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0 users currently in Super Mario RPG Hacking | 2 guests |
Main - Super Mario RPG Hacking - LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* | New thread | New reply |
giangurgolo |
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Level: 34 Posts: 163/219 EXP: 249590 Next: 4061 Since: 02-01-08 Last post: 3249 days Last view: 3249 days |
OK, thanks, it's now fixed. Also found the exact difference btw CD and CE out of this. And by samples "glitching up" are you talking about playback, importation, or what? |
Goomba98 |
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Micro-Goomba Level: 9 Posts: 7/12 EXP: 2719 Next: 443 Since: 08-11-12 Last post: 4226 days Last view: 4088 days |
Playback. |
Tom112089 |
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Goomba Level: 12 Posts: 21/22 EXP: 6779 Next: 1142 Since: 07-04-12 From: Philadelphia pa Last post: 4246 days Last view: 4170 days |
hi,
i keep getting this when i open the dialogue editor. i make a back up every time im done working for the day but i keep having to go back to the same back up cause ill be editing and all is well then out of nowhere i go to open it and it gives me this. like times i didnt even edit dialogue from the last time it worked LAZYSHELL, Version=3.13.0.0, Culture=neutral, PublicKeyToken=null **************Exception Text************** Exception has been thrown by the target of an invocation. at LAZYSHELL.Search..ctor(ToolStripNumericUpDown searchIndexNum, ToolStripTextBox searchField, ToolStripButton searchButton, IList names) at LAZYSHELL.BattleDialogues..ctor(Dialogues dialoguesEditor) at LAZYSHELL.Dialogues..ctor() at LAZYSHELL.Program.CreateDialoguesWindow() at LAZYSHELL.Form1.openDialogues_Click(Object sender, EventArgs e) **************Recent Event History************** MouseDown "openDialogues" | X:75,Y:16 | Form "Form1" | 9/11/2012 12:56:07 AM MouseDown "loadRom" | X:60,Y:12 | Form "Form1" | 9/11/2012 12:55:52 AM MouseDown "openDialogues" | X:55,Y:7 | Form "Form1" | 9/11/2012 12:55:43 AM MouseDown "dialogueTextBox" | X:59,Y:98 | Form "Dialogues" | 9/11/2012 12:55:23 AM MouseDown "openDialogues" | X:61,Y:1 | Form "Form1" | 9/11/2012 12:55:22 AM LOADED LAZY SHELL APPLICATION | 9/11/2012 12:55:20 AM CLOSED LAZY SHELL APPLICATION | 9/11/2012 12:54:54 AM MouseDown "saveToolStripMenuItem" | X:17,Y:18 | Form "Form1" | 9/11/2012 12:54:51 AM MouseDown "saveAsToolStripMenuItem" | X:0,Y:13 | Form "Form1" | 9/11/2012 12:54:00 AM MouseDown "save" | X:12,Y:13 | Form "Dialogues" | 9/11/2012 12:53:48 AM |
giangurgolo |
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Level: 34 Posts: 164/219 EXP: 249590 Next: 4061 Since: 02-01-08 Last post: 3249 days Last view: 3249 days |
I know which function the error is occurring in, but not why or the exact line. I'm unable to reproduce this error with a fresh ROM, so you'll have to PM me the ROM you've modified or an .ips patch of it (this is preferred). Remember, if you decide on the first option you must send it through a private message--don't post the link in public. |
Tom112089 |
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Goomba Level: 12 Posts: 22/22 EXP: 6779 Next: 1142 Since: 07-04-12 From: Philadelphia pa Last post: 4246 days Last view: 4170 days |
Ok I will pm you the rom when I get home from work. If noticed something els too. I changed the belome fight to another pack that I created. At first when my brother went to test the game so far he got there and it was t the right enimies so I thought maybe I forgot to save the pack. Then I noticed it wouldn't save the pack even though I clicked save. I changed the pack then saved the rom. When I posed the rom back up in lazy shell it was the original pack. Finally I got it to save but then I started getting this error when tryig to open the dialogue editor. So I rolled back the rom and exported all the important stuff to the backup I used. The dialogue worked again until I changed the formation pack again. When I pm you the rom I will give you details of which pack and formation and stuff so you can know where I was when it happened.ill mention that I got the pack to save by opening the rom in an older version of lazy shell and saving just the pack formation then going back to the new lazy shell. However I was getting the error before I did this. |
giangurgolo |
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Level: 34 Posts: 165/219 EXP: 249590 Next: 4061 Since: 02-01-08 Last post: 3249 days Last view: 3249 days |
OK, I've fixed all the problems reported so far, including a crashing graphics editor on clicking an icon in the toolstrip menu. v3.13.1 should be released in a few days. |
Goomba98 |
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Micro-Goomba Level: 9 Posts: 11/12 EXP: 2719 Next: 443 Since: 08-11-12 Last post: 4226 days Last view: 4088 days |
Trying to open sprites in the latest version of Legend of the Axem Rangers results in this:
LAZYSHELL, Version=3.13.0.0, Culture=neutral, PublicKeyToken=null **************Exception Text************** Object reference not set to an instance of an object. at LAZYSHELL.Sprites..ctor() at LAZYSHELL.Program.CreateSpritesWindow() at LAZYSHELL.Form1.openSprites_Click(Object sender, EventArgs e) **************Recent Event History************** MouseDown "openSprites" | X:46,Y:6 | Form "Form1" | 9/30/2012 8:40:11 AM MouseDown "buttonCancel" | X:22,Y:6 | Form "GraphicEditor" | 9/30/2012 8:40:02 AM MouseDown "pictureBoxPalette" | X:2,Y:1 | Form "GraphicEditor" | 9/30/2012 8:39:55 AM MouseDown "pictureBoxPalette" | X:1,Y:10 | Form "GraphicEditor" | 9/30/2012 8:39:52 AM MouseDown "openGraphics" | X:6,Y:13 | Form "Effects" | 9/30/2012 8:39:46 AM MouseDown "name" | X:124,Y:18 | Form "Effects" | 9/30/2012 8:39:40 AM MouseDown "name" | X:163,Y:16 | Form "Effects" | 9/30/2012 8:39:35 AM MouseDown "name" | X:130,Y:14 | Form "Effects" | 9/30/2012 8:39:28 AM MouseDown "openEffects" | X:40,Y:7 | Form "Form1" | 9/30/2012 8:39:26 AM MouseDown "openSprites" | X:70,Y:10 | Form "Form1" | 9/30/2012 8:39:07 AM |
giangurgolo |
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Level: 34 Posts: 166/219 EXP: 249590 Next: 4061 Since: 02-01-08 Last post: 3249 days Last view: 3249 days |
It's possible the hack was written using an earlier version of Lazy Shell, particularly v2.x. Earlier versions of the program had badly written code and incorrectly saved certain types of data like sprites. Therefore newer versions will likely encounter errors with hacks made with earlier versions, and/or crash.
Nevertheless I added a safeguard for the next version, which will show a non-exception error message but let the user load the sprites editor anyways. |
R. Solaris |
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Goomba Level: 13 Posts: 9/25 EXP: 8950 Next: 1317 Since: 04-16-10 From: Murrells Inlet SC Last post: 3488 days Last view: 3120 days |
Is there going to be a way in the future to either properly edit levels 0-3 without the game getting messed up? |
giangurgolo |
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Level: 34 Posts: 168/219 EXP: 249590 Next: 4061 Since: 02-01-08 Last post: 3249 days Last view: 3249 days |
I've fixed the previewer problems with levels 0-3, if that's where you were experiencing difficulties. Also, I've revamped the event scripts command collection to contain more accurate and better descriptions and a more user-friendly interactive GUI for adding commands. I've done the same for the animation scripts editor, as well as adding a needed undo/redo feature and the ability to select from a list of commands to create new ones. Note that you still won't be able to insert new commands, but this will (and the undo/redo) will make it much easier to replace commands with new ones.
v3.15.0 should be released some time next month. v3.15.0 -------------------------------------- Additions: *Animations: command list to choose from to replace existing command(s) *Animations: undo/redo feature added Changes: *Renamed and reorganized all classes and elements in classes *Event Scripts: now only shows controls relevant to selected command *Event Scripts: reorganized and renamed most commands, more interactive *Event Scripts: some new commands added Fixes: *Audio: growling command not loading opcode to numeric control *Event Scripts: inserting a new event multiple times not de-referencing *Event Scripts: audio commands not tagged with correct index count *Event Scripts: some category lists crash if selected last commands *Hex editor: crash if try to go to address when cursor at offset 0 *Previewer: previewing event from entrance event setting has no event *Previewer: level 0-3 is no longer corrupted when previewing *Sprites: fixed incorrect boundaries of sequence frame images |
R. Solaris |
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Goomba Level: 13 Posts: 13/25 EXP: 8950 Next: 1317 Since: 04-16-10 From: Murrells Inlet SC Last post: 3488 days Last view: 3120 days |
The issues I was experiencing were when I open Level 3 for example and save the exit gets messed up and the rom becomes unusable. I've also been having the issue where the song I have selected for the level keeps getting force changed to Mushroom Kingdom. Hope you can add the ability to edit the names of the songs and export/import level names to text in the next release. Also I've been finding myself running out of event script space, is there any way to fix that or do I just have to delete the old events that I'm not using? |
R. Solaris |
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Goomba Level: 13 Posts: 15/25 EXP: 8950 Next: 1317 Since: 04-16-10 From: Murrells Inlet SC Last post: 3488 days Last view: 3120 days |
Another bug I noticed is that I can't seem to import SpriteSheet full of molds that I've exported. as well as when I try to import a new mold over an old one it deletes all the other molds.. If I select not to replace molds it adds it to the end. Shouldn't the mold replace go over the other molds rather than delete them all?
Also stumbled upon a new issue, When I import a mold, as it creates a new mold, what happens is when I try to change the position of the mold pieces [I have all of the pieces selected at once] I get an error. LAZYSHELL, Version=3.14.0.0, 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.SpriteMolds.moldTileYCoord_ValueChanged(Object sender, EventArgs e) **************Recent Event History************** MouseDown "pictureBoxMold" | X:92,Y:94 | Form "Sprites" | 10/15/2012 3:08:13 AM MouseDown "select" | X:6,Y:10 | Form "Sprites" | 10/15/2012 3:08:12 AM MouseDown "pictureBoxMold" | X:122,Y:117 | Form "Sprites" | 10/15/2012 3:08:10 AM MouseDown "moldTileYCoord" | X:50,Y:7 | value=104 | Form "Sprites" | 10/15/2012 3:08:07 AM MouseDown "moldTileYCoord" | X:50,Y:15 | value=103 | Form "Sprites" | 10/15/2012 3:08:06 AM MouseDown "moldTileYCoord" | X:50,Y:15 | value=104 | Form "Sprites" | 10/15/2012 3:08:06 AM MouseDown "moldTileYCoord" | X:48,Y:6 | value=105 | Form "Sprites" | 10/15/2012 3:08:05 AM MouseDown "moldTileYCoord" | X:48,Y:6 | value=104 | Form "Sprites" | 10/15/2012 3:08:05 AM MouseDown "moldTileYCoord" | X:49,Y:14 | value=103 | Form "Sprites" | 10/15/2012 3:08:04 AM MouseDown "pictureBoxMold" | X:117,Y:115 | Form "Sprites" | 10/15/2012 3:08:02 AM |
giangurgolo |
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Level: 34 Posts: 169/219 EXP: 249590 Next: 4061 Since: 02-01-08 Last post: 3249 days Last view: 3249 days |
The crash bug's been fixed. The other bug: which sprite # did you export, what options did you choose in the image exporting dialog? |
R. Solaris |
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Goomba Level: 13 Posts: 17/25 EXP: 8950 Next: 1317 Since: 04-16-10 From: Murrells Inlet SC Last post: 3488 days Last view: 3120 days |
I was trying to Replace Bowser's Sprite so Sprite #13 I exported then edited, both as a single mold and a sheet of molds, only thing I didn't try was having the mold a full tilemap [256x256] but I don't think that should make much of a difference should it? I tried all the options for importation and it either added a new old to the end or cleared the sprite and started new mold. Which options should directly replace the current mold? Also importing the sprite sheet molds that Lazy shell dumps didn't work either.. |
giangurgolo |
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Level: 34 Posts: 170/219 EXP: 249590 Next: 4061 Since: 02-01-08 Last post: 3249 days Last view: 3249 days |
Sprite sheets were never meant for importing (b/c of their non-table format), only exporting for external purposes not related to the editor. Export as a full tilemap instead. If you want to "replace" a mold just delete the old mold, import the new one to the end, and move it backwards to the old one's index. |
kogami |
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Goomba Level: 14 Posts: 24/31 EXP: 12876 Next: 195 Since: 02-01-09 Last post: 3340 days Last view: 3210 days |
Hello I allows me to ask you this
That would be possible to add an option to move the texts of menu on the left And to integrate it into the new version of Lazy Shell? |
giangurgolo |
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Level: 34 Posts: 171/219 EXP: 249590 Next: 4061 Since: 02-01-08 Last post: 3249 days Last view: 3249 days |
I haven't documented that data yet but with vSNES it shouldn't be difficult to find and integrate. Expect it in the new version. |
kogami |
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Goomba Level: 14 Posts: 25/31 EXP: 12876 Next: 195 Since: 02-01-09 Last post: 3340 days Last view: 3210 days |
Thanx friend |
Yakibomb |
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Level: 28 Posts: 92/137 EXP: 122982 Next: 8356 Since: 03-21-08 Last post: 774 days Last view: 774 days |
Hey, I hope it's not too late to report some bugs.
*Animation Scripts - All commands have two extra zeros on the end that prevent modifying them. Trying to apply animation mods (with or without changes) gives this error:
____ *Event Scripts - Enable Base Converter and move the mouse cursor over the event script's index number.
____ *Levels - On a level without any solidity mods, enable the display of solidity mods and press the undo or redo button without making any changes. Clicking redo gives this error:
. *Levels - I'm not sure how to duplicate this error. I was in the map "{191} Mushroom Kingdom, Outside map" and I changed the L3 GFX Set index to 13 when I had the LAYER 3 tileset open. Error:
____ *Mini-Games - "Moleville Mountain Sidescroller, Map B" mountain background palette does not auto-update (It does if you close and reopen the Mini-Games editor). *Mini-Games - The Red and Blue color level slider bars are reversed. ____ *Menus - Selecting an animation sequence index that has no animation bugs outs the editor. For example, {000} Mario Walking, Sequence 3 or 4. ____ *Sprites - When I import some molds, it always seems the fourth tile is blank tile. For example, I used this normal shy guy mold (I saved it in paint to make the background clearer): It can be set up to be placed in a grid or tile format, but the result is the same, no matter where you import it: And then again without overwriting any used tiles: Besides that, this works flawlessly as far as I can see! *Sprites - Click the paste sequence button without copying anything.
____ Importing Menus does not import the menu's theme or the animation sequences. ____ FAQ Database *Under Levels, Space Analyzer, the word "import" should be "important". "The most important column is probably the "Bytes left" column ..." *The description for Hex cuts off *Under Allies in the FAQ, you mention that you cannot start a game with another character unless you change the character's sprite, but this is the only suggestion you give.
Then, over in Event Scripts you write about how you can switch a character out with another. Could this be added to the question above's answer? Also, to make it more complete, it might be good to mention the steps it takes to make one member active. First you must add the designated ally, then remove Mario. I'll try to proof read the rest later if I get time. ____ Suggestions for LS - If "Remember last loaded indexes" is checked in Settings, then could notes also do the same? - For editting event scripts, could there be a way to go from a command in a script to the command in their respective category? It could help those trying to learn where the commands are instead of looking for it. (Unless it's already a feature and I missed it!) - There are two little easter egg animations in the file save menu I was hoping could be added in a later version of the editor. By selecting another game's file and constantly say "No" over 10 times and landing on an odd or even number, one of two animations will play. If done an odd number of times, Mario slouches down like he does when he has the Mute ailment. If done an even number over 10, Mario shows he's irritated. - Might be a necessity, but in the graphics editors, could there please be a way to delete whole tiles at once? Sorry this came so late. Been having trouble connecting to the internet the past few days... . . Edit: I found a critical bug in importing menus. 1. Get a clean ROM and have another ROM on hand to import from (clean or otherwise) 2. Next, open the clean ROM. Go into menus and change the track for the menu, and change nothing more. Save and reload the ROM. 3. Last, open up the import feature and import from the other ROM and import the menus. From observation, it just corrupts the menus. I could probably test it more because it went further than that. There was another nasty bug that corrupted the audio in the ROM and shut me out from modifying it in the editor. I transferred the stuff onto another ROM and found this menu bug... Seems like everything is OK so far. Will update for if I have more info. |
giangurgolo |
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Level: 34 Posts: 172/219 EXP: 249590 Next: 4061 Since: 02-01-08 Last post: 3249 days Last view: 3249 days |
I fixed all the bugs you reported except two:
In the palette editor? I didn't notice any bugs here. Second bug: was it caused by the audio editor, or are you unsure? Here's the progress on v3.15.0 so far:
Important to note is the event and animations editors have been cleaned up and the commands mostly renamed to be more accurate. Several new commands added here. Also, more for promotion purposes there is a new animated GIF exportation feature. |
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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