| SMW2 Yoshi's Island offsets and helpful info |
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Forum Index - Non-SMW Hacking - Yoshi's Island - SMW2 Yoshi's Island offsets and helpful info |
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| Posted on 2011-12-17 09:37:42 PM |
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Does anyone know where I might find the color data for the background gradients?
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| Posted on 2012-02-10 04:53:59 PM |
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Hi, I have an offset request again!
-How to disable the rising walls of naval piranha(?).
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| Posted on 2012-02-13 02:09:31 PM |
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Originally posted by Catobat
There's something wrong with that now the game freezes...
any other solution?
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| Posted on 2012-02-13 02:45:23 PM |
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Well, my ASM knowledge is limited, but looking at the offsets you're obviously overwriting something which can impossibly do an operation as complex as wall rising. To get it fixed, do this:
0x1A4A3 [B0 0A BD 82]
0x1A4D7 [69 40 00 C9]
0x1A510 [AD]
0xA6A3 [80 00 80 00] or [EA EA EA EA] or [80 02 EA EA] or [EA EA 80 00] or [EA 80 01 EA]
0xA6D7 [80 00 80 00] or [EA EA EA EA] or [80 02 EA EA] or [EA EA 80 00] or [EA 80 01 EA]
0xA710 [F0]
Hope it helps.
Also, confusion intended, but you really can choose between the solutions, it makes no difference at all.
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| Last edited on 2012-02-13 05:10:47 PM by Yoshis Fan. |
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| Posted on 2012-02-14 09:17:18 PM |
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Nevermind, It already lists story. Introduction is the music in the scene after a new game is started.
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| Last edited on 2012-03-08 10:30:30 PM by CrystalJadeStrike. |
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| Posted on 2012-03-08 07:37:38 PM |
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3972F: What Snifit Shoots
I just grabbed a Hex editor, Hex workshop, and I am trying to figure out how to do the above. How do I find this? It doesn't have 0x in front of it so I don't know if it's an address or what, or how to even find it. I am sorta noobish on hex editing!
-.-
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| Last edited on 2012-03-08 07:38:17 PM by FrankyC253. |
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| Posted on 2012-03-09 07:29:41 AM |
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Understate much?
Anyway, I don't know about Hex Workshop, but in Translhextion (which is recommended for hacking) you can immediately jump to a certain Offset by pressing Ctrl+G and then type the Offset (in Hex). The address given for the Snifit is most likely a PC Address in Hex, so you can directly find it in the ROM by typing the offset. The string is [LDA #$0114], so the actual object is the bytes [14 01] you can see. Since it's little-endian you must byte-swap this in order to see the real number of the Sprite, which is 0x114. As you can see in the Sprite list, this directly generates a Sprite, since Sprite 0x114 is Snifit's bullet.
Depending on the Sprite you want to generate, you might have glitches.
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| Posted on 2012-03-09 05:36:27 PM |
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Ahh! Thanks, I have got it to work. So far so good.. I sorta chuckled when I seen what he shot at me. heh heh!
Thanks for the help here bud, after my current level is finished (its almost done) I am going to start making a legit hack, instead of insane levels. So all this info is greatly appreciated.
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| Posted on 2012-03-12 08:48:14 PM |
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Here are some offsets to change the number off eggs that can be carried at a time.
ROM 0x01C0CA SNES 0x03BECA Max Number of eggs (Value*2+2) [0x000E]
ROM 0x01C0D5 SNES 0x03BED5 Max Number of eggs (Value*2+2) [0x000E]
ROM 0x01A013 SNES 0x039E12 What an enemy turns into [0x0025]
Its really not recommended to increase the max value beyond 0x0E=0x06,
I still need to find the SFX offset that causes the eggs to drop out.
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| Posted on 2012-03-13 09:59:07 PM |
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Here are offsets for the path of sprite 0x057 Platform Ghost.
The data at ROM 0x03760B SNES 0x06F40B controls how the HDMA data is generated for each frame,
there are 0x64 bytes per frame, they are in groups of 2 -X-axis and Y-axis, the 3rd byte group also controls the position of the platform.
The data at ROM 0x0375EF SNES 0x06F3EF points to where the data is located, add 0x060000 to each one
0xF40B
0xF46F
0xF4D3
0xF537
0xF59B
0xF5FF
0xF663
0xF6C7
0xF72B
0xF78F
0xF7F3
0xF857
0xF8BB
0xF40B
Here is a render of all the frames
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| Posted on 2012-03-14 04:06:10 PM |
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Originally posted by tehaxor69Here are some offsets to change the number off eggs that can be carried at a time.
ROM 0x01C0CA SNES 0x03BECA Max Number of eggs (Value*2+2) [0x000E]
ROM 0x01C0D5 SNES 0x03BED5 Max Number of eggs (Value*2+2) [0x000E]
ROM 0x01A013 SNES 0x039E12 What an enemy turns into [0x0025]
Its really not recommended to increase the max value beyond 0x0E=0x06,
I still need to find the SFX offset that causes the eggs to drop out.
Oh, I wanted to increase the number of eggs to like 9 or 10 in my game. What can happen if I do that?
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| Posted on 2012-03-14 04:17:39 PM |
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7th egg would to overwrite the starman flag/counter,
8th egg would overwrite the magnifying glass flag,
9th egg would overwrite the ! switch flag/counter
10th egg shouldn't effect anything
Some SFX routines would also need to be updated to handle that.
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| Posted on 2012-03-15 08:48:57 PM |
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Hello
I have offsets request....... once again!
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-How to make lava drops(12F and 130) can't be killed by poochy.
-Prevent the walls of salvo the slime(you know what I mean)
-Prevent the background palette switching in bowser's room.
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| Posted on 2012-03-16 09:35:12 AM |
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@Doggy:
To prevent Salvo's walls from rising
ROM 0x00A453 SNES 01A253 [E4 A3] = [A9 A3]
To prevent Bowser's room palette from changing
The location of the "Lights ON" palette are at ROM 0x1FEC00 SNES 0x3FEA00 0x40 bytes,
copy the palettes from the BG palette here.
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| Posted on 2012-03-16 12:51:40 PM |
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Originally posted by doggyHello
I have offsets request....... once again!
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-How to make lava drops(12F and 130) can't be killed by poochy.
-Prevent the walls of salvo the slime(you know what I mean)
-Prevent the background palette switching in bowser's room.
hhmmm... I forgot a couple of questions
-Prevent the next level opening/unlocking. - changing the 4th byte to 00 does the job.
-Is possible to change the pointers of the boss palettes? specifically between 1FEF4A-1FF02A(The intro yoshi palettes, but the intro is disabled in my hack) I found them myself
-The background(gradient?) colors of final bowser's battle
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EDIT:thanks tehaxor69 for the info.
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| Last edited on 2012-03-20 02:35:53 PM by doggycharly. |
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| Posted on 2012-04-02 04:38:43 PM |
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Not exactly THAT helpful, but in each World, you only got the chance to play 2 out of the 6 minigames after finishing the goal roulette.
World 1
Scratch & Match
Flip Cards
World 2
Drawing Lots
Slot Machine
World 3
Roulette
Match Cards
World 4
Drawing Lots
Scratch & Match
World 5
Flip Cards
Roulette
World 6
Slot Machine
Match Cards
Also, I assume there's a table somewhere, which determines, which games can occurr per World, but haven't found anything, yet. Maybe it works with the IDs of each game, which hopefully are labelled from 0x00 to 0x05.
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| Posted on 2012-04-29 08:22:23 AM |
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I applied some patches intended for YI, mainly The Font expander patch, intro-music theme patch, instant bowserkill patch, Matrizzle's other 2 patches, midring expander patch and the alternate version of the sudden death patch. Not sure what happened, but when I go to Kamek's room in the original YI, the Mode 0 room, Layer 4 is in front of Layer 3 and looks wrong. isn't there a way to solve this?
Edit: I found some other oddity. When Yoshi dies in battle with Giga Bowser, the windowing effect appears, but Bowser isn't covered at all. What is this? I made the hex edits for Small Bowser's HP and chnaged the little thing that goes with this to HP-1. Now, Bowser dies with 2 hits? I wanted to increase its HP to 6.
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| Last edited on 2012-04-29 08:30:54 AM by Ripperon-X. |
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| Posted on 2012-11-24 12:24:21 PM |
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Does anyone still have Yoshis Fan's Sprite Set list? Because the one at the first post is broken, and Blumiere's list is for Eggvine (I use Golden Egg). (I believe Yoshis Fan's list is for Golden Egg, dunno.)
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Forum Index - Non-SMW Hacking - Yoshi's Island - SMW2 Yoshi's Island offsets and helpful info |