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Author Topic: [Super Mario RPG] LazyShell 3.19.0 Improvement Project  (Read 1625 times)

Yakibomb

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[Super Mario RPG] LazyShell 3.19.0 Improvement Project
« on: June 17, 2018, 12:49:27 pm »
Cross-posting from Board2:

Hello! I am a passionate Super Mario RPG hacker. If you don't know who I am, I am the guy who compiled a list of all SMRPG hacks available (which can be found here), and I have also bug tested LazyShell's earlier builds. Now as of recent, I'm updating the source code to LazyShell v3.19.0 (The Super Mario RPG Editor).

The changelog is pretty small so far. I've only added a few things (changelog below), like some missing commands and features.

You can get LAZYSHELL_3.19.0_UPDATED_EDITION here.

==V1.2.5 + V1.2.6 CHANGELOG 2018-7-13==
Spoiler:
ANIMATIONS
- At 0xD5: Added formation position #, fixed bug
- At 0x00: Removed "use palette row 4", added "Palette Row #" value
- A5 0x96: Battle Messages can now be set above 6

EVENTS
- Changed "$70Ax = $7xxx" to "$70Ax = $7000" due to mislabel
- Increased length of HEX display at the bottom
- Added "(NOT including {xx})" to randomized number codes.
- Changed description of 3A and 3B commands to be more accurate

FORMATIONS
- Clearing a formation will set the event # to 102 (from 0) and music to CURRENT (from Normal)

MONSTERS
- Clearing a Monster's Stats will reset win items and Yoshi cookie to the correct value

==V1.2.4 CHANGELOG 2018-6-26==
Spoiler:
MAIN
- Increased height of search box results

ANIMATIONS
- Fixed bug with monster behavior scripts

ITEMS
- Added hex editor next to item index

==V1.2.3 CHANGELOG 2018-6-26==
Spoiler:
MAIN
- Added original SMRPG Documents by giangurgolo, updated by Yakibomb

ANIMATIONS
- Added new scripts: Faint, Run Away and Victory (under Monster Behavior #1-3)
- At 0xD5: Fixed Summon monster display
- Added numerals next to opcodes

EVENTS
- To Open menu commands: Added "close menu and refresh VRAM" and now script displays what menu/event will run
- Removed numerals from sound lists

==V1.2.1 CHANGELOG 2018-6-24==
Spoiler:
AUDIO
- Changed names of event sounds and battle sounds (which might need to be revised if it's too confusing!)

ANIMATIONS
- At 0xD5: Added undocumented Summon Monster
- Added ability to select and edit unused DUMMY spells for allies
- Changed the ability to select sounds and music using an index number
- Removed the numbers from the left of the sound list (for faster searching)
- At 0x00: added undocumented "behind all sprites" and "overlap all sprites" properties

EVENTS
- Switched joypad commands descriptions in category list
- Fixed parameters for "Display pre-game intro title..." to display correctly in the editor script
- Fixed bug where "If Memory $704x [x @ 7000] bit {xx} clear..." auto-jumped to another command
- Fixed bug where "Shadow On" was unselectable
- Added undocumented 3A and 3B commands: Jump to if object is less than x tiles close to Mario
- Switched Memory commands $7xxxx = $7xxxx because it was confusing to read

==V1.0.0 RELEASE 2018-6-17==
Spoiler:
MAIN
-Changed file icon for LazyShell
-Changed the ABOUT LAZY SHELL... to this editor's changelog

ANIMATIONS
- Added ability to edit Flower Bonus Messages, Toad's Battle Tutorial and Weapon Miss Sounds

EVENTS
- Added undocumented bit 7 of Run Background Event... as "Run as second script"
- Added move script thread commands under category "Events"
- Added undocumented commands to walk and transfer to Memory $7016-1B
- Added undocumented "Play sound (ch4.5.) ..."

LEVELS
 - Added undocumented commands {B2,b4} and {B3,b0} as "Can't enter doors" and "Can't walk up stairs".

ITEMS
 - Added new attribute: "Add stats (item)"

WORLD MAPS
- Added ability to view (not edit) Mario's map sprite

-------
Screens
Spoiler:
Spoiler:
Spoiler:
Spoiler:

-------

I hope, in time, LazyShell will be even better than before! Thanks for reading, Happy Hacking!
« Last Edit: July 13, 2018, 05:32:52 am by Yakibomb »

justin3009

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Re: [Super Mario RPG] LazyShell 3.19.0 Improvement Project
« Reply #1 on: June 17, 2018, 05:31:26 pm »
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!
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'

ThegreatBen

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Re: [Super Mario RPG] LazyShell 3.19.0 Improvement Project
« Reply #2 on: June 18, 2018, 06:36:13 am »
It should include a note somewhere that lets you know what ram addresses are free.

acediez

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Re: [Super Mario RPG] LazyShell 3.19.0 Improvement Project
« Reply #3 on: June 18, 2018, 04:39:03 pm »
I'm looking forward to anything related to Mario RPG, wish you the best on the development of this tool.

Kallisto

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Re: [Super Mario RPG] LazyShell 3.19.0 Improvement Project
« Reply #4 on: June 19, 2018, 09:02:52 pm »
Was there ever a hack that restored a lot of the Cut Enemies?

Yakibomb

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Re: [Super Mario RPG] LazyShell 3.19.0 Improvement Project
« Reply #5 on: June 24, 2018, 09:41:52 am »
Version 1.2.1 is here! This time I updated some quality-of-life changes to the Animations and Events editors.

==CHANGELOG 2018-6-24==
Spoiler:
AUDIO
- Changed names of event sounds and battle sounds (which might need to be revised if it's too confusing!)

ANIMATIONS
- At 0xD5: Added undocumented Summon Monster
- Added ability to select and edit unused DUMMY spells for allies
- Changed the ability to select sounds and music using an index number
- Removed the numbers from the left of the sound list (for faster searching)
- At 0x00: added undocumented "behind all sprites" and "overlap all sprites" properties

EVENTS
- Switched joypad commands descriptions in category list
- Fixed parameters for "Display pre-game intro title..." to display correctly in the editor script
- Fixed bug where "If Memory $704x [x @ 7000] bit {xx} clear..." auto-jumped to another command
- Fixed bug where "Shadow On" was unselectable
- Added undocumented 3A and 3B commands: Jump to if object is less than x tiles close to Mario
- Switched Memory commands $7xxxx = $7xxxx because it was confusing to read

=====================================================================================
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! :P 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.

ThegreatBen

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Re: [Super Mario RPG] LazyShell 3.19.0 Improvement Project
« Reply #6 on: June 24, 2018, 03:51:46 pm »
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.

So I guess what I’m looking for is anything that lets you know whats safe to store under and what isnt.

Yakibomb

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Re: [Super Mario RPG] LazyShell 3.19.0 Improvement Project
« Reply #7 on: June 26, 2018, 12:17:33 am »
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.

So I guess what I’m looking for is anything that lets you know whats safe to store under and what isnt.
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.

I'll package it into the next release (which'll be in a couple minutes)

EDIT: That was more like 2 hours. Anyway, new changelog here:

Changelog v1.2.3
Spoiler:
MAIN
- Added original SMRPG Documents by giangurgolo, updated by Yakibomb

ANIMATIONS
- Added new scripts: Faint, Run Away and Victory (under Monster Behavior #1-3)
- At 0xD5: Fixed Summon monster display
- Added numerals next to opcodes

EVENTS
- To Open menu commands: Added "close menu and refresh VRAM" and now script displays what menu/event will run
- Removed numerals from sound lists

Also, the file you're looking for is folder "ROM and RAM Map and 65c816" -> file "doc_ram-addr.txt".
« Last Edit: June 26, 2018, 03:06:43 am by Yakibomb »

ThegreatBen

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Re: [Super Mario RPG] LazyShell 3.19.0 Improvement Project
« Reply #8 on: June 26, 2018, 10:09:43 pm »
Nice, thanks

Yakibomb

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Re: [Super Mario RPG] LazyShell 3.19.0 Improvement Project
« Reply #9 on: June 27, 2018, 01:08:13 am »
You're welcome! ;D

I released v1.2.4. In this version, I added a neat menu to jump to a hex offset for items:
Spoiler:

Right now you can write out the price, name or stats in hex! I'll add this for monsters and shops too eventually. This was a feature I wanted for years!

Another planned feature is a checkbox that changes the order of items from alphabetical to index number. That way, you can easily jump to <NONE> in the shop menu!

(I better hold off on updating this so often. I released two versions in one day)

Yakibomb

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Re: [Super Mario RPG] LazyShell 3.19.0 Improvement Project
« Reply #10 on: July 13, 2018, 05:32:09 am »
Another update.

==V1.2.5 + V1.2.6 CHANGELOG 2018-7-13==
Spoiler:
ANIMATIONS
- At 0xD5: Added formation position #, fixed bug
- At 0x00: Removed "use palette row 4", added "Palette Row #" value
- A5 0x96: Battle Messages can now be set above 6

EVENTS
- Changed "$70Ax = $7xxx" to "$70Ax = $7000" due to mislabel
- Increased length of HEX display at the bottom
- Added "(NOT including {xx})" to randomized number codes.
- Changed description of 3A and 3B commands to be more accurate

FORMATIONS
- Clearing a formation will set the event # to 102 (from 0) and music to CURRENT (from Normal)

MONSTERS
- Clearing a Monster's Stats will reset win items and Yoshi cookie to the correct value

Sephirous

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Re: [Super Mario RPG] LazyShell 3.19.0 Improvement Project
« Reply #11 on: July 15, 2018, 11:53:56 am »
I'd like to see a simple way to remove the Doors 1-6 in Bowser's Keep 2.

I attempted to do it once but couldn't get the game to go from the prior room to the after room, Skipping those long and boring mini games that you have to pass to get to Magi Koopa.

Sounds like a tedious process.  :banghead:
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