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Please chime in on a proposed restructuring of the ROM hacking sections.
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_Ombra_
Posted on 08-29-12 11:36 PM, in Some NPCs text is missing... Link | Quote | ID: 152209


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Hey guys, there is about 250 lines of text that i can't find anywhere inside Lazy Shell. Is is somewhere else or not in there at all??

Some sample text:

Yo! What's going on?
Just try and jump on me!
What a gorgeous day!

Inside the rom it is found around 0x39A1D1 to 0x39B643

_Ombra_
Posted on 08-29-12 11:59 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 2 of 08-30-12 12:00 AM) Link | Quote | ID: 152210


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MikeFuryXP, looks like it is a but. I'm working on a translation and i added some custom chars and when you go to the ATTACKS editor you will see be ones at the bottom with that custom char. Specifically in the box right before the editable text it is supposed to be char [127] right after the ' but in the preview in the left it shows the text proceded by char [136] of the Menu font.

Or that is what it looks like since i'm using english OS with english settings...

_Ombra_
Posted on 08-30-12 06:32 AM, in Some NPCs text is missing... Link | Quote | ID: 152221


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thanks AnAxemRanger... i'm blind

_Ombra_
Posted on 08-30-12 06:51 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* 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 04:29 PM, in Lazy Shell Improvement Thread Link | Quote | ID: 152239


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giangurgolo could it be possible to expand the battle messages somehow? Starting with 0 chars is a little hard especcialy because everything is stripped down to the bones... it is only 45 lines but for translating purposes is fundamental. Hope you can consider it.

_Ombra_
Posted on 08-31-12 04:32 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (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

_Ombra_
Posted on 09-05-12 05:30 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (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

_Ombra_
Posted on 09-05-12 09:16 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (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

_Ombra_
Posted on 09-05-12 09:23 PM, in Lazy Shell Improvement Thread Link | Quote | ID: 152302


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Suggestion again for translating purposes... a way to calculate a better compression table meaning out of a dump of the dialog calculate the most used words and give the option to replace them. Maybe even a way to add more... if it is possible

Another one maybe a way to preview other text of the menu instead of just the default ones like, right now you can only see New Game but what about when you are replacing a save or during saving? Don't know if this one is easily doable or not

_Ombra_
Posted on 09-10-12 06:25 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* 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.

_Ombra_
Posted on 01-24-13 04:13 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 153348


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Bug: While inputting text in the battle dialoge part, visualizing for example page 2 and modifying page 1 will result in shifting the text in the preview. I just a visual bug. To work around it you just need to go back and forth through pages and the preview will update to the correct one.

Bug: While viewing the keystroke table, inserting chars by copy/pasting from anything (char map, word, notepad) will cause the letter to show in the font type and size used by the software used to copy the char from. Saving, closing and reopening will show the correct char font and size.

Both are not software breaking bugs but still bugs.

Also a little suggestion: if dialogue text (which is the one with less space) is in the process of being translated and the current translation doesn't fit the rom give the option to export to TXT for safekeeping while the translation is in progress.

Another one: Maybe a way to calculate the best MTE (Compression Table) possible based on the final translated TXT? Or even better, calculate it automatically at the moment you try to save the changes thus giving the new text a better compression?

I'll keep posting my findings

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