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Please chime in on a proposed restructuring of the ROM hacking sections.
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giangurgolo
Posted on 09-06-12 03:10 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 152306


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OK, thanks for the report. I fixed the errors in the effects editor and the audio editor has undergone some big changes since last release, among those several bugfixes. Were you encountering crashes anywhere else outside the effects and audio editors? Are you asking for a customizable option to change the previewer's snes9x save extension to .001, .002, etc.? I'm still unclear on this.

giangurgolo
Posted on 09-10-12 02:22 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (rev. 2 of 09-10-12 03:42 AM) Link | Quote | ID: 152354


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You will need to send me the ROM you're trying to edit through private message, or an .ips patch of it if you prefer (this is probably safer). Also, remember you'll need to import the keystrokes table from the previous version, since this new version uses a different settings file.

giangurgolo
Posted on 09-11-12 12:55 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 152363


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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?

giangurgolo
Posted on 09-11-12 07:02 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 152369


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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.

giangurgolo
Posted on 09-13-12 12:01 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 152379


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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.

giangurgolo
Posted on 09-30-12 07:08 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 152555


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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.

giangurgolo
Posted on 10-07-12 07:54 PM, in Lazy Shell Improvement Thread (rev. 2 of 10-07-12 10:08 PM) Link | Quote | ID: 152619


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1: that may be doable
2: should be easy to implement
3: EDIT: this may have been an issue with level 3's exits being corrupted, which I have now fixed
4: click the staff icon on the right in the SPC editor's toolbar
5: if you've found a bug, post it in in the bug report thread...but please read the first post before posting it, thanks
6: the ---> ~~~NEW HELP DATABASE~~~ <--- linked near the top of the 1st post explains what nearly every control in the editor is for, including partitions; the editor can even automatically generate this help file by clicking the "?" button in the main window

Goomba98: the effects palette rows issue needs to be fixed; I have to leave the save state format the same because of compatibility issues between versions

giangurgolo
Posted on 10-09-12 05:48 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 152632


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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

giangurgolo
Posted on 10-17-12 03:43 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 152677


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The crash bug's been fixed. The other bug: which sprite # did you export, what options did you choose in the image exporting dialog?

giangurgolo
Posted on 10-19-12 10:00 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 152698


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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.

giangurgolo
Posted on 11-01-12 10:14 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 152790


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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.

giangurgolo
Posted on 11-14-12 12:05 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 152852


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I fixed all the bugs you reported except two:

*Mini-Games - The Red and Blue color level slider bars are reversed.
There was another nasty bug that corrupted the audio in the ROM and shut me out from modifying it in the editor.

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:

v3.15.0
--------------------------------------
Additions:
*Element name lists can be exported/imported via text file in settings
*Animations: command list to choose from to replace existing command(s)
*Animations: undo/redo feature added
*Animations: added support for a few more commands
*Event Scripts: added support for several more commands
*Event Scripts: editing a command now highlights command in list
*Menus: option to change X coord of texts in overworld status menu
*Monsters: dump battle script text feature added
*Sprites: new support exporting sequences to animated GIFS

Changes:
*Renamed and reorganized all classes and elements in classes
*Renamed and moved around a few GUI controls/labels
*Animations: now only shows controls relevant to selected command
*Dialogues: font tables all same size, keystroke fields changed to table
*Event Scripts: now only shows controls relevant to selected command
*Event Scripts: reorganized and renamed most commands, more interactive
*Monsters: now only shows controls relevant to selected command

Fixes:
*Changing commands in scripts editors now much cleaner, less flickering
*Audio: growling command not loading opcode to numeric control
*Audio: ties not being sized correctly if note spacing not 100%
*Dialogues: no text view labels for some symbols creates "ERROR: " message
*Event Scripts: inserting a new command 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
*Event Scripts: crash when reset if selected command > old script size
*Hex editor: crash if try to go to address when cursor at offset 0
*Import Elements: menu pointers, sequences not written into import code
*Levels: crash when undo/redo if solid mods enabled on level w/o any
*Levels: mouseDownTile not resetting when tileset subwindow reloaded
*Menus: crash when set select game menu sprite to sequence with 0 frames
*Mini-games: palette not updating for side-scroller canyon background
*Previewer: previewing event from entrance event setting has no event
*Previewer: level 3 is no longer corrupted when previewing
*Sprites: fixed incorrect boundaries of sequence frame images
*Sprites: crash if change X,Y if more than 1 tile selected
*Sprites: crash if paste when nothing copied
*Sprites: importing images as molds should've been ignoring empty tiles

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.

giangurgolo
Posted on 11-15-12 09:10 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* 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).

giangurgolo
Posted on 11-25-12 02:52 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* 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.

giangurgolo
Posted on 12-02-12 06:50 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* 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)

giangurgolo
Posted on 12-03-12 02:23 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* (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.

giangurgolo
Posted on 12-09-12 08:49 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* 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.

giangurgolo
Posted on 12-11-12 07:02 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* 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".

giangurgolo
Posted on 12-11-12 11:06 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* 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?

giangurgolo
Posted on 12-12-12 09:08 PM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* 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.
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Main - Posts by giangurgolo

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