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SMW2 Yoshi's Island offsets and helpful info
Forum Index - Non-SMW Hacking - Yoshi's Island - SMW2 Yoshi's Island offsets and helpful info
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But if I insert it as that sewers BG, it'll turn brown and won't be as good... maybe this "unused" background can be replaced with one of the "used" backgrounds.
Originally posted by The Ghost of TMK
Here is a discovery that I never seen before. It's this:

What is up with this Rocky Background? I mean, I can't find the number for this background. And can't replace the used background with this one. Are these just the graphics or it can be used in a hack?


Maybe an unused graphic... Now I'm REALLY wondering what that is doing in the game:



A unused Yoshi Coin?!
Last edited on 2008-10-03 09:07:40 AM by Baphomet Junior.
Judging by the angles of a lot of gfx and the style, I would say that the original intents in making YI is that it would have a pseudo 3d look(Like stage 6 - 4), but they ditched the idea, and for some reason kept the 3d tileset for various castle levels.
0x64D0 2bytes [6D 00] (109 in decimal)
Until the star count reaches this value, it recovers automatically.

0x64E9 2bytes [64 00] (100 in decimal)
When the star count matches this value while recovering, the game plays a sound effect.

0xB1DD 2bytes [64 00] (100 in decimal)
The initial star count.

0xC4BD 2bytes [6D 00] (109 in decimal)
Until the star count reaches this value, the game always displays the current star count near the top of the display.


The current star count is stored in RAM $03B6 (2bytes, and watch it as decimal value, not hex), but it includes the first decimal place.
Divide it by 10 to calculate the count the game displays.
Last edited on 2008-10-04 02:39:22 AM by Romi.
I started a header offset .txt:
http://www.freewebs.com/vaporeon900/Yoshi%27s%20Island%20Header%20Offsets%20and%20Information.txt
Feel free to add onto it, ant make sure to put your name in the Author section. :P It's a little empy now, though. It's just what i discovered as i was making my level today.

Also, nice find, Romi!

And mister bouncy, i'll read through that & try to simplify it more, k?
Why isn't the list finished?
Originally posted by Carsr4carpeople1

Feel free to add onto it, and make sure to put your name in the Author section. :P It's a little empty now, though. It's just what i discovered as i was making my level today.


Did you read what i posted? It was intended to be added onto, since there is so many offsets in YI.
Never, cause I don't read the instructions, at all... :P

Anyways, is there anyway you can use the "unused" bonus games, without glitching it? (Ex. Mine Cat Race, The House with Letters/Numbers...)
As of now, you can ENTER the levels (Destination E4 - E6 I believe), but to this point, no one has reassembled them.
Just in case no one posted these yet:

Baby Bowser Palettes
(15 colors per palette)
1FA5AE - Intro 1 (darkness)
1FEC3C - Normal
1FF7B0 - Intro 2 (in background)

Raphael the Raven Palettes
(15 colors per palette)
1FE78C - In background
1FE7AA - Death (part 1)
1FE7C8 - Death (part 2)
1FE822 - Death (part 3)
1FE8DA - Normal
1FE8F8 - Hurt
1FE916 - Brown
1FE934 - Red

Spell Color Palette Roulette
(16 colors)
1FEBA8

Baby Luigi and Stork Palette
(15 colors)
1FF792
Was playing around with some RAM addresses a bit tonight, and got a couple useful addresses:

$7E:0379 - Current Player's Lives
$7E:037B - Current Player's Coins

Time to see if the flowers and red coins are traceable too.
Last edited on 2008-10-30 10:45:49 PM by S.N.N..
More information .. here are 130 sound values for YI. I still have another 110 or so to find.

Note that these are all in 16 bit, meaning when you're tracing them, they will look like A9 XX 00, or A9 XX 01 (assuming there are that many sound effects.)

00 = Nothing
01 = Unpause Game
02 = Pause Game (kills music, SFX stays)
03 = Nothing
04 = Nothing
05 = Hitting a checkerboard platform
06 = Flip Card?
07 = Stomping on a Flower Shy Guy?
08 = 1-UP
09 = Select a Game File
0A = Karate Guy Breaking Dirt
0B = Kick a Koopa Shell 1
0C = Kick a Koopa Shell 2
0D = Kick a Koopa Shell 3
0E = Kick a Koopa Shell 4
0F = Kick a Koopa Shell 5
10 = Kick a Koopa Shell 6
11 = Kick a Koopa Shell 7
12 = Kick a Koopa Shell 8
13 = Arrow Spring Board Sound
14 = Egg plant shooting egg
15 = Pink egg block multiplying in size
16 = Big, red pumpable balloon losing a bit of air
17 = Get hit by an enemy
18 = Hit a ? cloud with stars
19 = SMW Midway SFX
1A = SMW Yoshi's Tongue SFX
1B = Spike ball rotating
1C = Running into a blocker from the wrong direction
1D = Weird?
1E = Get a key
1F = Yoshi hitting his head on a solid roof (thump!)
20 = Egg flying off into space
21 = Touch Fuzzy, Get Dizzy - changes the music too!
22 = Nothing
23 = Pounding sound
24 = Nothing
25 = Pirahna dying
26 = Tap-Tap single step
27 = Hidden '?' Cloud Appears
28 = Hit a ? Bucket with an egg 1
29 = Hit a ? Bucket with an egg 2
2A = Hit an arrow cloud with an egg 1
2B = Hit an arrow cloud with an egg 2
2C = Hit an arrow cloud with an egg 3
2D = Hit an arrow cloud with an egg 4
2E = Hit a Tap-Tap with an egg 1
2F = Hit a Tap-Tap with an egg 2
30 = ? cloud with stars
31 = Enter a pipe
32 = Star count recovers to 10
33 = Jumping onto a Countdown Platform
34 = Bouncy ghost that you can jump on when it scares you
35 = Frog hopping
36 = Get a flower
37 = Nothing
38 = Trying to enter locked door without a key
39 = Pirahna chomping
3A = Stomping on a Shy Guy
3B = An enemy popping
3C = Yoshi's tongue touching spikes
3D = Monkey stealing Baby Mario
3E = Yoshi licking
3F = Bubbly SFX
40 = Door opening
41 = Door closing
42 = Nothing
43 = Saying "Yes" to "Try this stage again?"
44 = Baby Mario's Cry. Sweet Jesus, never use this value.
45 = Shooting a watermelon seed
46 = Gargantuan Blargg coming out of lava 1
47 = Snifit shooting a bullet
48 = Gargantuan Blargg coming out of lava 2 + Baby Bowser's rocks
49 = Yoshi jumping
4A = Yoshi attempting to throw an egg when he has none
4B = Staircase growing 1 (lowest pitched)
4C = Staircase growing 2
4D = Staircase growing 3
4E = Staircase growing 4
4F = Staircase growing 5 (highest pitched)
50 = Message box appears
51 = Blizzard Lakitu powering up 1 (loudest)
52 = Blizzard Lakitu powering up 2
53 = Blizzard Lakitu powering up 3
54 = Blizzard Lakitu powering up 4
55 = Blizzard Lakitu powering up 5
56 = Blizzard Lakitu powering up 6 (quietest)
57 = Star counter counting down
58 = Baby Mario is getting away!
59 = Rolling a Chomp Rock
5A = Tweet SFX
5B = Kamek Speaking
5C = Choose an option on the menus
5D = Entering level (level icon spiraling in)
5E = Frog croaking
5F = Frog splashing in water
60 = Yoshi splashing in water
61 = Yoshi walking on mud
62 = Nothing
63 = Blowhard (green aiming Pirahna) aiming at Yoshi
64 = Unlocking a door
65 = Frog ribbit
66 = Icicle falling
67 = Baseball Bat Boy hitting something
68 = Jungle Dancers chant 1
69 = Jungle Dancers chant 2
6A = "Cycling" a rotating platform 1
6B = "Cycling" a rotating platform 2
6C = "Cycling" a rotating platform 3
6D = Big chomp crashing down on Yoshi
6E = Enemy laugh
6F = Nothing
70 = Yoshi transforming into a vehicle (long SFX)(channel 1)
71 = Yoshi transforming into a vehicle (long SFX)(channel 2)
72 = Yoshi transforming into a vehicle (long SFX)(channel 3)
73 = Mid-air flip when doing a Ground Pound
74 = Fireworks from boss defeated
75 = Rat squeak
76 = Shy Guy generator in pipe 1
77 = Shy Guy generator in pipe 2
78 = Hitting a boss with an egg
79 = Hitting a Shy Guy spitting ghost with an egg
7A = Hitting Gargantuan Blargg/Nep E-Nut with an egg
7B = Lunge Fish lunging (the one that swallows Yoshi in 3-7)
7C = Low rumble
7D = Boss dying/Chomp Chase chomp falling
7E = ! switch ticker
7F = ! switch ticker running out!
80 = Stomping on Hookbill's Stomach
81 = Big Boo Boss exploding

And I have an interesting offset here:

x1F87E - Sound of Yoshi hitting Fuzzy

What is strange is that as soon as value 21 (the Touch Fuzzy Get Dizzy) value it played, it changes the music to that eerie, psychodelic music. I originally thought it was a separate subroutine which controlled whether the music turned crazy or not - but plugging this one value in to ANY sound location in the ROM where SFX can be played will make the music crazy. Heck, you could change the red coin and flower SFX to this and make the music change to the crazy form every time you collect one.

That's all for now. Expect the other half of my list soon.
@S.N.N.
Nice work. The sound effects list may help people when YI hacking will be more advanced.


0x7B689 [01 00 FF 00] 2 bytes each, (00 01) : counterclockwise, and (00 FF) clockwise
The distance Raphal The Raven moves.

This expression may be inappropriate, but for the sake of convenience, I'll express it as "speed"

The small moon's circumference is 0x100, so when the speed is 1, Raven makes a round of the moon in 256-frame.
These are rates of speed in each time.
1st (HP3) : x 1.0
2nd (HP2) : x 1.25
3rd (HP1) : x 1.5


But, even changing the speed to 2 makes him a bit too fast.
If you want to set him speed like most of the sprites, not as the distance, you need to hack the routine a bit.
And a very nice find by you too Romi. On the topic of Raphael the Raven, do you know anything about that "beta" raven that's apparently in the ROM? I forget the exact sprite number in EggVine, but basically, using it on the moon will result in a GFX glitched raven with infinite HP and an infinite increase in speed. Meh. Nintendo was probably too lazy to remove it or something.

Eh, well I'm here, I'll share my sample list with everyone. If anyone wants to correct me on a sample, please do so.

00 - Glitched
01 - Baby Mario's Cry
02 - Bongo Drum
03 - Marimba
04 - Banjo
05 - Broken harmonica?
06 - Organ
07 - Metal Hit
08 - Synth Guitar
09 - ?
0A - Trumpet
0B - Bounce
0C - Sweep?
0D - Door closing
0E - Xylophone
0F - Orchestra Hit
10 - Flute
11 - Snare Drum
12 - Light strings
13 - Piano 1
14 - Swallowing noise
15 - Weird
16 - Bubble Pop
17 - Nothing
18 - Piano 2?
19 - Synth brass
1A - Stronger synth brass
1B - Violin
1C - Percussion (hat?)

32 - Burning 1 (sounds like a Podoboo jumping in Super Mario RPG)
33 - Burning 2 (sounds like a Podoboo jumping in Super Mario RPG)
37 - Water effect

Should be about right. Traced all these through the ARAM, and I'm assuming the sample table would be there too.
Last edited on 2008-11-07 11:19:54 AM by S.N.N..
Logs state that I said:

Quote
sample table address is at $3C00, first place samples are stored is $4000


Already covered right?

Apparently music goes in $D000 according to the same logs.
Correct.

As a matter of fact, here is the World 1 theme, as viewed in the 64 KB ARAM, editable in the debugger. The ROM location is somewhere around xF5000.

Note that everything is in N-SPC, not ASM.

World 1 Theme</b>
$DD27 - (FA) - initialize song
$DD2A - Global Tempo
$DD2C - Global Volume

$DD2F - Channel 1 Instrument
$DD31 - Channel 1 Pan
$DD33 - Channel 1 Volume
$DD35 - Call Ch. 1 Loop ($E098) once
$DD38 - $DD3A - 30 C8 00 (end channel command?)

$DD3C - Channel 2 Instrument
$DD3E - Channel 2 Pan
$DD40 - Channel 2 Volume
$DD42 - Call Ch. 2 Loop ($E0EB) once
$DD45 - $DD46 - 30 C8 (end channel command?)

$DD48 - Channel 3 Instrument
$DD4A - Channel 3 Pan
$DD4C - Channel 3 Volume
$DD4D - Channel 3 Initial Tempo
$DD4F - $DD5F - Channel 3 Music Data (first measure)
$DD61 - $DD63 - Call next part of song ($E11F) once
$DD64 - $DD79 - Channel 3 Music Data (fourth/final measure)
$DD7A - $DD7B - 30 C8 (end channel command?)

$DD7D - Channel 4 Instrument
$DD7F - Channel 4 Pan
$DD81 - Channel 4 Volume
$DD83 - $DD85 - Call Ch. 4 Loop ($E14A) once
$DD86 - $DD87 - 30 C8 (end channel command?

CHANNELS:
$E098 - $E0E9 - Channel 1
$E0EB - $E11D - Channel 2
$E11F - $E148 - Channel 3
$E14A - $E19E - Channel 4

Once I sort things out with the current song I'm creating, I will get the editable ROM addresses.

Unexpected end tag (</b>) at 232, expected </u>
Tag (b) was not closed.
Last edited on 2008-11-08 01:48:52 AM by S.N.N..
Golden Yoshi, Where can you locate the world tabs in the graphics for Yoshi's Island? I want to scale my Yoshi's Island mod down to 5 worlds in order to make room for 5 secret levels!
Last edited on 2008-11-20 02:10:02 PM by CD Productions.
SNN can you post your O4-O5data.dat with the name fixed ?
Originally posted by dgbarca
SNN can you post your O4-O5data.dat with the name fixed ?


It only has about three or four names fixed (the Regular Ground). I'd recommend opening yours in Notepad and doing the same, rather than use mine.

In more thread-relevant news, I traced the YI Cave music today (that seems to be everyone's favorite track.) Note that this is not all of it, but it is a very large chunk of it.

Crystal Cave Theme
$DD0C - Ch. 1 Instrument (bass)
$DD0E - Ch. 1 Pan
$DD10 - Ch. 1 Volume
$DD11 - $DD14 - CallLoop (EF), ARAM Address $E01D once (01)

$DD17 - Ch. 2 Instrument (crystal scale 1)
$DD19 - Ch. 2 Pan
$DD1B - Ch. 2 Volume
$DD1C - $DD1F - CallLoop (EF), ARAM Address $E030 once (01)

$DD22 - Ch. 3 Instrument (bongos)
$DD24 - Ch. 3 Pan
$DD26 - Ch. 3 Volume
$DD27 - $DD2A - CallLoop (EF), ARAM Address $E084 once (01)

$DD2C - Ch. 4 Instrument (main)
$DD2E - Ch. 4 Pan
$DD30 - Ch. 4 Volume
$DD31 - $DD47 - Ch. 4 Music Data (reads until a CallLoop at $DD47)

$DD4B - Ch. 5 Instrument
$DD4D - Ch. 5 Pan
$DD4F - Ch. 5 Volume
$DD50 - $DD53 - CallLoop (EF), ARAM Address $E0BB once (01)

$DD55 - Ch. 6 Instrument
$DD57 - Ch. 6 Pan
$DD59 - Ch. 6 Volume
$DD5A - $DD5D - CallLoop (EF), ARAM Address $E0D5 once (01)

$DD5F - Ch. 7 Instrument
$DD61 - Ch. 7 Pan
$DD63 - Ch. 7 Volume
$DD64 - $DD67 - CallLoop (EF), ARAM Address $E0EB twice (02)

$DD69 - Ch. 8 Instrument (crystal scale 2)
$DD6B - Ch. 8 Pan
$DD6D - Ch. 8 Volume
$DD6E - $DD71 - CallLoop (EF), ARAM Address $E104 once (01)

$DF2E - Flute Channel 1 Instrument (near song loop)
$DF30 - Flute Channel 1 pan
$DF32 - Flute Channel 1 Volume

$DF42 - Flute Channel 2 Instrument (near song loop)
$DF44 - Flute Channel 2 pan
$DF46 - Flute Channel 2 Volume


I haven't traced the pointers yet, but as far as I can tell, there is quite a few. Here are the channel starting points, though do realize I may have mixed up the channels at some point.

$E01D
$E030
$E084
$E0BB
$E0D5
$E0EB
$E104

I'm sure there are more I missed. I'll work on tracing them as well.

Oh. Here is a little sample of instrument swapping on these channels. Boredom :P
Last edited on 2008-11-12 11:12:40 PM by S.N.N..
@S.N.N.
Sorry, I don't know much information about even existing sprites yet. Some information about Raphael The Raven I posted is what I just luckily found.
And, nice work on the music again.


Also, a few more information about him I found near the offset I posted in my previous post.

0x7B308 [07] : Raphael The Raven's HP
This is specified in binary. 0x07 -> 00000111
If you want to increase his HP, just increase the number of a bit being 1.
For example, specifying 0x1F (00011111) will make him have HP5. The max is 0xFF (11111111), HP8.
If you change this byte, also change the byte at
0x7B70D [07] to the same value

0x7B8A1 [06 08 09 09 09 09 09 09] : The image of Raphal The Raven
Each byte is corresponding to the times he got hurt.
Here's a list of it.

00 - Whitish body
01 - The same color as the sky
02 - Same as above, but with a star
03 - Wrong palette
04 - Wrong palette
05 - Same as 02, but with blue light outline
06 - Normal
07 - Yellow body ( when getting hurt )
08 - Angry
09 - Furious
0A or higher - Wrong palette

The first byte of the table is 06, but this doesn't seem to be used. Instead, change the byte at
0x7B682 [06] : The initial image.
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