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LAZY SHELL - Super Mario RPG Editor
Current Version: beta

Makes use of the documents below to create an interface that can manage all stats and levels currently. There is no public release of the editor since only the stats and levels portions are complete. The application will come out when the scripts and graphics portions are complete or whenever it fucking feels like coming out.

There is no public release of this program, but there are screencaps of it.

Previews: 1, 2, 3

Click here to see the tutorial
Currently only the Stats and Levels tutorials are done.
NOTES ABOUT SITE
I don't care what you do with this site or anything on it. Feel free to do whatever the fuck you please. Just give me some credit for all of the hours I labored away to make it (the documents, not the index.html file).

For anyone who thinks I actually typed out every single monster in the monster formation list and other stuff like that: I'm not that uninhibited. A lot of this crap was made easier with MSword search/replace algorithms.

For those other ambitious losers who like documenting information foreign people have somewhat arbitrarily written I highly recommend using algorithms.
ROM/RAM Maps and 65c816
ROM Offsets
RAM Memory Addresses
ZST Offsets
CPU/SA-1 functions
65816 disassembly: bank C0
65816 disassembly: bank C1
65816 disassembly: bank C2
65816 disassembly: bank C3
PAR/GG codes

HTML/MS Word Documents
Item Chart (.html)
Spell Chart (.html)
Attack Chart (.html)
Battle Script Chart (.html)
Monster Stats 1 Chart (.html)
Monster Stats 2 Chart (.html)

Statistics
Statistics Guide
Monster Formations
Monster Formation Packs

Strings and Instructions
Battle Script Instructions
Event String Instructions
Event String Examples
Animation Instructions
Attack Animations
Spell Animations
Item Animations
Spell/Weapon Timing
Archives
archive of all documents
archive of HTML/MSWORD docs
dummied layouts (in .GIF)

Tutorials
object molds tutorial 1: grid molds
object molds tutorial 2: tile molds
event fields and code strings tutorial
level tutorial 1: level mapping
level tutorial 2: tileset organization

Disassembler Apps
Disassembler Apps and .txt dumps
  • EventScriptTxt.txt
    • inaccurate as shit
  • EventFieldsTxt.txt
  • ExitFieldsTxt.txt
  • NPCMapsTxt.txt

Disassembler Source Code
  • fucked up and worthless; there's already the txt dump so what's the point but here it is anyways
Byte Values
Bytes - Attacks/Specials
Bytes - Battlefields
Bytes - Battle Dialogue
Bytes - Battle Events
Bytes - Items
Bytes - Monsters
Bytes - Movements
Bytes - Music
Bytes - Sounds
Bytes - Spells
Bytes - World Maps

Object/Field Mapping
Object Offsets
Object Mapping
Object Map Object ID's
Object Sequences
World Map Point Mapping
Exit Field Mapping

Area/Tile Mapping
Area Layouts
Area Offsets
Area Offsets (alpha)
Area Mapping

Maps
Tilemap Offsets
Physical Map Offsets
Physical Tile Properties
Palette Offsets
BPP GFX Offsets
Patches

Must be applied to a headerless ROM. Use the official (NOT a build) release of ZSNESw v1.42 in case the .ZST does not load properly.

Function Demo
  • 5-digit damage
  • 4-digit HP
  • custom event + battlescript
    Load the .ZST and talk to the bed lamp.

    Custom Items
    Introduces 6 new items that enhance Mario and other characters' abilities in/out of battle.

    5-digit (x17) Damage
    Displays 5 digits when 9999+ damage is dealt; attack has been increased 17x

    Muscle Patch
    Same effects of 5-digit damage patch, plus 4-digit HP
  • Links

    ZSNES.com
    Snes9x.com
    Snes9x Debugger
    vSNES
    Zophar's Domain
    Hex Workshop

    Function Demo Patch