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| Posts by Zeldara109 |
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OK, to me it sounds like you're trying to open the .ips file as a ROM. An IPS file is not a ROM.
http://www.smwcentral.net/?p=faq&s=ips
First you need to find the ROM somewhere. If it's a SNES ROM, it should end in .smc (as far as I know).
ROM links are not allowed here, so when you find one, don't say where you found it.
When you have a ROM, you can patch the IPS file to the ROM using LIPS (which is Lunar IPS, not Lunar Plus). (Make a backup of your ROM first, as patching the ROM replaces the original.)
Note 1: Many games have multiple versions of their ROMs. For most Super Mario World hacks, you need a (U) [!] version.
Note 2: Depending on the emulator you're using, if you change the ROM name and the hack name to be the same, not including the extension (such as hack1.ips and hack1.smc), you may be able open the hacked ROM in the emulator without using Lunar IPS.
Note 3: It's a good idea to have a more descriptive topic title than "HELP PLEASE!"
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| Last edited on 2010-03-10 07:43:16 PM by Zeldara109. |
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Bumping this topic because it's been nearly a month without posts...
(Personally, I don't mind if someone bumps this topic with a response; any response would be appreciated, and I'm at this site often enough on the Yoshi's Island hacking board, so I check for responses here every so often.)
I just modified the first post: I checked off questions that I no longer need answered, and I marked the ones I still do not know with "!!". If a question has no symbol, I have received an answer, but I have yet to try it out and confirm it myself.
As for questions I marked with a "?", I'm not sure if these questions make sense anymore given my current knowledge. (You can consider them both answered and unanswered, if that makes any sense.)
By the way, I created a link to this topic in my profile.
New questions (to justify the bump):
Edit: Moved all questions to the first post; questions 15-18 were originally here.
Thanks.
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| Last edited on 2010-03-11 03:29:13 AM by Zeldara109. |
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Originally posted by 2technogeeks7- No. Port the song from a MIDI or find it somewhere, and modify the txt.
I'm pretty sure I heard one hack that had minor versions of the original themes (including course clear, etc.) somewhere...
Originally posted by 2technogeeks9- A lot of things. However, you should start a new file every time you go through the OW, just in case.
I do this already; I'm looking for if there's a way to save time in some cases.
Originally posted by 2technogeeks13- You would need some editing or a patch. It would be easier to simply disable the coin/time warping.
I think that's pretty obvious... But since it exists, it would be nice to know what I can do with it.
Originally posted by 2technogeeks14- Click on the Edit Level Tile icon. On the right side, uncheck "enable (insert direction here)".
That icon does not work for pipes.
Originally posted by 2technogeeks15- There is a way for everything. However, you'll need to make a patch.
Was there any point in saying this?
Now I'm starting to wonder if this was a joke response...
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Originally posted by 2technogeeksUse the pipe next to the castle. (in the 16x16 editor)
OK, thanks. (Though I just had to check in Lunar Magic... One of them is next to a glitched castle, the other is next to a destroyed castle... I used the one next to the glitched castle and it worked. Is it OK to set pipes to level 0?)
Originally posted by 2technogeeksYou asked if it was possible. It is. You make a patch.
OK, I modified my question... (I did not realize that it would be taken so literally...)
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| Last edited on 2010-03-10 09:00:00 PM by Zeldara109. |
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Originally posted by 2technogeeksYes, it is fine for it to be level 0. However, if all of the pipes are the same level number, they will all have the same settings. (Edit Level Tile Settings;Exit Indexes and stuff won't change)
As for #17, which Addmusic are you using?
I've been using Romi's Addmusic404. (If another one would work better for my purposes, I could use that instead...)
As for the level settings... So are you saying the pipes can be all set to level 0 without problems? (I noticed that the event number is the same for each use of a particular level number, but I can change the initial path settings, right?)
And how about with star warps? Can I set them all to the same level number as well (if I don't mind them all having the same name)?
Also, I added a question 18 to my post with 15-17.
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Originally posted by imamelia1) What do you mean? More than 6...? Since when is it possible even to show more than 1?...

There are always 6 on my computer. I'm not sure if I would even have the patience to use Lunar Magic if only one object or sprite was shown here at a time... (Well, I would probably find a separate list in that case... (This is irrelevant anyway.))
Originally posted by imamelia6) Well, this contains all of the music from Super Mario All-Stars, so you could maybe use that. Originally posted by Zeldara109? 6- Is the SMB3 patch form of the music available without the SMB3 patch? (I like those particular remixes (especially the airship theme) much more than the ones in the All-stars music download.)
By the way, I marked my question with a ? because I read somewhere that the SMB3 patch changes part of the game engine or something, causing it to use different instruments, so I'm not sure if it's even possible.
Originally posted by imamelia4) Hm...the easiest way would probably be to use Kaijyuu's Super Status Bar patch and edit the part of the code that stores the player's lives to use two RAM addresses instead of one, using the other address for the upper digit or two. There might be some other code, like the 1-Up sprite routine, that you'd have to edit, too...I don't know.
So there isn't just something that makes lives stop increasing at 99, that I could change? (I've made the coins go up to N9 instead of 99. And I've seen a glitched P5 (255 with a P for the 25) in the life counter, resulting from dying with 0 lives, in a video somewhere. Though I forgot where...)
Anyway, I downloaded the patch to experiment with. (Is it compatible with the status bar level names that are in Keytastrophe?)
Originally posted by imamelia13) Check $05DAE4 in all.log. At this point, the game checks the overworld level number to see if it is 24, and if not, it uses the normal level data loading routine. If it is 24, then the level loading routine takes data from different places depending on a given factor. The code that does this runs from $05DB3E-$05DBA8. Of course, I did make (and not release) a patch that allows you to do that...that wasn't its primary function, though. You might want to look around the $05D8B3 area; you could potentially hack the level loading routine to make certain levels act like Chocolate Island 2 by setting $0E-$0F to different numbers.
Can you or someone else tell me what this means (for example, what all.log is)?
By the way, I'm not that interested in playing around with level 24's effects right now, but I probably will at some point.
Also, added question 19 to the first post.
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Edit: Some random thoughts of mine:
This is why I find I prefer prefer Yoshi's Island hacking... YI has a lot more initially to work with, and very few completely new customizations. (Though object/sprite data limits are certainly annoying. And the values for the bosses' HP have not all been found yet...)
There is so much possible with SMW that it leads me to believe any slight modification I can think of is likely possible, and often even has a tool specifically made for it. Then I end up becoming annoyed at the times when there's no tool and it's not as easy, or when I have no idea which tool to use, or how to use that tool, or annoyed at the limitations of the tool...
And SMW hacking is popular enough that it seems there's a good chance that there are people who have quick, easy answers to my questions, but who never see the questions due to the extremely large number of help topics around... (When I first posted it, my question topic was on the second page in less than a day.)
Then there's the fact that it's rare for a vanilla (or nearly vanilla) hack to become popular, because so many people are looking for more. (And SMW's graphics are hard to do something creative with, anyway, especially when there are so many other possibilities...)
Edit 2: Wow, my feelings really came out there.
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| Last edited on 2010-03-11 04:00:16 AM by Zeldara109. |
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I made a slightly different version of the YI Text table, if anyone's interested.
YI Text Table Zeldara109.tbl
Screenshot of Translhextion while using my table
In the existing one, I found it was easy to get spaces confused with the important (line break etc.) hex values.
In my table, I used:
- A space for D0 only
- "(" and ")" for the button halves
- "%" for other symbols
- "~" for FF and 12
- "#" for anything else.
For example, "FF 0A FF 12 FF 12 ... FF 12 FF 0E" becomes "~#~~~~~~~~~~~~~~~~~#". Much easier on the eyes in my opinion than using any other symbols, and FF (which can lead to problems if overwritten) will not be confused with a space.
Also, every in-game line now has a "#" right before it in Translhextion.
Note: I also replaced the foreign characters at the beginning with "#", as these are used as part of the line breaks (FF 06 and so on). (Anyway, does anyone use those characters?)
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Also, while looking through this topic, I found this post:
Originally posted by imamelia on 2010-01-18 09:21:23 PMYou know what I think would come in handy? A pictorial representation of each sprite and object, or at least as many as possible. That way, even though Eggvine doesn't display the actual graphics, we could have a better idea of what stuff would look like. I, personally, can't even remember or don't even know what most of the little decorations in Yoshi's Island look like without actually seeing their graphics, so this would be useful. It would help me, at least, make my levels look more polished, and I think others would find it useful as well.
I think this would be useful...
I could make this (just add the object/sprite with the correct setting(s), turn off all layers except the relevant layer(s), take a screenshot, and crop out the image), as it would help me learn what objects and sprites exist.
What would be a good way to make this representation? One image per object/sprite (this would be useful in an editor, but hard to handle otherwise)? One large image file? Several image files to try to make each page a reasonable viewing size? Something else that's not an image file?
Note: If I make this, it probably will not be too soon, considering I'm working on YIKR2.
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| Last edited on 2010-03-11 05:24:43 AM by Zeldara109. |
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Interesting idea for a hack...
Was this inspired by the level "Food for Thought" in SMW2+3?
By the way, about the status bar... If you really need to keep it one color, it might be a good idea to remove the coin icon (and just say "red")... Or just have a different item (star coins maybe?) instead of red coins.
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OK, the usual 2-3 day video update.
YIKR2 - 6-7: Kamek's Revenge (100%) Part1 Part2
(I did say somewhere that I plan to upload 100% videos of every level I could not complete 100% during my YIKR1 playthrough. Not counting my 4 new Extras.)
The usual changes here (unfortunately it's still somewhat laggy, but there's not much else I can do about that), plus changing bonus room music to castle music, and adding one Middle Ring (not shown in the video).
Is the spiral section near the end of the level (with the crabs and Spear Guys) fair? If you run out of eggs, it may be impossible to pass the last crab without touching the spikes... Edit: I added an egg block right before the Spear Guys.
By the way, I'm pretty confident that I can find a way to fix the first room of 5-6. (I'm waiting to make attempts to fix it until I'm nearly done going through the levels, just in case another room becomes corrupted, as I think I may need to move some levels around the ROM to use space more efficiently.) Anyway, I realized there's probably no need to check all 444 pointers; I can just look at level 29's, as well as all of the rooms that were unedited in YIKR1 to see which ones are nearby.
Random: Did you know that I've been "signing" some of the levels (all 4 Extras and a few others)? It should be pretty obvious what my "signatures" are (once the hack's released and people can play the levels). (There are two different signatures by the way.)
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Also, does anyone have any suggestions for which music to use in level 2-7?
1-7 - Sky level music
2-7 - Not sure yet (I could just keep bonus room music...)
3-7 - Cave music
4-7 - Land level music for the first part, castle music for the last part
5-7 - I'm keeping the bonus room music here so it will remain in one level. (I chose this level because the music seems to fit the morphing theme.)
6-7 - Castle music
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| Last edited on 2010-03-12 04:16:35 PM by Zeldara109. |
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Originally posted by imamelia7) Well...you could port the original SMW music, change some settings, and insert it as custom music, but beyond that, unless you know SPC-700 (unlikely), I would suppose not.
Are .txt files of the original SMW music (this includes map music, course clear, intro scene, etc.) available anywhere?
Originally posted by imamelia19) No, there isn't a patch like that, but some of that stuff could be done other ways. To get rid of Yoshi, add a No-Yoshi intro to the level (although that is kind of an inconvenient way to do it), and as for the other things, you can use LevelASM. If you put this in LevelASM:
LDA #$01
STA $19
STZ $0DC2
That would be a quick-and-dirty way to force Mario to be super and the item box to be empty.
I suppose I'll need to learn some ASM then...
By the way, I know there is a patch (Counter Break Y) for removing Yoshi between levels (used in TSRP2 and TSRPR), as well as a patch (Counter Break) that removes power-up, reserve item, Yoshi, and coins. I compared the two patches, but there was no clear way for me to disable the coin removal in the Counter Break patch, or change the forced Mario status to Super.
That reminds me... (edits question 20 about No-Yoshi intros into the first post)
Originally posted by imamelia
I quickly looked through this. Looks like there are some nice things I could play around with...
For example, there's one part (I assume it's activated when you gain an extra life) that sets lives to 98 (0x62) only if lives are not less than 98. I tried changing it to other values (it's at x1141 and x1145-- why isn't this in the ROM map?), but anything above 126 (0x7E) results in the lives having no limit, continuing to increase until they loop from P5 to 0. I suppose I can still make the limit C7 lives... (Edit: The first digit does not show up as a "C" on the map... I wonder if I could change this.)
Video- Modified SMW lives limit
Is there some way I can disable a certain section of code? For example, I'm looking to force to the coin counter to be 2 digits. How can I disable the part that replaces a leading 0 in the coin count with a space?
And how do I determine the part that tells where bonus stars are added to, and the part that tells where coins are added to, in order to change it so bonus stars are added to coins?
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| Last edited on 2010-03-13 01:14:13 AM by Zeldara109. |
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Originally posted by Ripperon-XIn the flowery room of 6-7, shouldn't there be no HDMA at all? I think replacing it with just black seems to be better.
What is HDMA?
(I did a Google search for HDMA, but all I found was that it's some type of special effect. And Yoshi's Island has a lot of special effects.)
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Does the freeze happen when loading the ROM, when loading the level, or at some other point?
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I think you may need a Layer3 Type of 38. This setting is used in the Bigger Boo and Marching Milde battles; as far as I know, it enables the large explosion graphic. (These battles also use Layer3 Palette 11.)
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Yes, 6-7's first room does look better with a black background instead of a gradient.

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I'm still working on this. It's just that I'm not always in the mood for Yoshi's Island. (And I got the feeling that there were people on YouTube who were waiting for my playthrough videos, considering my normally fast upload rate.)
I'll probably update less often for now. (Of course, now that I've said that, I may update quite a lot-- I rarely meet my own predictions. So, I predict that I'll both update soon and not update soon. Yay for contradictions!)
Anyway, here's a video of a level I've already fixed, just in case anyone was waiting for an update.
YIKR2 - 5-2: Novaglint Crematory (100%)
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Edit:
(As expected, I think about it more once I say I might update less.)
I just made an interesting discovery:
YIKR1's extra bytes, from x200200 to x201FFF, are, as far as I can tell, completely identical to the bytes from x1FE200 to x1FFFFF.
I assume the extra bytes were added at some point due to a typo...
Anyway, I have deleted those bytes, as I now believe they have no purpose in the ROM. (I could always copy them back if they do have a purpose, right?)
Then I used Ycompress to edit a few graphics, and...

Notice anything different? (Other than that I fixed the x-2/x-7 Yoshi colors, that is?)
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Edit 2:
Also...

This is a preview of somewhere... but where?
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Edit 3:
Actually, I now believe those bytes do have a purpose. Levels 1A (Extra 3) and 6C (part of Extras 4 and 5) have vanished. Possibly others as well. (It's strange how it seems the various Extra levels, which were seemingly unused in YIKR1, somehow were intertwined with other things that were seemingly unused in YIKR1...)
Edit 4:
After checking the offsets of 1A and 6C...
No, they were not past x200200.
Level 1A: 1EEDB0, 1EF5A0
Level 6C: 1EF700, 1EFA40
Everything from x1EE138 to x1F957F is now filled with FF's. (In my backup35 (right before reducing the ROM size), the FF's were from x1EFB20 to x1F957F.)
√ Is this region affected by Ycompress? (That would explain why I had seemingly random graphics at the end of the file...)
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| Last edited on 2010-04-26 05:06:55 PM by Zeldara109. |
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Now that I think about it, if the background color is set to anything other than 0, Kamek's enlarging magic acts like what you described, with a super-bright gradient that matches the background color. Maybe the large Mildes are affected the same way.
How about experimenting with changing the background color?
Edit: I just saw your edit-- it seems you've already noticed it's related to the background.
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Edit 2: Since I'm thinking about Milde graphical glitches... Does anyone know how I can fix the coloring of the small Milde at the beginning of this video?
YIATC - Milde boss test
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| Last edited on 2010-03-21 04:09:26 PM by Zeldara109. |
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Originally posted by SpriterWell that fixed it!
But there is one last problem...
Is there a way to delete layer 3 things so that the 64x64 Milde can have the correct explosion GFX?
To be more specific,I'm asking how to delete things in layer 3 b/c it must be changed to 38 for the explosion GFX,but if you don't delete the things in layer 3,then you'll see explosions that scroll across the screen...
As far as I know, Layer 3 is only affected by header settings (though quite a lot of header settings can affect it).
Random suggestion: Change the Layer3 Tileset to 1? (I assume it's 0, considering your header nearly matches the original level 3C's header.)
By the way, a general suggestion--
If something does not work correctly, try starting with the way it was in the original game (you can always make a copy of the ROM), and change one or a few settings at a time (this includes header settings, X/Y positioning, surrounding objects/sprites, etc.) to match the result you're looking to achieve. That way, if you end up with a strange effect, you can tell exactly which setting(s) caused it.
At least, this works for me. (I like to play around with the bosses.)
Originally posted by SpriterBut just to be sure,is there a way to make the 128x128 Milde appear in a level w/o the cutscene?
I assume you're looking to make the boss Milde act as a normal enemy? There probably is a way, but for most bosses (except for Hookbill I believe, maybe Raphael as well), no one has even found the part of the ROM that tells how they work yet.
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Edit: (I would have edited this several hours ago, but it seems the site was down or something...)
A few more questions:
!! How can I change the background colors of the world map screens?
√ How can I edit the title screen (meaning the "Super Mario World 2" and the copyright date)? It does not seem to be showing up in YY-CHR, at least when using the settings that work for most graphics (such as the level icons).
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| Last edited on 2010-03-22 12:13:58 PM by Zeldara109. |
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OK, thanks, Jacob and Yoshis Fan.
Originally posted by SpriterI didn't mean what it acts like,I was inferring if you can just insert him into a regular level,b/c he seems like a longetive "enemy" to kill,and I was asking if this was possible,sprite # D3 is the boss,but it just appears as the 64x64 Milde instead of the 128x128 Milde.
About the 128x128 Milde, I was saying that since it is a boss, it would probably still act like a boss (meaning the level would end when all smaller Mildes are destroyed) even if you could add it without the Kamek scene. (As far as I know, the giant Tap-Tap ends the level if it falls into the deep type of lava (as opposed to the lava cave type), regardless of whether it is intended to be a boss or not.)
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| Last edited on 2010-03-22 04:27:39 PM by Zeldara109. |
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Originally posted by ManuMaster654Wow! Nice editions. And great level I've seen in the video. Congrats!
But, the platform pallete (blue) looks a bit weird for me....but don't worry on it.
You realize I didn't make that level in the video, right?
I am not sure why the platforms are blue, but it may be an effect of using the Hookbill's room blocks, as SMW2+2's 4-1 contains blue platforms as well.
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By the way, there are more things left to do than I thought. I decided to reduce my completion percentage estimate to 70%. (YIKR2 is still significantly more complete than it was when I created the topic, of course.)
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Anyway, since I finally was able to use Ycompress, here's another video.
YIKR2 - The Beginning
This video includes:
- New title screen (Yoshi's Island logo now matches original version, with all black-line borders; "2.0" added after "Kamek's Revenge"; copyright is now "2006-2010" and has all black-line borders; stars are no longer smiling)
- Intro scene (with better message spacing)
- "New" intro level (nearly identical, but with a few red coins and stars)
- 100% completion of level 1-1 (basically unchanged, but the first flower message works)
- First half of level 1-2 (with new Middle Ring message)
Do I need to move one of the red coins at 7:37? They can technically disappear in their current arrangement...
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| Last edited on 2010-03-22 05:11:48 PM by Zeldara109. |
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Originally posted by Yoshis FanHere is my new "NEW!"
Please tell me what you think about it!
To me, the N looks a bit too straight. Maybe use a variant of the old N?
And if possible, find a way so the E isn't touching the Y? (The E's black border seems a little thick, anyway.)
Otherwise, it looks good. The asymmetrical E looks better, certainly.
Anyway, I've fixed the YIKR2 title screen logo, including adding the missing borders on the "Yoshi's Island", and completely redoing the "Kamek's Revenge" at the top (which was full of missing borders and multicolored letters).

Any comments?
(Not to distract from Yoshis Fan's logo...)
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| Last edited on 2010-03-22 04:21:58 PM by Zeldara109. |
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Originally posted by SpriterIndeed,my most recent pipes (That're exit enabled) lead to the blank level w/ the clouds and the weird hills and such.
Even though it's in a screen that's exit enabled,it always leads to that same level,but my other older exits don't.
It's possible for more than one screen exit to be at the same location. Have you tried moving/deleting your screen exit to see if there is a blank screen exit hidden behind it?
Edit: Hmmm... Level 4.
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| Last edited on 2010-03-22 06:57:28 PM by Zeldara109. |
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