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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 |
Yakibomb |
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Level: 28 Posts: 93/137 EXP: 122658 Next: 8680 Since: 03-21-08 Last post: 743 days Last view: 743 days |
Posted by giangurgolo I hadn't realized it before, but I had used the Switch RGB to switch the reds and blues, then I changed the color levels using the slider bars. The slider bars seem to change other colors depending on what is switched. Posted by giangurgoloSecond bug: was it caused by the audio editor, or are you unsure? I'm not too sure about this one. I wish I had saved the action history and errors I got. From what I remember, I was working in the levels editor, editing some graphics. I went to go test the level through the previewer when I got hit by this error:
When I got that error I knew I was onto something unusual because it held me back from opening the previewer altogether. I tried to close the GFX editor in levels, but was prevented and I got another error (which I didn't copy). I tried again, didn't work, and got another error (didn't copy). Eventually I think I saved everything but levels, and I was able to close everything by reloading the ROM. When I went to run the ROM in an emulator, the file menu was just a black screen. A single note can be heard of the original file theme, then it's replaced with the SMB "You better hurry!" theme, which to my knowledge I never opened before (the index was saved in audio). Testing levels through the previewer seemed fine, so the whole ROM wasn't corrupted. I ended up fixing it by importing everything but audio and menus, and it seems all good now. |
R. Solaris |
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Goomba Level: 13 Posts: 18/25 EXP: 8923 Next: 1344 Since: 04-16-10 From: Murrells Inlet SC Last post: 3457 days Last view: 3089 days |
Are levels 0-3 editable now? Also There isn't a way to gain more space for event scripts is there? I have to edit pre-existing ones? Also one thing that might be interesting to add in the event script editor is a link back to what level or NPC in said level calls it. Helps tracing to be easier. |
giangurgolo |
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Level: 34 Posts: 173/219 EXP: 248939 Next: 4712 Since: 02-01-08 Last post: 3219 days Last view: 3219 days |
Yakibomb: that crash error has been fixed, it was caused by selecting a tile in the lower half of the L1 or L2 tileset, switching over to L3, and either changing the level or the L3 GFX set.
R.Solaris: for now, the previewer lists all event fields, etc. that use the current event. v3.15.0 will have updates to this (fixes, additions). |
Elementalpowerstar |
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Paratroopa Level: 29 Posts: 138/155 EXP: 144004 Next: 3881 Since: 12-29-08 From: --- Last post: 3768 days Last view: 3661 days |
SMW Instrument @29 (Power Set) is being imported as [000] SOUND FX where it should be more along the lines of a Snare like [069] Snare. It repeats setting the sample over and over if it's used over and over, wasting a bit of space in the process. ____________________ Introduction to The Lazy Shell Editor (youtube) Super Modify RPG's Youtube Channel. |
giangurgolo |
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Level: 34 Posts: 174/219 EXP: 248939 Next: 4712 Since: 02-01-08 Last post: 3219 days Last view: 3219 days |
Version 3.15.0 has been released. As usual, if you encounter any bugs or problems please report them immediately to this thread. |
Elementalpowerstar |
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Paratroopa Level: 29 Posts: 140/155 EXP: 144004 Next: 3881 Since: 12-29-08 From: --- Last post: 3768 days Last view: 3661 days |
Audio:
Previewing any music automatically sends you to a level in Bowser's Castle instead of previewing the music. I got this when I moused over the Score Viewer, but I never got it again.
The rests in the percussion mode when importing from a .MML plays rests as notes. Shortening [r1]100 commands by modifying the Begin Repeat number doesn't reflect the changes automatically in the Score Viewer, but can be remedied by switching songs. Audio Command Portamento, Duration='s second option, "Pitch" doesn't save when entering a value. Got this one when I tried to drag a Tilemap mod in Levels. They probably also do the same for Solidity Mods.
------------------------------- On a side note, thank you for this release. You're awesome and keeping at this project, even with so little progress on many hacks. I'm grateful that you're so persistant, and I hope one day someone brings you an amazing hack to play. I also hope I'm that someone, but that might not be the case. Also thank you for adding the Instrument Search, and replacing the instrument that @29 Power Set uses, but it's not assigned in the basic Percussives set, so it needs to be switched to work properly. This doesn't need to be changed, but it would certainly be nice. ____________________ Introduction to The Lazy Shell Editor (youtube) Super Modify RPG's Youtube Channel. |
kogami |
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Goomba Level: 14 Posts: 26/31 EXP: 12840 Next: 231 Since: 02-01-09 Last post: 3310 days Last view: 3179 days |
Thank you for the addition giangurgolo That was very easy to modify witch LAZY SHELL.
I again go you annoy ^^ During the introduction of the game I would like to translate this By looking at all the sprites I did not find it. Would you be to say to me or to find them and to modify them? |
giangurgolo |
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Level: 34 Posts: 175/219 EXP: 248939 Next: 4712 Since: 02-01-08 Last post: 3219 days Last view: 3219 days |
Posted by Elementalpowerstar I haven't been able to reproduce this error; have you tried resetting the settings?
Which song were you on and where did you mouse over the score viewer?
Which level were you on, which # mods did you delete beforehand, and which # tilemap mod did you try to drag to trigger this error? Thanks for the feedback, the editor would never have gotten this far without the bug reports and suggestions users like you have been posting so far. kogami: 3F0080 - 3F0083 = Beginning Credits character title palette (2bpp) 3F1914 - 3F216E = Beginning Credits character title tilesets, GFX (2bpp, compressed) |
Elementalpowerstar |
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Paratroopa Level: 29 Posts: 141/155 EXP: 144004 Next: 3881 Since: 12-29-08 From: --- Last post: 3768 days Last view: 3661 days |
Sorry. You did mention in an earlier post what to include.
As for the Audio Previewing Error... I reset LazyShell's settings via Settings > Default... and tried it again, finding the path to Zsnesw (v1.51) and tried it again with the same result, both with Auto Launch checked and unchecked, both with the same result. Also the snes9x one doesn't lead you to a level at all, like ZsnesW does. Here's the ZsnesW 1.51 I was using, if that might be the problem. It wasn't before, but it might be now. As for the other two errors, the audio one I can't reproduce nor remember what song I was porting to SMRPG to create it. The one with the Tilemap mods was level 0084, Rose Town, Outside., but I had already heavily modified the map's normal level tilemap, and it was one of the first tilemap mods left in place. I couldn't reproduce this error either. Sorry. I'll try to write down as much as possible next time, if I remember. ____________________ Introduction to The Lazy Shell Editor (youtube) Super Modify RPG's Youtube Channel. |
giangurgolo |
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Level: 34 Posts: 176/219 EXP: 248939 Next: 4712 Since: 02-01-08 Last post: 3219 days Last view: 3219 days |
Did you try deleting the RomPreviewBaseSave files? Some changes were made to them in v3.15, so the ones generated by older versions will likely cause problems. In fact I'm almost certain this is the issue. |
Elementalpowerstar |
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Paratroopa Level: 29 Posts: 142/155 EXP: 144004 Next: 3881 Since: 12-29-08 From: --- Last post: 3768 days Last view: 3661 days |
Yes, that did the trick. Thank you. ____________________ Introduction to The Lazy Shell Editor (youtube) Super Modify RPG's Youtube Channel. |
PressAdob |
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Red Goomba Level: 15 Posts: 29/36 EXP: 16235 Next: 149 Since: 10-09-08 Last post: 3800 days Last view: 3797 days |
h and 3 is swapped in the preview and rom output, leading to some strange previewing and editing:
Notice how B'Tub shows the proper input, while the mushrooms shows h for some reason. Also, right clicking and choosing to find tile in tileset, and trying to draw with that tile causes this to pop up: If you click another tile, and click back to the one you were on, that allows you to draw fine. |
giangurgolo |
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Level: 34 Posts: 177/219 EXP: 248939 Next: 4712 Since: 02-01-08 Last post: 3219 days Last view: 3219 days |
OK, both bugs have been fixed, thanks for the report; the 2nd one is probably the same issue with the bug EPS posted. |
PressAdob |
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Red Goomba Level: 15 Posts: 30/36 EXP: 16235 Next: 149 Since: 10-09-08 Last post: 3800 days Last view: 3797 days |
Thanks for fixing the bug. I'm just sorry to tell you that I found another one:
The world map editor, the name entry field: If you try and erase names to save space, it's a tossup if it will register that correctly. In some cases, you don't gain any space, or you lose space? This happens more often with CTRL-A backspace/delete though. See, after clearing that box, I only gained two spaces, it's odd! |
giangurgolo |
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Level: 34 Posts: 178/219 EXP: 248939 Next: 4712 Since: 02-01-08 Last post: 3219 days Last view: 3219 days |
That's not a bug. The data is compressed based on similarity between indexes. "Bean Valley" uses the same data as "To Bean Valley", but starts after "To ". So modifying the latter will lose space, and deleting it entirely will only gain 2 bytes: "To". |
PressAdob |
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Red Goomba Level: 15 Posts: 31/36 EXP: 16235 Next: 149 Since: 10-09-08 Last post: 3800 days Last view: 3797 days |
Even in cases like "mushroom kingdom"? Because when I cleared it out, I gained 0 bytes of space.
Also, yay, I somehow broke the branching instructions for the game, because the jumps no longer work, and dialog choices will jump to the wrong section when chosen. (Even on the old events. ) |
giangurgolo |
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Level: 34 Posts: 179/219 EXP: 248939 Next: 4712 Since: 02-01-08 Last post: 3219 days Last view: 3219 days |
As explained before, many location names point to the same data as others so clearing those will save no space.
Did the corruption of the jump commands occur with the new version? Are there any major modifications you did, like importing scripts, or clearing a range of scripts, before the corruption occurred? |
PressAdob |
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Red Goomba Level: 15 Posts: 32/36 EXP: 16235 Next: 149 Since: 10-09-08 Last post: 3800 days Last view: 3797 days |
Yes, the new version. I cleared out a few scripts to make room for more scripts.
I blew up most of the scripts in Mushroom Kingdom (Before Croco) in order to replace them with something new. In some cases I just blew up parts of the script. Other things that I noticed broke as well were: Events that had a jump would crash or not work. (Running boy in mushroom kingdom's script to make you get dizzy did not work anymore.) And the INN/SHOP/INNSHOP text boxes were broken, unless I used one a few values further on the list. BEDROOM worked for example. Edit: Before I forget again, If you copy and paste a script into an empty script area, it will paste in the reverse order. (As in return on the top, and the rest of the commands from the bottom up.) |
giangurgolo |
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Level: 34 Posts: 180/219 EXP: 248939 Next: 4712 Since: 02-01-08 Last post: 3219 days Last view: 3219 days |
There is a serious bug with the script clearing function that desyncs all offsets and pointers after the last script in the specified range to clear. I've fixed this for the next version, but until its release don't use this feature at all because it *will* corrupt pointers. This is a serious oversight on my part, so I'll have to sincerely apologize for any setbacks or headaches its caused for any users. |
PressAdob |
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Red Goomba Level: 15 Posts: 33/36 EXP: 16235 Next: 149 Since: 10-09-08 Last post: 3800 days Last view: 3797 days |
Oh. I'm glad I'm not at fault! Well, I was going to release a Holiday Hack, but I'll have to wait until you get it up and running. Thanks to your lovely import features though, I should be able to import the missing parts to a new hack.
(Well, not all the scripts, but just the few maps I finished.) Thank you for all of your hard work. The program has really come along since the first version. Thank you for keeping on improving the functions. |
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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