprites 99 or 100 (Trampolines) in the Palette Editor, under the Effects tab, checking both "Greyscale" and "Negative Image" will give this error:

**************Exception Text**************
Value of '254' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'.
Parameter name: Value
at LAZYSHELL.PaletteEditor.InitializeColor()
at LAZYSHELL.PaletteEditor.DoAdjustment()
at LAZYSHELL.PaletteEditor.negative_CheckedChanged(Object sender, EventArgs e)

____

Levels - If a sprite is using an alternate palette via palette index, it can't display itself in the levels editor. You don't need to change anything in sprites to trigger it, but I'll do it for this example. This was done in a clean ROM.
Change the palette index of sprite 455 (Belome, 1st time) to 1, then go into level 302 (Kero Sewers, Area 08) and display the NPCs.

**************Exception Text**************
Index was outside the bounds of the array.
at LAZYSHELL.Sprite.get_Palette()
at LAZYSHELL.NPCProperties.CreateImage(Int32 radialPosition, Boolean fromSprite, Int32 fromSpriteNum, Boolean crop, Boolean mirror, Int32[] palette)
at LAZYSHELL.Overlay.DrawLevelNPC(NPC npc, NPCProperties[] npcProperties, Int32 npcid, Int32 engagetype)
at LAZYSHELL.Overlay.DrawLevelNPCs(LevelNPCs npcs, NPCProperties[] npcProperties)
at LAZYSHELL.TilemapEditor.pictureBoxLevel_Paint(Object sender, PaintEventArgs e)

**************Recent Event History**************
MouseDown "toggleNPCs" | X:17,Y:12 | Form "Levels" | 8/6/2012 8:44:59 PM
MouseDown "levelNum" | X:9,Y:9 | Form "Levels" | 8/6/2012 8:44:57 PM
MouseDown "levelNum" | X:21,Y:13 | Form "Levels" | 8/6/2012 8:44:52 PM
MouseDown "openLevels" | X:51,Y:14 | Form "Form1" | 8/6/2012 8:44:49 PM
SaveSprites | index 455 | Form "Sprites" | 8/6/2012 8:44:46 PMMouseDown "save" | X:14,Y:13 | Form "Sprites" | 8/6/2012 8:44:45 PM
MouseDown "paletteIndex" | X:38,Y:4 | value=1 | Form "Sprites" | 8/6/2012 8:44:44 PM
MouseDown "number" | X:11,Y:14 | Form "Sprites" | 8/6/2012 8:44:40 PM
MouseDown "openSprites" | X:32,Y:12 | Form "Form1" | 8/6/2012 8:44:38 PM
MouseDown "loadRom" | X:56,Y:16 | Form "Form1" | 8/6/2012 8:44:36 PM

____

Levels - With the same ROM edit as above, click the "NPC #" button on the right of the NPCs list and search for Belcome (1st time) (or go to sprite 455) to get this error:

**************Exception Text**************
Index was outside the bounds of the array.
at LAZYSHELL.Sprite.get_Palette()
at LAZYSHELL.NPCProperties.CreateImage(Int32 radialPosition, Boolean fromSprite, Int32 fromSpriteNum, Boolean crop, Boolean mirror, Int32[] palette)
at LAZYSHELL.NPCEditor.SetSpriteImage()
at LAZYSHELL.NPCEditor.InitializeNPCs()
at LAZYSHELL.NPCEditor.npcNum_ValueChanged(Object sender, EventArgs e)
at LAZYSHELL.ToolStripNumericUpDown.OnValueChanged(Object sender, EventArgs e)
at LAZYSHELL.ToolStripNumericUpDown.set_Value(Decimal value)
at LAZYSHELL.NPCEditor.searchResults_SelectedIndexChanged(Object sender, EventArgs e)

____


Menus - I didn't notice this before, but the file select menu's background has a different palette than the start menu or shop menu.


edit
Menus - Apparently the camera gawking frames for the menu display aren't using the right sequences.

Mario should be index 2, sequence 2.
Bowser should use index 14, sequence 2.
Geno's is index 26, sequence 2.

sonic.penguin
Posted on 08-09-12 09:44 PM Link | Quote | ID: 151905

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GFX become glitched in the menu, menu arrows, and world map dialogue boxes. Tried this multiple times and just decided not to edit the text at that point until I had more details on the error. It's in dialogue box 3118 after the "Star Hill" dialogue. Just tested it, changes the GFX so I'm *assuming* some palettes are being modified that shouldn't be.

giangurgolo
Posted on 08-09-12 10:05 PM (rev. 3 of 08-09-12 10:16 PM) Link | Quote | ID: 151906


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Could you please answer the following questions:

1. Are you starting with a *fresh ROM* with OK checksum (look in editor's main window in top box)?
2. Are you *only* modifying dialogue 3118 to corrupt the graphics, or have you modified other portions of the ROM before encountering the glitched GFX?
3. Do the graphics appear glitched in the editor, or *only* in the emulator?

I'll need you to answer these exact three questions directly, since I can't determine whether or not it's necessarily a bug in the program, and if so, what portion of the program the bug is in. Thanks for the report.

Yakibomb: I've fixed all three bugs, and the incorrect sprite/sequence.

I'll release v3.11.1 in a couple of days since a few of these errors are too common to let a bugfix go unreleased for too long.

sonic.penguin
Posted on 08-09-12 10:23 PM Link | Quote | ID: 151907

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Nope, checksum fail
not a fresh rom, but rom is fine until I edit that line
GFX are glitched in both the emulator AND the editor

Request: Any way you can add a copy/past function in the sprite editor and the animations editor?

giangurgolo
Posted on 08-09-12 10:54 PM (rev. 2 of 08-09-12 11:18 PM) Link | Quote | ID: 151909


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Thanks. It appears the Axem Rangers hack was created using an earlier version of the editor back when the compression table for the dialogues contained two or three extra custom indexes. Newer versions no longer have these custom indexes (b/c of indexing problems), so modifying the dialogue of a ROM edited with older versions of Lazy Shell will almost certainly cause problems with dialogue.

All features in the sprites editor already have copy/paste functions. In addition, you can export/import sprites from/to other sprites. The animations editor cannot insert new commands, which pasting does--this is explained in the FAQ in the readme.txt file.

sonic.penguin
Posted on 08-10-12 12:00 AM Link | Quote | ID: 151912

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I'm using the most current version and having this issue, but its only specific to this line of dialogue... granted, I started editing this mod on the previous version which I cant seem to find anywhere >.o

Is there a page for past older versions? I'll have to search for those copy/past features... I thought it was merely duplication of the current frame. There is no multi-select either so not like I can copy/paste 10 new frames into a new sprite

Yakibomb
Posted on 08-10-12 03:21 AM Link | Quote | ID: 151915


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While fooling around in an attempt to find a certain bug in sprites, I accidentally found another and crashed the editor because of it!
In Sprites, go into any sprite and set all the frames to only show for a duration of 0 frames. I bet you can already figure out what's wrong with that. That's the only bug I have.

If you don't mind, can you explain how to use the new color replacement tool? And also if you don't mind and if you have time, explain what the unspoken few new command(s) are in the event editor?

I don't mean to keep pestering, but could there be an import feature for the menus and mini-games, and a way to undo or reset actions done in the Menus editor without closing it?

Alright, that's all I wanted to ask. I forgot to mention I'm really digging the new additions to the editors. It's even easier to use.

AnAxemRanger
Posted on 08-10-12 06:27 AM Link | Quote | ID: 151917


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Posted by sonic.penguin
Two things. One, by editing the dialogue said by Geno on Star Hill, somehow graphical information is being edited/overwritten as well. It causes menus and titles on overworld maps to change pallettes. I noticed this as well on the "Axem Rangers" mod while testing it and it seems to suffer from the same thing.



So that's what caused that... I remember editing a lot of stuff, and then testing a level or two only to find those overworld title palettes to be screwed up. It's good to know specifically what caused that, so thanks!
By the way, my hack was created using ver. 2.5 almost exclusively. Unfortunately, it royally screwed up dialogues. It got to the point where I couldn't open the ROM in any other version of lazy shell and even when I did open it half the dialogues were unusable and would get messed up if I tried to change them, save, and reopen them.

Now a question for Giangurgolo about the dialogues: I noticed when I was editing various dialogues using Lazy Shell 3.9.2 and I got to the point where I only had about 100 bytes of available space left. I saved my work, closed the editor, reopened it, and found that I had about 10000 bytes of space that seemed to appear from nowhere. Is this supposed to happen? And will this sudden addition of free space detract from free space available anywhere else?

Fire-WSP
Posted on 08-10-12 12:15 PM Link | Quote | ID: 151920


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i tried the import feature for the menu.
I had the Saveslot menu exported to png and reimported the same picture without changing it.
Some of the palette gots corrupted.

giangurgolo
Posted on 08-10-12 06:47 PM Link | Quote | ID: 151925


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Yakibomb: bug is fixed, color replacement works like in paint programs: it replaces the current backcolor (set by right-clicking pixel) with current front color. Menus already have import features, except for the texts; did you mean something else?

AnAxemRanger: as I explained earlier, it seems your hack was created using an earlier version of Lazy Shell that had two or three extra custom inserted compression table indexes that freed up 1000's of bytes. I removed these because they were English-only. Therefore in later versions (eg. 3.9.2) the custom letter groupings were ignored as legitimate characters, thus they are not included in the free character space. If this is a serious problem perhaps I could add those custom indexes back, but they'd have to be included in the table-editor.

Fire-WSP: the yellow parts of the pipes use a separate palette, the imported image only limits it to a single palette.
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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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