ROM Hack [Release] Yet Another Theme Application PLUS (YATA+ ,3ds theme editor)

HerrPilaf

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Hello and thanks for your work !

I'm trying to create a "Solid w/ Texture squares" theme with Yata+ 1.3.1 under Windows 7. So I select this option in the "Theme Settings" window, then click on Save. When I open the "Theme Settings" window again and click on Save, I've got an exception :

Code:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at YATA.Sett.setColors()
   at YATA.Sett.buttonSaveSett_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
YATA+
    Assembly Version: 1.1.0.0
    Win32 Version: 1.1.0.0
    CodeBase: file:///C:/Users/HerrPilaf/Desktop/georgestheme/tools/YATA+%201.3.1/YATA+.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34251 built by: FX452RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34238 built by: FX452RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
AxInterop.WMPLib
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/HerrPilaf/Desktop/georgestheme/tools/YATA+%201.3.1/AxInterop.WMPLib.DLL
----------------------------------------
Interop.WMPLib
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/HerrPilaf/Desktop/georgestheme/tools/YATA+%201.3.1/Interop.WMPLib.DLL
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34234 built by: FX452RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

What should I do ? Thanks in advance for your answers !

Before changing the settings save and reload the theme in yata

That's it, I think I forgot this step. Thanks for the answer !
 

Ambassador

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I can't run this program

01.png
 

Nikki_swap

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Would it be possible to add a prompt that asks you to save any unsaved work before you quite? I've lost some themes because idiot me keeps forgetting to save or just quit by accident, it would be appreciated.
 

Kaneco

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How long should I BGM be so I can avoid all sorts of installation issues?

What is the recommend length?
 

exelix11

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How long should I BGM be so I can avoid all sorts of installation issues?

What is the recommend length?

There isn't a length, when you make your bcstm file, check that it's smaller than 3.3 mb, if it's bigger open the original wav in audacity and reduce the frequence (the file will lose quality) and then convert it to bcstm again, do this until the bcstm is smaller than 3.3 mb
 

Kaneco

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There isn't a length, when you make your bcstm file, check that it's smaller than 3.3 mb, if it's bigger open the original wav in audacity and reduce the frequence (the file will lose quality) and then convert it to bcstm again, do this until the bcstm is smaller than 3.3 mb

Thanks for the info! Now I can keep this in mind whenever I make new themes.

You saved me the trouble of getting 'Error 91' constantly when trying to install themes with huge sound files. :D
 

Nikki_swap

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How long should I BGM be so I can avoid all sorts of installation issues?

What is the recommend length?
What i do is that i loop music so that it doesnt goes past the 2 minute mark, or the converter will make the sound go muffled, i also make sure the wav is less thatn 23mb before using the converter, it also limits the size of the bcstm to 3.3 so that you dont have to worry.

I
 

Lital

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Your themes and buttons follow a color theme where most of the colors are fairly the same. You can't see the actual difference between what you picked and what you got, but your general marking of what boxes aren't used was somewhat helpful. Also, the colors aren't rearranged to GBR, they are still RGB.
If you're not using the testing build of Yata+ the RGB structure is as follows (at least using the Monster Hunter - Hunter's Seal official theme as a base, offsets may vary)
1. Red - Unused:Green - Unused:Blue - Red of Button Shading
2. Red - Green of Button Shading:Green - Blue of Button Shading:Blue - Red of Button Main Color
3. Red - Green of Button Main Color:Green - Blue of Button Main Color:Blue - Red of Button Highlight
4. Red - Green of Button Highlight:Green - Blue of Button Highlight:Blue - Red of Button Glow
5. Red - Green of Button Glow:Green - Blue of Button Glow:Blue - Unused?
6. Red - Unused?:Green - Unused?:Blue - Unused?
7. This box works properly, RGB for Arrow Shadow
8. This box works properly, RGB for Arrow Color
9. This box works properly, RGB for Arrow Pressed Color

Don't replace YATA+ v1.3.1 with this because this version may be very unstable and is only tested to change the back arrow values
TOO LATE. I'M CRAZY. TRY AND HOLD ME BACK!

Anyway, thanks for the tool. It's interesting. I assume the offsets vary from theme to theme so you're working on pin pointing their behaviour?
 
Last edited by Lital,

Kizul Emeraldfire

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So I see that I'm not the only one who's been having problems with YATA's folder 'Back' button colors.

Just a while ago, I decided to throw the Metroid Fusion theme onto my New Nintendo 3DS XL; I'd gotten the theme from 3DS Themes, and everything worked fine, though I noticed something odd:

The 'Back' button on folders was hot pink.

This was strange, because literally every other element in the theme appeared to be BLUE. So I opened the theme in YATA 1.3.1, and sure enough:
the first five colors were set to THIS exact color in YATA. But THIS is the exact color it ended up appearing as on my nN3DS XL.

As Lital just pointed out, the last three colors work fine, but for some reason, instead of encoding the color values of the first six colors in their proper Red/Green/Blue order (as input whilst editing the theme), the color bytes are shuffled around to Blue/Red/Green. (In other words: the color #
0080FF ends up turning into #FF0080 (both seen above) when saving the theme, apparently. It shows correctly as the former in YATA 1.3.1, but once imported onto the 3DS… it displays THERE as the latter instead. ¯\(º_O)/¯)

This is a LITTLE frustrating, but at least I finally figured out why the folder 'Back' button in the theme that I was working on looked so ugly, and didn't look at all on my 3DS the way it does in YATA 1.3.1. :D

(Also, I apologize for my post always looking different every few minutes as I constantly edit it; my forum posts are like Google products: they're always in beta. .—.)
 
Last edited by Kizul Emeraldfire,

jurassicplayer

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So as an update to my previous post about the folder arrow button (updated info), I put my proposed color speculations into a final test. The result and color palette used are shown below. All unknown bytes were set to 00 (hex) and may possibly explain some of the color differences (some of my colors seem slightly darker, but remain in the ballpark), but possibly there are some other things at work (gradient). The button shadow is kind of worthless since the effect is pretty hard to see without setting it to something obvious like white...I guess that would mean it's a button "glow". Otherwise it's fairly accurate. I tested the unknown bytes to see if they controlled the gradient, pushed button gradient, pushed button glow, any sort of shadow in some way, but the button color doesn't change.

HNI_0034.JPG
palette.png


tl;dr I have a predictable, rather accurate speculation of 7 out of 9 supposed colors that account for most of the visible effects of the folder back button.
 

jurassicplayer

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What's your 7th?
Like I just mentioned, it was in my post earlier:

By bytes (x represents padding, ? represents unknown):
x x ? ? R G B R G B R G B R G B ? ? ? ? R G B R G B R G B x x x
In order: Button Pressed Color, Button Main Color, Button Highlight, Button Glow, arrow shadow, arrow main color, arrow pressed color
 
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Lital

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Like I just mentioned, it was in my post earlier:
Ah, I accidentally skimmed it over. Thanks.

Updated my previous post to reflect the information, hopefully those not using the test version can make sense of what I've written.

And if I had to guess
x x x x R G B R G B R G B R G B ? ? ? x R G B R G B R G B x x x

Since you can't make a proper color out of 2 or 1 byte.
 
Last edited by Lital,

jurassicplayer

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There is really little to be had for repeating information. This stuff is purely based on the thoroughness of my own personal testing (of which I've probably went through 40-50 individual tests by now), and thus may or may not be subject to change since, as I previously stated, not all the colors I get back are 100% accurate (some are, others are close) whether because of some hardcoded anti-aliasing, filter, gradient, or otherwise. I severely doubt that anyone else would care to go through the trouble to deal with each finicky thing when hopefully soon, there will be a new revision of YATA+ that will correctly handle the area using the information I have provided.

Similarly, guessing will get nowhere at this point. Assuming that there is even a color left is impossible since as far as anyone can tell currently, box 6 is unused for anything at any values. The only things that can be assumed is that if they control something(s), the elements are next to unnoticeable and are not necessarily bound together.

Bytes:
x x ? | Op | R G B | R G B | R G B | R G B | Oq | ? ? ? | R G B |R G B R G B | 0 0 0

Op = Arrow shadow opacity (higher value = higher transparency)
Oq = Button glow opaqueness (higher value = more visible glow)
Both values are only a single byte each which means there are only 4 bytes left that are unknown.

After testing and comparing screenshots of the unpressed button, none of the remaining 4 bytes individually seem to effect ANY of the colors set by the known bytes (aka. pixel for pixel identical between screenshots provided the background is also unchanged). Testing both bytes 4 and 6 together also resulted in nothing.

If I hadn't already wasted a day testing and wasn't sick of it, the plan would be to compare the different combinations of the remaining 4 bytes (pairs and then triplets) to make sure they don't affect any of the pixels in the unpressed button and then also check if they affect the pressed button (the hardest task as you are just relying solely on your eyes and memory to pick out color differences, unless you have a way to capture the screen...and I don't mean through a camera lens). Maybe someone else might have the inspiration or tenacity to figure out the remaining 4 bytes, but since the currently known bytes covers absolutely everything I can see, I'm done.

If someone does indeed decide to continue testing, notable things that may have a control somewhere (emphasis on MAY, not will have, or should have), the arrow icon itself does not completely follow the color assigned. There is an overlay over it (apparent if you set both the button and arrow to black). Anything of the pushed button could also be a possibility (maybe opacity of the darkening that replaces the highlight). Just keep in mind that each of the remaining bytes are most likely a control for something rather than a color (opacity, gradient change position, iunno).
 

CHICAGO-lollie

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Hah, I also ended up spending the day testing this damn button. Still, I think we've finally got the important parts of element sorted out.

3DS_FinalButton.png

Code:
 0 0 255 63 224 169 1 255 226 1 255 240 128 255 226 1 255 255 226 1 192 128 1 1 1 1 255 240 128 0 0 0

[#1] 0 0 | [#2] 255 | [#3] 190 | [#4] 224 169 1 | [#5] 255 226 1 | [#6] 255 240 128 | [#7] 255 226 1 | [#8] 255 | [#9] 255 226 1 | [#10] 192 128 1 | [#11] 1 1 1 | [#12] 255 240 128 | [#13] 0 0 0

#1 and #13 are nothing, and #9 doesn't appear to have any discernible use.

#2: Arrow Shadow Vertical Offset
#3: Arrow Shadow Position
These bytes are a little hard to control, and don't make a whole lot of sense, but it seems that these element offer a lot more control than previously thought.

3DS_VerticalOffset.png

#2 determines (within a range, determined by #3) how far the Arrow Shadow's position should be offset. This can range from 0 to 255, though 128 is the most common value.

3DS_Position.png

#3 determines whether the Arrow Shadow is positioned Above or Below the Arrow Main color. As demonstrated in #2, this position can be fine-tuned further. 0 disables the effect, 63 and 191 are common values.
Safe "Above" Ranges: 60 — 63. I tested down to 48 (anything lower than 60 looks like a faint outline), and up to 65 (which just looks hilariously wrong). Any higher, and it disappears off the top of the screen.
Safe "Below" Ranges: 188 — 191. I tested down to 160 (anything lower than 188 looks like a faint outline), and up to 208 (it disappears behind the folder window after 192).

#4: Button Shading and Outline, Button Pressed Color
#5: Button Main Color, Button Pressed Outline
#6: Button Highlight
#10: Arrow Shadow
#11: Arrow Main Color
#12: Arrow Pressed
I found the first three to be very predictable in my tests. RGB, no channel-shifting required, no weird color blending to account for. We already knew the latter three.

#7: Glow/Shadow Color
#8: Glow/Shadow Opacity
Again, very simple. #7 is RGB, and #8 is a range from 0 (off) to 255 (maximum).
 

SomeGamer

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Hah, I also ended up spending the day testing this damn button. Still, I think we've finally got the important parts of element sorted out.

3DS_FinalButton.png

Code:
 0 0 255 63 224 169 1 255 226 1 255 240 128 255 226 1 255 255 226 1 192 128 1 1 1 1 255 240 128 0 0 0

[#1] 0 0 | [#2] 255 | [#3] 190 | [#4] 224 169 1 | [#5] 255 226 1 | [#6] 255 240 128 | [#7] 255 226 1 | [#8] 255 | [#9] 255 226 1 | [#10] 192 128 1 | [#11] 1 1 1 | [#12] 255 240 128 | [#13] 0 0 0

#1 and #13 are nothing, and #9 doesn't appear to have any discernible use.

#2: Arrow Shadow Vertical Offset
#3: Arrow Shadow Position
These bytes are a little hard to control, and don't make a whole lot of sense, but it seems that these element offer a lot more control than previously thought.

3DS_VerticalOffset.png

#2 determines (within a range, determined by #3) how far the Arrow Shadow's position should be offset. This can range from 0 to 255, though 128 is the most common value.

3DS_Position.png

#3 determines whether the Arrow Shadow is positioned Above or Below the Arrow Main color. As demonstrated in #2, this position can be fine-tuned further. 0 disables the effect, 63 and 191 are common values.
Safe "Above" Ranges: 60 — 63. I tested down to 48 (anything lower than 60 looks like a faint outline), and up to 65 (which just looks hilariously wrong). Any higher, and it disappears off the top of the screen.
Safe "Below" Ranges: 188 — 191. I tested down to 160 (anything lower than 188 looks like a faint outline), and up to 208 (it disappears behind the folder window after 192).

#4: Button Shading and Outline, Button Pressed Color
#5: Button Main Color, Button Pressed Outline
#6: Button Highlight
#10: Arrow Shadow
#11: Arrow Main Color
#12: Arrow Pressed
I found the first three to be very predictable in my tests. RGB, no channel-shifting required, no weird color blending to account for. We already knew the latter three.

#7: Glow/Shadow Color
#8: Glow/Shadow Opacity
Again, very simple. #7 is RGB, and #8 is a range from 0 (off) to 255 (maximum).
Oh, please make a Floating Arrow Button theme! :P
 

jurassicplayer

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#2: Arrow Shadow Vertical Offset
#3: Arrow Shadow Position
Very nice work. I didn't know those two were paired up (I just flicked each one individually to 0 and 255). Did you perform similar tests for #9 (I'm assuming you did since you stated you didn't see any differences either)?
 

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Trying to make a theme for the first time here.

If I try to convert a wav file into the music for my theme, the converter that pops up just doesn't show any music at all. I tried with a smaller file, still nothing.

I've looked at the guide, it should say samples and actually play the song, but if I press play there's absolutely nothing playing at all.

Any help?
 

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