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giangurgolo
Posted on 08-26-11 01:48 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 2 of 08-27-11 07:53 PM) Link | Quote | ID: 146494


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Unless anyone has any more errors or anomalies to report, I will be releasing v3.7 within the next few days.

UPDATE: check the OP for information on the now released v3.7 of Lazy Shell.

giangurgolo
Posted on 08-27-11 07:57 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 146524


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No problem; I'm going to go ahead and release v3.7 right now because this version has a custom error window which will be more useful to me and easier for the user to report errors. If you haven't already, go ahead and start using this version before continuing. Don't worry about any confusion; go ahead and document the bugs you've already found so far with v3.6.2 and post them along with any bugs you've encountered using v3.7 whenever you're finished.

giangurgolo
Posted on 09-18-11 08:53 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 147084


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Thanks for the bug report. I've fixed all the bugs except one: I'm not sure whether it's much of an issue with the graphic set size not resizing when you import. Once you import the image, it does actually import the entire thing into the graphics even if the size is too small. Manually increasing the size will reveal that the entire image has been drawn. I'm not sure if you misunderstood this but the automatic resizing thing you saw mentioned in the changes.txt for v3.8 actually referred to the tilemap importation function (the import button directly above the mold image) and not the graphic editor importation function.

As for the samples, read the list of bugfixes below for an explanation to your problems. Nothing you're doing is wrong, just the editor. I've changed the default playback to 32000 Hz now, as well as adding an option to set a custom sample rate.

Here's the short list of bugfixes so far:

v3.8.1
--------------------------------------
Additions:
*Audio: remembers last loaded sample index
*Audio: added 32000 Hz as default, and a custom sample rate setting

Fixes:
*Audio: radio buttons for 22050 Hz and 44100 Hz were switched around
*Audio: exporting samples should have been exporting to selected Hz rate
*Battlefields: only six palettes should be loading and saving, not seven
*Dialogues: when assembling, tileset wasn't being drawn to raw byte array
*Effects: when assembling, tileset wasn't being drawn to raw byte array
*Sprites: crash when dragging selected tiles which overflowed boundaries

Would you like for me to go ahead and release v3.8.1, or would you prefer to search for more bugs and post another bug report in the future?

giangurgolo
Posted on 09-30-11 08:07 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 2 of 09-30-11 09:17 PM) Link | Quote | ID: 147673


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Thank you for your bug report. I have fixed all three bugs you posted. The next version (v3.8.2) will include these fixes. The bug in the attacks editor is due to attempting to draw the description preview if the initially loaded spell was a monster spell (which don't have descriptions). This has now been fixed. Since this is a serious bug, I'll release v3.8.2 soon.

The issue with S'Crow to S_Crow is indeed with an older version, which I noticed myself a while back. It's been fixed as you may have gathered, but yeah unfortunately any hacks you're working on would have carried it over in newer versions.

v3.8.2 has now been released. Check the OP above for the link.

giangurgolo
Posted on 10-08-11 06:47 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 147907


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Export the dialogues to a .txt file and edit them in an external application like notepad. Then import the file back into Lazy Shell.

giangurgolo
Posted on 11-20-11 07:25 PM, in I got a lot of questions to Lazy Shell (newer version) Link | Quote | ID: 148542


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I recommend editing existing sprites. If you want to replace one of the main characters (I'm assuming you mean one of the 5 playable characters) set the "Image" and "Animation" values of the character to those respective values in the sprite you want to use.


When trying to just copy molds and edit the copy, the previous mold also will be replaced.


Be more specific: when you copy, do you mean you used the "Duplicate Mold" button or that you selected the tiles and clicked the "Copy Selection" button? Also, when you say you edited the copied mold what did you do to it exactly?

To help, try copy/editing again and then opening the event history from the main form (top of the form, a button with a clock & arrow) and copy/pasting the first 20 or so lines to a new post in this thread. This'll show me exactly what you did so I can see if its a bug or problem with the editor.

giangurgolo
Posted on 11-21-11 12:06 AM, in I got a lot of questions to Lazy Shell (newer version) Link | Quote | ID: 148545


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Since the duplicated mold uses the exact same tile indexes as the original mold, importing an image will overwrite the same tiles. You should use the graphics editor to import images instead. The application doesn't currently have the option to rename the index tags for sprites (only levels). You cannot add sprites, only edit existing ones. Empty sprites should only have the animation and image values changed; I typically use them for creating palette swaps of other sprites by changing the palette index. The right-click menu doesn't appear when the tileset is in tilemap format: only in gridplane format. Like I said, you should import through the graphics editor instead.

The sprites editor isn't as versatile as the effects editor. You can't import multiple images into individual molds like in the effects editor. I should add a feature for that, but I haven't done anything to the source code for a few months so it'd take some time to refresh my memory to find the best way to go about it.

giangurgolo
Posted on 12-14-11 03:58 AM, in How do I _________..? Link | Quote | ID: 148751


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Lazy Shell is incapable of editing the opening scene. The animation script is probably written in its own language somewhere in the ROM outside of my knowledge. The location of the graphics has been documented however.

giangurgolo
Posted on 12-18-11 07:09 PM, in How do I _________..? Link | Quote | ID: 148818


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Thank you for the feedback.

The offsets for the intro scene are in bank 37000; look in the doc_offsets.txt file in the smrpg_docs.zip file on my homepage. I don't know why you're unable to play the audio or exported audio files, since I use the same operating system as you and have no problem. The two "buy only no selling" fields set/clear two different bits but do exactly the same thing.

giangurgolo
Posted on 12-27-11 04:52 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 4 of 01-01-12 07:05 AM) Link | Quote | ID: 148910


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UPDATE 2012-01-01: Check the original post at the top to download v3.9.0.

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

Yakibomb: The following were not fixed (so far) or added:


- Event Scripts: Action script commands cannot copy over to other scripts (unlike the event scripts, which can copy over).
- World Map: The byte count still acts strangely. Adding and removing characters from the location names sometimes adds, removes, or does nothing to the byte count.
- World Map: If you clear all the characters in a location's name, the location index gets reset to 1.
- Battlefield: Option to highlight priorty 3 tiles.
- World Maps: Option to reset all world map points. (There is only an option to reset individual points)

I had no problem copying any kind of script command over to other script indexes and even between action scripts and event scripts. World maps: the byte count changes based on the compression results, so it would be irregular. I'm not sure what you mean by the index resetting to 1, though. I tested it, saved, etc. and the map point stayed at the same index. Priority 3 is redundant in battlefields, since it is all the same layer and nothing overlaps sprites. To reset all map points, just close the world map editor w/o saving.

giangurgolo
Posted on 12-28-11 04:20 AM, in Help making A Crossover RPG Link | Quote | ID: 148930


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If the editor crashes you should make a bug report if you want the problem fixed. Also, unless you're not using the latest version, the crash prompt should have an "Ignore Error" button (this is a newer feature) that should let you continue working or save your progress and avoid losing all of your work. If this still doesn't work and the editor refuses to stay open and forces you to close, then it's the application's fault and not the user's. Also, the editor can backup the ROM every time you open and/or save (option is in the settings). Always frequently save your work. I am well aware of the frustrations of this, having had plenty of experience with the editor from day one cooking up hacks myself which is why I have taken the measures to safeguard against the dangers of losing valuable time by adding feature after feature.

giangurgolo
Posted on 12-28-11 04:33 AM, in How do I _________..? Link | Quote | ID: 148932


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That would require assembly hacking; there are no event scripts or animation scripts that deal with that. Look for the battle algorithms in the assembly that check the effect bits of a character.

giangurgolo
Posted on 12-30-11 01:40 AM, in How do I _________..? Link | Quote | ID: 148955


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Assembly is 65816 code. Look around romhacking.net for tutorials or look in smrpg_docs.zip for the asm txt files. You've got the right idea: event scripts often check RAM memory addresses as a conditional to either jump ahead/back to a specified ROM offset or continue executing the following lines.

Thanks for the feedback. I'd wait around for v3.9.0 of LS in the next couple of days which will make it remarkably easy to import sprites from other games or your own custom made sprites:


giangurgolo
Posted on 12-30-11 07:16 PM, in How do I _________..? Link | Quote | ID: 148964


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Did you check the exported keystroke .txt file? With v3.9.0 you will not have to manually cull your graphic set as you have done. All it'll take is a couple of clicks and the editor will automatically cull the graphics and create the tileset and palette for you. If you want a monster that uses the same graphics but a different custom palette like the crab, don't try to stuff in new graphics when they already exist. Change the "Palette Index" of the new monster and modify it from there. I can't explain the palette problem. Did you try saving, closing, opening the entire editor and reexamining it in SPRITES?

giangurgolo
Posted on 12-30-11 11:56 PM, in How do I _________..? Link | Quote | ID: 148966


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You're right. There are issues with 30-byte palettes and the 1st color overwriting the last color of the previous row. About half of the different palette types are 30-byte and the rest are 32-byte. There are no issues with 32-byte palettes, but elements which use 30-byte palettes (eg. levels and sprites) currently have this problem.

To fix this, I've prevented the editor from writing the 1st color to ROM for 30-byte palettes since that's reserved for transparent pixels anyways.

giangurgolo
Posted on 12-31-11 03:57 AM, in How do I _________..? Link | Quote | ID: 148969


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I didn't notice that the first time. If the graphics are different or modified, you will have to import them as new. If only the colors are changed, though, you shouldn't have to import new graphics. Don't worry about the palette issues, those will be fixed when I release v3.9.0 on 2012/01/01.

giangurgolo
Posted on 01-02-12 06:16 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 3 of 01-02-12 06:23 PM) Link | Quote | ID: 149019


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That's not the new import feature. The import feature is the down-arrow button directly above the mold listbox:



But you did find a problem with the old import feature. Either I'll remove it in the next release or fix it.

giangurgolo
Posted on 01-02-12 10:40 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 2 of 01-03-12 01:10 AM) Link | Quote | ID: 149025


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EDIT: I found out what you meant. I've now made a fixed to be included in v3.9.1 (among a couple of others).

giangurgolo
Posted on 01-07-12 08:19 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 149315


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Thanks for the bug report. I've fixed every bug, including the ones I couldn't fix last time. I have a question: when the program crashed, were you able to continue using it by clicking "ignore error" or did you still encounter problems despite that?

giangurgolo
Posted on 01-16-12 06:35 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 149558


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Which level were you on? This error concerns the level editor trying to draw an NPC's tag after an event has been modified in the event editor.
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Main - Posts by giangurgolo

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