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Lazy Shell - Super Mario RPG Editor

Game Specific

Description:

Lazy Shell is a third party .NET application written in the C# programming language which is capable of editing a wide range of elements within the Super Mario RPG (US) ROM image file.

Requirements

  • Microsoft .NET Framework 2.0 or higher
  • 512MB (1GB recommended) of RAM
  • 10MB of hard drive space (more if back-up ROMs created)

Features

  • The editor is comprised of 17 individual editors.
  • Various status editors include modification capabilities for the statuses of monsters, formations, formation packs, items, spells, attacks, shops, new game properties, level-ups, and timing properties. The monsters editor contains a battle script editor for each monster.
  • The Levels portion allows the user to modify the maps of areas (aka locations) using a paint-like interface, the NPCs (ie the sprites in the maps), the exit fields (aka entrances), event fields, overlaps, and the basic layering properties. A template creator/editor lets the user to store a separate portion of the map composed of all 3 layers and the physical layer into a single file.
  • The two scripts editors in Lazy Shell enable the user to modify the event scripts, action scripts, and animations scripts. Commands within event scripts and action scripts may be added, modified, deleted, moved, or copied and pasted. Commands within animation scripts may be modified, moved, or replaced with new commands of the same or smaller length, but adding/deleting entirely new commands within animations is not supported and never will be due to the fickle and erratic nature of the animation script engine.
  • The Sprites editor is able to modify a sprite’s graphics, palette, and animations. The effects editor allows the user to edit spell effects and their respective graphics, palettes, and animations.
  • In the Dialogue editor, the user may view and edit the dialogues (aka the game script) as well as the dialogues which appear in battles and the graphics of the dialogue background tiles. Fonts, font colors, and a new font generator will let the user create an entirely new font table based upon manual editing or a supportive font installed on the OS.
  • In the World Maps editor World maps, world map palettes, and the locations that appear on world maps can be modified. The logo banner graphics and palettes can be modified as well.
  • The Audio editor can export, import, clear, and playback the audio samples used by the SPC engine. The .wav files can be edited in a third party program such as Audacity. SPC data can be edited in a variety of ways, allowing the user to create entirely new pieces of music. Instruments can be changed as well as well as the raw SPC track data, which can even import custom scripts from a text document.
  • The mini-games editor so far can modify the minecart mini game maps for all four stages and the objects in the same manner as levels. The menus editor allows the user to modify the menu palettes and import an external image into the menu backgrounds, as well as import an image into the frame image.

Click here for a full history of changes from version to version.

Click here to view the complete readme.txt file.

The editor’s home page always has the latest version available for download.

Links:

User Review Information

A wonderful editor.

Reviewed By: Elementalpowerstar on 17 Jun 2011

Version to review: 3.6.

The Lazy Shell editor edits nearly every non-hardcoded aspect of Super Mario RPG: Legend of the Seven Stars. While everyone being incredibly discouraged by the difficulty curve of learning Lazy Shell, the effort put into learning the ins-and-outs of the system and editor itself are well worth the days of experimenting and trial-and-error that it takes to learn.

Everything from level maps to monster stats, it’s all here. Everything that the game has to offer can be modified in a way that can create a simple recolor hack to a brand new adventure staring Mario and his friends. (Or a new character if you decide to put the time and effort to creating a bunch of sprites.)

The generally clean, if not slightly cluttered, user interface makes showing every bit and byte that is relevant to the current screen all in one place, with helpful tips and explanations on what exactly Mortality Protection or what a VRAM Partition is. Coupled with the handy Hex to Dec and Dec to Hex option to show what a some numbers mean in the game itself, which comes out incredibly helpful if you’re looking through the blank named Attacks in the Battle Scripts editor, and have a notepad window open with all of them to the side.

One great feature that’s constantly throughout the editor is the import and export features, able to export just about any data in the game, from palettes to the BPP images the game uses, and being able to import them back into the game after any additions are made. The editor will try to convert the image back into the palette’s range. If you’re going to try this for the first time, try using the Title Screen’s Layer 3 image for this, being the “SUPER MARIO RPG: Legend of the Seven Stars by Nitnendo/Square” etc image on the title screen. The editor even splits up the imported title screen into manageable 8×8 tiles so it’s a little easier on the game to render, and doesn’t take up as much space in the game itself, something I learned that was crucial for big images being imported into Super Mario World.

The editor also has a patching service that can patch a certain game from an HTTP server, which users can make their own servers on websites to host patches of their games or improvements to be patched directly to an unedited ROM image. Omega created a thread on a different forum that details on how to submit their hack to their patch service server, called Cirrus, however, I believe giangurgolo is working solo on the editor now, and his patch service is located on his Comcast website, so I’m unsure if giangurgolo is still allowing hackers to submit their patches to the server for user download.

Two great features in this editor are the Notes section, and the Preview ROM function, which allow the editor to load up a certain monster formation or level map to see if a monster’s battle script works as it was intended to, say, if Monster 1 was supposed to summon Monsters 2 and 3 if hit with a Fire attack, you could test to see if it does that exactly. If not, you can go back and see why it doesn’t. An addition in recent versions is the abillity to change levels of the party members, on an individual basis, who’s in your party for that preview, and what equips that party member has for that battle.

The Notes section of the editor lets you keep organized notes about a lot of aspects of the editor, on an index basis, if you choose to. Notes can be a great way to tell what bits are set where and when not to touch them, or just writing down what you did that day, and what you need to do the next time you start hacking again. This has been helpful numerous times.

You’ll really have to pick up the editor yourself, and see exactly what’s in the editor. It’s a great utility if you take the time it takes to learn it.

Recommended - Yes

User Reviews
HeadlineAuthorDateVersionRecommended
A wonderful editor.Elementalpowerstar17 Jun 2011N/AYes