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Yoshi's Island GBA Hacking Progress - A Level Converter
Forum Index - Non-SMW Hacking - Yoshi's Island - Yoshi's Island GBA Hacking Progress - A Level Converter
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Great! I'll give this program a try later today. One question, in the previous release, it seemed that none of the sprites in any level would convert. There were also levels that would freeze when you entered them. Have those bugs been fixed?
The majority of bugs like that have been fixed, as far as I can tell.
Originally posted by adolif2
I looked more into it. It appears to not work with the European version of Yoshi's Island. So that means that there must be different U.S. versions, not just one.


um, different US versions of the YI SNES ROM yes (v1.0 & v1.1), but not the YI GBA ROM.
I know for sure there's only one official US version of the YI GBA ROM.
check to see if the US version of the gba rom has either a clean header or good CRC checksum.
Last edited on 2011-05-17 01:03:27 PM by erpster2.
@adolif2:
The Forwards-Porter works well but it's not perfect. For some reason some tiles are missing and some others are added. In one of my levels, objects 4E and 3C vanished and for that an object 67 appeared. I don't know how this comes, the SNES ROM works fine, I've tested it. Furthermore, a screen exit in the same area warps me to a wrong area. I guess once the GBA-level editor is done, I can get more info on this...

And the extractor/injector actually works, too, the only thing I've noticed, is, that some screen exits do not work.
I'll work on a new version. Thanks for the feedback. =)
@Yoshis Fan

I need to know some things in order to know what to look for.

-Did the levels with object-related problems contain objects C5-D3, and/or the 4-byte non-special object 78?

-Did you use the extractor/injector multiple times on the same rom? Because that can sometimes cause data truncation/cropping, which is bad. I'm looking to fix this.

-Would the bad screen exits take you to room 00, at position 0,0? That usually means that the program didn't do something correctly, and wrote a series of zeroes as a screen exit.
Originally posted by adolif2
-Would the bad screen exits take you to room 00, at position 0,0? That usually means that the program didn't do something correctly, and wrote a series of zeroes as a screen exit.

Just thought I'd point out-- if there's no screen exit for a given screen number, it will take you to that position by default. So there's not necessarily a series of zeros there.
No, they've warped me to some random places in room 3. Also, yes, I'm using 78 in that room, I guess this clears everything up...
Unlike with sprites, the program doesn't naturally know when to stop reading object data. It has to look each object up in a table for its size/type. If I programmed just *one* thing wrong, it could throw the alignment out of whack, and cause various problems.

Could you try making a quick backup of your rom, and removing all instances of object 78 from a problematic room to see if it helps?

It seems that I forgot about the whole deal with object 78 being 5 bytes long.

And btw, the program is designed to remove object 78 from all levels. I'm going to fix that, so it's only removed when porting between consoles.
I'm not at home right now, so yeah, I can't do it at the moment. You could simply test yourself by porting an original ROM and see, whether 1-7 works correctly or not. Also, after all the time I still don't get why you want to REMOVE the objects entirely instead of making the program simply remove the 5th byte from the SNES version and put the rest into the GBA version. Since 78 interacts with no other objects directly (means by crossing-over), you could also make the program pick all the 78 out of the code, store them somewhere, remove the 5th bytes there and put all the 78 things at the end of the level data, before the screen exits.
It removes the objects because if it tries to remove the fifth byte from every instance, the gba rom freezes. If somebody figured out why this happens, I'd glady add support for object 78.

Actually, I think I'll try manually adding object 78 to a gba level with a hex editor, and I'll try different things until I see what works.
Good news, once the GBA editor is done, it will be a lot more easy to find the exact reason for some errors. Looking over the hex string of the level is very tedious and there might be mistakes.
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