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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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Yakibomb
Posted on 11-15-12 09:00 AM Link | Quote | ID: 152862


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Posted by giangurgolo

*Mini-Games - The Red and Blue color level slider bars are reversed.

In the palette editor? I didn't notice any bugs here.

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 giangurgolo

There was another nasty bug that corrupted the audio in the ROM and shut me out from modifying it in the editor.
Second 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:

**************Exception Text**************
Index was outside the bounds of the array.
at LAZYSHELL.TilesetEditor.LoadTileEditor()
at LAZYSHELL.TilesetEditor.Reload(Tileset tileset, Delegate update, PaletteSet paletteSet, Overlay overlay)
at LAZYSHELL.Levels.LoadTilesetEditor()
at LAZYSHELL.Levels.CreateNewLevelData()
at LAZYSHELL.Levels.RefreshLevel()
at LAZYSHELL.Levels.LevelChange()
at LAZYSHELL.Levels.Assemble()
at LAZYSHELL.Previewer.GeneratePreviewRom()
at LAZYSHELL.Previewer.Prelaunch()
at LAZYSHELL.Previewer.launchButton_Click(Object sender, EventArgs e)

**************Recent Event History**************
MouseDown "levelPreviewToolStripButton" | X:9,Y:11 | Form "Levels" | 11/12/2012 7:28:28 PM
MouseDown "mapGFXSetL3Name" | X:90,Y:7 | index=17 | Form "Levels" | 11/12/2012 7:28:26 PM
MouseDown "tabControl1" | X:153,Y:9 | Form "Levels" | 11/12/2012 7:28:13 PM
MouseDown "tabControl1" | X:103,Y:5 | Form "Levels" | 11/12/2012 7:28:13 PM
MouseDown "tabControl1" | X:143,Y:6 | Form "Levels" | 11/12/2012 7:28:12 PM
MouseDown "subtileIndex" | X:16,Y:11 | value=0 | Form "TileEditor" | 11/12/2012 7:28:01 PM
MouseDown "pictureBoxTile" | X:50,Y:10 | Form "TileEditor" | 11/12/2012 7:28:00 PM
MouseDown "subtilePalette" | X:35,Y:8 | value=0 | Form "TileEditor" | 11/12/2012 7:27:59 PM
MouseDown "subtileIndex" | X:26,Y:8 | value=0 | Form "TileEditor" | 11/12/2012 7:27:56 PM
MouseDown "pictureBoxTile" | X:9,Y:9 | Form "TileEditor" | 11/12/2012 7:27:55 PM


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
Posted on 11-15-12 09:47 AM Link | Quote | ID: 152863


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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
Posted on 11-15-12 09:10 PM Link | Quote | ID: 152864


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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
Posted on 11-16-12 07:23 PM Link | Quote | ID: 152866


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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.

____________________
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Super Modify RPG's Youtube Channel.

giangurgolo
Posted on 11-25-12 02:52 AM Link | Quote | ID: 152901


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Version 3.15.0 has been released. As usual, if you encounter any bugs or problems please report them immediately to this thread.

Elementalpowerstar
Posted on 11-25-12 04:19 AM (rev. 8 of 12-01-12 09:40 PM) Link | Quote | ID: 152903


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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.

LAZYSHELL, Version=3.15.0.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
Object reference not set to an instance of an object.
at LAZYSHELL.SPCEditor.scoreViewPicture_MouseMove(Object sender, MouseEventArgs e)

**************Recent Event History**************
MouseDown "" | X:42,Y:6 | Form "Audio" | 11/26/2012 9:18:15 PM
MouseDown "" | X:42,Y:6 | Form "Audio" | 11/26/2012 9:18:14 PM
MouseDown "" | X:42,Y:6 | Form "Audio" | 11/26/2012 9:18:14 PM
MouseDown "" | X:42,Y:6 | Form "Audio" | 11/26/2012 9:18:14 PM
MouseDown "" | X:42,Y:6 | Form "Audio" | 11/26/2012 9:18:14 PM
MouseDown "" | X:42,Y:6 | Form "Audio" | 11/26/2012 9:18:14 PM
MouseDown "" | X:42,Y:6 | Form "Audio" | 11/26/2012 9:18:13 PM
MouseDown "" | X:42,Y:6 | Form "Audio" | 11/26/2012 9:18:13 PM
MouseDown "" | X:43,Y:16 | Form "Audio" | 11/26/2012 9:18:12 PM
MouseDown "" | X:43,Y:16 | Form "Audio" | 11/26/2012 9:18:12 PM


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.

LAZYSHELL, Version=3.15.0.0, Culture=neutral, PublicKeyToken=null

**************Exception Text**************
Object reference not set to an instance of an object.
at LAZYSHELL.TilemapEditor.Draw(Graphics g, Int32 x, Int32 y)
at LAZYSHELL.TilemapEditor.pictureBoxLevel_MouseDown(Object sender, MouseEventArgs e)

**************Recent Event History**************
MouseDown "buttonZoomOut" | X:8,Y:12 | Form "Levels" | 12/1/2012 3:37:42 PM
MouseDown "toggleTileMods" | X:9,Y:10 | Form "Levels" | 12/1/2012 3:37:33 PM
MouseDown "toggleSolidMods" | X:8,Y:3 | Form "Levels" | 12/1/2012 3:37:32 PM
MouseDown "toggleTileMods" | X:14,Y:16 | Form "Levels" | 12/1/2012 3:37:30 PM
MouseDown "tileModsFieldTree" | X:48,Y:21 | Form "Levels" | 12/1/2012 3:37:28 PM
MouseDown "solidModsDelete" | X:14,Y:8 | Form "Levels" | 12/1/2012 3:37:25 PM
MouseDown "solidModsFieldTree" | X:11,Y:11 | Form "Levels" | 12/1/2012 3:37:24 PM
MouseDown "toggleSolidMods" | X:4,Y:13 | Form "Levels" | 12/1/2012 3:37:22 PM
MouseDown "tileModsDeleteField" | X:16,Y:20 | Form "Levels" | 12/1/2012 3:37:15 PM
MouseDown "tileModsFieldTree" | X:36,Y:4 | Form "Levels" | 12/1/2012 3:37:14 PM


-------------------------------

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
Posted on 11-28-12 10:39 AM Link | Quote | ID: 152923


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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
Posted on 12-02-12 06:50 PM Link | Quote | ID: 152976


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Posted by Elementalpowerstar
Audio:
Previewing any music automatically sends you to a level in Bowser's Castle instead of previewing the music.

I haven't been able to reproduce this error; have you tried resetting the settings?

I got this when I moused over the Score Viewer, but I never got it again.

Which song were you on and where did you mouse over the score viewer?

Got this one when I tried to drag a Tilemap mod in Levels. They probably also do the same for Solidity Mods.

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
Posted on 12-02-12 11:47 PM Link | Quote | ID: 152977


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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
Posted on 12-03-12 02:23 AM (rev. 2 of 12-03-12 02:25 AM) Link | Quote | ID: 152978


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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
Posted on 12-03-12 03:12 AM Link | Quote | ID: 152981


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Yes, that did the trick. Thank you.

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

PressAdob
Posted on 12-09-12 06:34 PM Link | Quote | ID: 153044


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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
Posted on 12-09-12 08:49 PM Link | Quote | ID: 153045


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OK, both bugs have been fixed, thanks for the report; the 2nd one is probably the same issue with the bug EPS posted.

PressAdob
Posted on 12-11-12 04:23 PM Link | Quote | ID: 153048


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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
Posted on 12-11-12 07:02 PM Link | Quote | ID: 153049


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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
Posted on 12-11-12 10:21 PM Link | Quote | ID: 153051


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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
Posted on 12-11-12 11:06 PM Link | Quote | ID: 153052


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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
Posted on 12-12-12 02:54 AM (rev. 2 of 12-12-12 02:57 AM) Link | Quote | ID: 153053


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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
Posted on 12-12-12 09:08 PM Link | Quote | ID: 153059


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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
Posted on 12-12-12 09:42 PM Link | Quote | ID: 153060


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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.
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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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