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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 08-30-12 12:20 AM Link | Quote | ID: 152211


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josete2k: if you draw a letter into the menu font table at index [127] any spells with the icon set to the last in the list (space) will show whatever is drawn to index [127]. Do all spells do that or just spells 0-63?

josete2k
Posted on 08-30-12 01:08 AM (rev. 3 of 08-30-12 01:27 AM) Link | Quote | ID: 152213


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See:



And, in 3.12.0 I can properly edit descriptions using [numer of char], but after that, they always are set wrong.

giangurgolo
Posted on 08-30-12 01:45 AM (rev. 4 of 08-30-12 01:50 AM) Link | Quote | ID: 152214


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You might need to load the individual keystroke tables for menus, dialogues, and descriptions from the ones you created in v3.9.0. Save the three keystroke tables in v3.9.0 and load them in v3.12.0. If you never set the keys associated with the font characters, you can do so in the "Key" field in the fonts editor for the currently selected font character. This way you won't have to insert [##] and can just type áóí, etc. if you assigned those special characters in the "Key" field. You have to do this individually for the three types of fonts since each use a different keystroke table. Also, spells 0-63 use the menu font, 64 on use the dialogue font which is why the special character is not showing there.

Also, I fixed the crash error you reported, thanks.

josete2k
Posted on 08-30-12 02:00 AM (rev. 2 of 08-30-12 02:10 AM) Link | Quote | ID: 152215


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Thanks, but if I modify the Dialogue table I obtain same results in 3.9.0 and 3.12.0

óDummy

instead

Dummy

z char is shown as z '

All special characters are associated with font chars in the "Key" field but when I press ¿ It draws á (this is an example)...

EDIT: OK, from [123] to [127] in Dialogue must be blank.

_Ombra_
Posted on 08-30-12 06:51 AM Link | Quote | ID: 152222


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giangurgolo, as josete2k said, moving the special chars past 127 solves the problem but what i think is that the preview of the attack name on the top left uses char 127 as the "space" at the beginning but when you input a different text, right before it, it actually uses another one because the width of 127 is set to 0. Because of that you can notice that the attack names without the start have more indentation than the ones with the star. I really don't know if it is something visual only or it actually uses that specific char in game

_Ombra_
Posted on 08-31-12 04:32 PM (rev. 2 of 08-31-12 05:10 PM) Link | Quote | ID: 152240


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I think i found another bug or maybe i'm doing something wrong. When you modify the sprite ABXY menu button (the menu during battles) i export a PNG, modify it in Ps and when i reimport it it is all scrambled. I ended up modifying it pixel by pixel but i guess it is important to report it.

On another note while editing the main dialogue i sometimes get the following error:
"Not enough space for compressed menu palettes..." while i haven't modified any palette but just the dialogues

Goomba98
Posted on 09-05-12 12:57 AM (rev. 3 of 09-05-12 01:37 AM) Link | Quote | ID: 152285


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You need to update the file extension for SNES9x testing.

giangurgolo
Posted on 09-05-12 05:07 AM Link | Quote | ID: 152286


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Ombra: which import method are you using, the images to molds through the upper-left button or right-click tileset > import image method?

Goomba: I'm unclear on what you're talking about exactly -- do you mean the previewer? Please be more specific, also view the readme.txt if you're having problems getting the previewer to work/emulator to run.

_Ombra_
Posted on 09-05-12 05:30 AM (rev. 3 of 09-05-12 05:45 AM) Link | Quote | ID: 152288


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giangurgolo, on the right side of the the window (where the tiles are ordered like in the rom) i right click and export the PNG. Just reinport it without modifying and it will get scrambledon the left side.

Also there is another problem. I translated some of the text inside the software and i exported the dialogues. For some reason the rom got corrupted so i wen't back to the first revision without text translated and imported the dialog. For some reason spaces are missing troughout the all rom but they are present in the TXT file that was exported.

EDIT: Looks like it is related to the width of letters. For some reason all the empty chars got set to 1px after i imported the PNG of the font and the preview got messed up because the char used for space got sized to 1px... still an issue i think

EDIT2: Yep, seems importing is broken in a few places. In the main title is working properly. So far i haven't tried other places tough

josete2k
Posted on 09-05-12 12:55 PM Link | Quote | ID: 152290


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I'm not sure if this is a bug, but I've seen some atacks (like Scream) that are not listed in atacks section. There are many of them.

MiniCompute
Posted on 09-05-12 05:06 PM Link | Quote | ID: 152295


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Posted by _Ombra_
I think i found another bug or maybe i'm doing something wrong. When you modify the sprite ABXY menu button (the menu during battles) i export a PNG, modify it in Ps and when i reimport it it is all scrambled. I ended up modifying it pixel by pixel but i guess it is important to report it.

On another note while editing the main dialogue i sometimes get the following error:
"Not enough space for compressed menu palettes..." while i haven't modified any palette but just the dialogues


Forgive me if I am really wrong here, but whenever I work with graphics or tile letters.
With whatever program you may use weather it be ms paint, paint shop pro or gimp, I normally save snes 4bpp as 16 bit color.
If that program may have an option to export at bmp, it maybe much easier to do it that way.
Even if your coloring maybe a little off it cause some size byte issues in the average snes rom until you fix it properly.

@Giang: does lazy shell have the option of exporting allgfx like lunar magic and mostly hyrule does ?
It be simpler to them just to edit the gfx right in yychr or other tile utility program.

giangurgolo
Posted on 09-05-12 08:04 PM Link | Quote | ID: 152298


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Ombra: I changed the tileset image import to retain the mold tile subtiles, so the next release should have this fixed. I just realized an error in the dialogue importation coding, and it's been fixed. Thanks for the report.

josete: Scream is in the attacks section. Are you confusing spells (left side of window) with attacks (right side)?

MikeFury: you can export gfx as raw .bin files which are essentially 2bpp/4bpp. The next release will have more specialized icons for the buttons to specify what data type the porting is (images, binary, .dat, .txt files, etc.).

_Ombra_
Posted on 09-05-12 09:16 PM (rev. 2 of 09-05-12 09:20 PM) Link | Quote | ID: 152300


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thanks giangurgolo, i'm looking forward to the new version

One more thing to report. After i introduce special chars in the font like e, a, i with accents and so on and i export the dialog that already contains those special chars, the software replaces them with the char number like [137] instead of the actual text.

I understand that this might be voluntary but it gets complicated when you are trying to translate from the TXT itself.

Tough i understand that the software stores those special inserted chars in the system and not the rom but it gets complicated when you are trying to work from multiple machines since you have to update the table on every new machine you work. Maybe a setting file next to the rom itself could be the solution? might be useful for other things as well i guess like char widths which get messed up when importing the font from a PNG for example.

EDIT: One more thing... i don't really know how to reproduce the error. For some reason while editing the text i received a message while saving saying something about the size of the palette but i haven't touched it. Long story short it messed up the the rom even though it said it wasn't gonna save the changes because of size. The only other thing i modified aside of the text where the Flower Bonus Messages. I don't know if it is related or not

Goomba98
Posted on 09-06-12 01:13 AM Link | Quote | ID: 152304


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Posted by giangurgolo
Goomba: I'm unclear on what you're talking about exactly -- do you mean the previewer? Please be more specific, also view the readme.txt if you're having problems getting the previewer to work/emulator to run.

The file extension. Change it from .000 to whatever. Additionally, sometimes certain things can crash if I make the graphic thing recognize my cursor and then go outside, it's kinda hard to explain so here's an example:

Posted by effects editor
LAZYSHELL, Version=3.12.0.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
Index was outside the bounds of the array.
at LAZYSHELL.EffectMolds.Draw(Graphics g, Int32 x, Int32 y)
at LAZYSHELL.EffectMolds.pictureBoxE_Mold_MouseMove(Object sender, MouseEventArgs e)

**************Recent Event History**************
MouseDown "pictureBoxE_Mold" | X:196,Y:96 | Form "Effects" | 9/5/2012 7:10:44 PM
MouseDown "pictureBoxEffectTileset" | X:14,Y:5 | Form "Effects" | 9/5/2012 7:10:43 PM
MouseDown "pictureBoxE_Mold" | X:163,Y:155 | Form "Effects" | 9/5/2012 7:10:41 PM
MouseDown "pictureBoxE_Mold" | X:166,Y:137 | Form "Effects" | 9/5/2012 7:10:40 PM
MouseDown "pictureBoxE_Mold" | X:164,Y:141 | Form "Effects" | 9/5/2012 7:10:38 PM
MouseDown "pictureBoxE_Mold" | X:206,Y:114 | Form "Effects" | 9/5/2012 7:10:35 PM
MouseDown "draw" | X:3,Y:10 | Form "Effects" | 9/5/2012 7:10:34 PM
MouseDown "pictureBoxE_Mold" | X:188,Y:102 | Form "Effects" | 9/5/2012 7:10:33 PM
MouseDown "pictureBoxE_Mold" | X:228,Y:76 | Form "Effects" | 9/5/2012 7:10:29 PM
MouseDown "openEffects" | X:62,Y:8 | Form "Form1" | 9/5/2012 7:10:26 PM

Happens even in the audio editor sometimes when I move my cursor in and out of the thing on the right even without pressing any buttons. Playing samples is quite glitchy as well, sometimes it simply beeps, and occasionally spazzes out.

giangurgolo
Posted on 09-06-12 03:10 AM Link | Quote | ID: 152306


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OK, thanks for the report. I fixed the errors in the effects editor and the audio editor has undergone some big changes since last release, among those several bugfixes. Were you encountering crashes anywhere else outside the effects and audio editors? Are you asking for a customizable option to change the previewer's snes9x save extension to .001, .002, etc.? I'm still unclear on this.

josete2k
Posted on 09-09-12 07:58 AM Link | Quote | ID: 152345


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I´m still having same issues in attacks section. All spells with an special char are now broken, and when I'm trying to fix them:




LAZYSHELL, Version=3.13.0.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
El índice estaba fuera del intervalo. Debe ser un valor no negativo e inferior al tamaño de la colección.
Nombre del parámetro: index

**************Recent Event History**************
MouseDown "spellNum" | X:30,Y:3 | Form "AttacksEditor" | 09/09/2012 7:49:05
MouseDown "textBoxSpellDescription" | X:82,Y:22 | Form "AttacksEditor" | 09/09/2012 7:48:46
MouseDown "spellNum" | X:31,Y:5 | Form "AttacksEditor" | 09/09/2012 7:48:44
MouseDown "spellNum" | X:31,Y:5 | Form "AttacksEditor" | 09/09/2012 7:48:41
MouseDown "spellNum" | X:31,Y:11 | Form "AttacksEditor" | 09/09/2012 7:48:38
MouseDown "spellNum" | X:31,Y:11 | Form "AttacksEditor" | 09/09/2012 7:48:38
MouseDown "spellNum" | X:31,Y:11 | Form "AttacksEditor" | 09/09/2012 7:48:38
MouseDown "spellNum" | X:31,Y:11 | Form "AttacksEditor" | 09/09/2012 7:48:37
MouseDown "openAttacks" | X:41,Y:16 | Form "Form1" | 09/09/2012 7:48:26
LOADED LAZY SHELL APPLICATION | 09/09/2012 7:48:22

giangurgolo
Posted on 09-10-12 02:22 AM (rev. 2 of 09-10-12 03:42 AM) Link | Quote | ID: 152354


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You will need to send me the ROM you're trying to edit through private message, or an .ips patch of it if you prefer (this is probably safer). Also, remember you'll need to import the keystrokes table from the previous version, since this new version uses a different settings file.

_Ombra_
Posted on 09-10-12 06:25 AM Link | Quote | ID: 152357


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Hey giangurgolo, thanks for the new version. One thing i mentioned not giving it much importance could be interesting for you to fix.

Currently there are 2 way of importing fonts. Either through a .bin file or .png.

Importing the font from PNG messes up te width of other chars. Importing from BIN seems to work better but the width already set in the rom are retained meaning there is no proper way to store the width of a new font or new chars.

I guess the PNG import messing the widths is a bug (like ones that are supposed to be 0 become 1 and other empty one supposed to be 8 become 1 as well). BIN import on the other end is working properly except the fact that you can't save or import the widths.

I have a suggestion... since you are able to export the keystroke table why not integrate the widths inside it? That could be an easy way to have a bin or png file go with the proper keystroke and widths.

josete2k
Posted on 09-10-12 01:52 PM Link | Quote | ID: 152358


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ok, i'll send you the rom tomorrow. I am not at home today.

As the config files aren't the same than older versions I can change between 3.9 and 3.13 so this is a minor problem... but it should better to solve.

Goomba98
Posted on 09-11-12 12:06 AM Link | Quote | ID: 152360


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Also, when I mouse over the only command in Sword Rain, I get this:
Posted by audio editor
LAZYSHELL, Version=3.13.0.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
Index was outside the bounds of the array.
at LAZYSHELL.ScriptsEditor.Commands.Interpreter.InterpretSPCCommand(SPCCommand ssc)
at LAZYSHELL.SPCEditor.channelTracks_MouseMove(Object sender, MouseEventArgs e)

**************Recent Event History**************
MouseDown "openAudio" | X:41,Y:3 | Form "Form1" | 9/10/2012 6:05:31 PM
LOADED LAZY SHELL APPLICATION | 9/10/2012 6:05:28 PM
CLOSED LAZY SHELL APPLICATION | 9/10/2012 5:41:51 PM
MouseDown "previewer" | X:11,Y:4 | Form "AnimationScripts" | 9/10/2012 5:41:38 PM
MouseDown "animationName" | X:74,Y:5 | Form "AnimationScripts" | 9/10/2012 5:41:34 PM
MouseDown "BattleScriptTree" | X:278,Y:336 | Form "Monsters" | 9/10/2012 5:41:27 PM
MouseDown "monsterName" | X:130,Y:8 | Form "Monsters" | 9/10/2012 5:41:25 PM
MouseDown "panel28" | X:80,Y:621 | Form "Monsters" | 9/10/2012 5:33:19 PM
MouseDown "previewer" | X:9,Y:14 | Form "AnimationScripts" | 9/10/2012 5:33:12 PM
MouseDown "animationNum" | X:29,Y:8 | Form "AnimationScripts" | 9/10/2012 5:33:08 PM

And, sometimes, completely randomly, the samples can glitch up.
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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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