Anyway, it's about time I tried this patch. Have only played X3 once (more of an X2 fanboy) so I can't say much until I play it again!
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For example I was going to put Geno at the beginning of the forest maze so he would be available slightly earlier but then I realized I had to set bytes in order to keep the events from repeating, but I scrapped the idea because I was scared of overwriting something.Ah, yes. Giangurgolo (author of LS) made a document with most of the RAM addresses used, but unfortunately not all are documented. I'm 99% sure that memory $709F bits 0-7 are unused.
So I guess what I’m looking for is anything that lets you know whats safe to store under and what isnt.
Glad to see this is getting some love again! I'm willing to do what I can for expansive features in SMRPG or any slight documentation you need for other things. I'm more than willing to help where I can!Thank you so much, Justin! If the expansive SMRPG project is available, I can try to make it compatible with this version of LS. If you want.
It should include a note somewhere that lets you know what ram addresses are free.I'm sure there is plenty of space in the RAM, though I don't know where. What did you have in mind?
I'm looking forward to anything related to Mario RPG, wish you the best on the development of this tool.Thank you.
Was there ever a hack that restored a lot of the Cut Enemies?I want to say SMRPG:Revolution v5.0 adds some of the cut enemies, but I'd have to check the hack out.
First of all, it's super nice to see you here Yaki! It's also nice to see this project is still going on too!Heya Justin! Thanks for the warming welcome! I know you're being nice, but I will not spam you, haha. I will ask for help some time in the future I'm sure, so thank you.
If you need any extra help with this project or anything else you want to dive into, feel free to spam me. I'm all on board to do what I can to help out!
Super Mario RPG not only is my favorite SNES game, but also one of my favorite, if not my favorite RPG. I fully support this mod and will follow it very closely. Maybe, this might also lead to a new version of Lazy Shell, with the new stuff being able to be added in it.Thank you for the support, Da_GPer! Actually, a need for a slightly altered LS might be a good idea... There are a few limitations to the way I programmed some things. Two examples of this:
That is an ambitious idea, and any game that has Kamek and Mario teaming up sounds pretty great to me! I'm curious to know what else you have planned considering in that one screenshot alone you have two of my favorite Mario characters (Kamek and Toad) in the party, so you've already caught my interest.Actually, I want to extinguish this--it's not Toad or Kamek! They're going to be their own standalone characters, scripted by me. Mario will be Mario, though!
C3374607 - Shows up to 7 spells on the listCombine it with one of these:
C3:33510C - Increases width of box
7FF8107F - Gives Mario all his spells + Therapy (seven spells)Go into the debug room and talk to the Toad on the very left to add Toadstool. Enter these cheats below, start a new game and start walking through some room exits and you'll eventually land in the debug room.
7FF824BF - Gives Toadstool all Mario's spells + Group Hug
7FF40400And enter this code to open the overworld menu (alternatively, save the game and reload the file):
$C3/3335 20 19 36 JSR $3619 [$C3:3619] A:2001 X:0009 Y:44BC P:envMxdIZcI followed the code after $C3/3338 and it apparently loads the boxes every time the game loads a new spell list? First let me show you what comes after, then I'll show you why I think it loads the boxes every time:
$C3/3335 20 19 36 JSR $3619 [$C3:3619] A:0001 X:0078 Y:0597 P:envMxdIzc
$C3/3338 20 0C 2D JSR $2D0C [$C3:2D0C] A:0001 X:0078 Y:0597 P:envMxdIzc
$C3/333B 20 64 2C JSR $2C64 [$C3:2C64] A:0001 X:0000 Y:10E3 P:envMxdIzC
$C3/333E 20 9A 0D JSR $0D9A [$C3:0D9A] A:0001 X:0078 Y:0597 P:envMxdIzc
$C3/3341 20 11 0E JSR $0E11 [$C3:0E11] A:0001 X:0078 Y:0597 P:envMxdIzc
$C3/3344 20 C8 10 JSR $10C8 [$C3:10C8] A:0001 X:0078 Y:0597 P:envMxdIzc
$C3/3347 20 86 05 JSR $0586 [$C3:0586] A:0001 X:0078 Y:0597 P:envMxdIzc
***$C3/334A 82 D4 FF BRL $FFD4 [$3321] A:0001 X:0078 Y:0597 P:envMxdIzc
FF - New list (boxes)
C3:334D: 03 - Number of boxes
C3:334E-51: 60 58 0F 0B
C3:3352-5: 60 5B 0F 03
C3:3356-9: 20 5C 0F 0B
C3:335A: 02 (Number of listed items)
C3:335B-E: A2 45 00 16 ("Flowers Used")
C3:335F-2: 26 46 00 17 ("Mg.Power")
C3:3363: 03 - New items list
C3:3364-7: 04 47 00 1C ("learns a new")
C3:3367-B: 84 47 00 1D ("technique at")
C3:336C-F: 08 48 00 0B ("Level")
C3:3370+: AD 31 09 (???) (I see this often, but I don't know what it does)
FOR TEXT LISTS
Each item uses 4 bytes:
FOR COUNTER LISTS
Each counter listed uses 4 bytes:
Xpos/Ypos/Read two bytes/Counter
Each box uses 4 bytes
C3:32F9-A: A2 44 (xpos, ypox)
C3:32FB-D: 86 62 A9 (unknown, changing changes text index)
C3:32FE: 37 ("Flowers")
C3:32FF: 82 (unknown, changing changes text index)
C3:32F1-2: 22 5D (xpos, ypos)
- Ally Character's Name
C3:35A2-3: 88 46 (xpos,ypos)
- Current/Max FP
C3:35EB-C: B2 44 (xpos, ypos)
- Flower Used Counter
Haven't found it yet
- Mg.Attack Counter
C3:366E-F: 36 46 (xpos, ypos)
C3:3633-4: A2 45 (I guess they're for xpos, ypos
C3:3741-2: A2 40 (xpos,ypos)