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Tip: The lowest row of 16x16 tiles in a level do not appear. Avoid having a low platform that looks like a bottomless pit.
YI hacking FAQ v2 (updated 2013-3-18) - Ask questions here!
Forum Index - Non-SMW Hacking - Yoshi's Island - YI hacking FAQ v2 (updated 2013-3-18) - Ask questions here!
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So I haven't touched anything technical in this forum in a good year or so, and I have a few follow-up questions.

1. Do we have a compilation of every address documented thus far? I've seen Mattrizzle's large post linking all of his and Romi's, but has that little makeshift ROM map on the YI hacking wiki been updated with all of this new stuff? It really doesn't look like it has.
2. Have we figured out how to edit the BG/FG palettes yet? I noticed Yoshis Fan is using some unique palettes in his hack, so I take it we have. If so, could someone point me towards the necessary addresses please?

Thanks.
Originally posted by S.N.N.
2. Have we figured out how to edit the BG/FG palettes yet? I noticed Yoshis Fan is using some unique palettes in his hack, so I take it we have. If so, could someone point me towards the necessary addresses please?

Palette Stuff
Hope this is helpful to you.
Yes, that's exactly what I was looking for. We really need to get that stuff on the Wiki (and eventually get the data from the Wiki itself onto this site).

Thank you.
Funky link. SNESPal it is.

Now a query. How do I use this...SNESPal thingamajig?
You're welcome! (S.N.N., that is #w{=P})

Originally posted by Sagittaire
How do I use this...SNESPal?[...]

U serious? You don't know how to use this?
Well, simply just open the ROM and type the Offset you want to edit (normally the Offsets are even). Then, edit the color, which is there by moving the panels or typing the values by hand. The MSB actually doesn't affect anything, since each color is 5 bits => 15 bits/color.
The rest is looking up the Offsets and then see how it looks ingame.
Are there ways to mix certain sprites? For example using the ? spike block with the egg redirecting arrows. Using Golden Egg editor by the way.
I'm thinking Kipernal's sprite set editor would do that for you.
I'm wondering... does anyone know how to calculate the level name and message pointers?


thanks!



---
EDIT:Forget that I found myself...
Last edited on 2012-02-24 05:14:03 PM by doggycharly.
Anyone know where / how to use the 32x32 dounut blocks? I've noticed there are sprites for them but I cannot find the object in Golden Egg.
Originally posted by FrankyC253
Anyone know where / how to use the 32x32 dounut blocks? I've noticed there are sprites for them but I cannot find the object in Golden Egg.



32x32 Donut block is object x8E, only works in tileset F (grass 2)




Red coins magically disappear...
Why does this happen? It happened to me previously, so i had to remove items, but i would like an explanation of this.
Last edited on 2012-02-26 02:16:58 PM by Alessio.
Originally posted by Dinomar

Red coins magically disappear...
Why does this happen? It happened to me previously, so i had to remove items, but i would like an explanation of this.



Your answer right here:

Originally posted by Zeldara109

- Help! The items I placed mysteriously disappear!


You've probably either encountered an item memory glitch, or reached the sprite limit.

(...)

If you place any collectable item directly above/below another collectable item, in the same screen, collecting one item will cause the other(s) to vanish if you scroll it off-screen and back on.

Collectable items include:
- coins (including ! switch coins)
- red coins (including Fly Guys and Bandits with red coins)
- Fly Guys of any type, actually
- flowers
- ? clouds (only some types, such as the ones with stars, flowers, 1ups, ! switches, or morph bubbles)
- keys
- locked doors (the lock is the "collectable" item, since it vanishes permanently)
- S161, the bonus sprite (it's always affected by item memory, even if it's a door)

They do not include:
- ? clouds that respawn after reloading the level (if it contains a red bridge/staircase or a watermelon for example)
- bubbled 1ups
- most enemies

Note that normal coins will not vanish until you actually reload the area (via a screen exit). If you place only normal coins above/below each other, item memory isn't really an issue. (What matters is if a major item vanishes.)



Also, if that is the first room in your level, change the 'Item memory' option to: 0, that hopefully should fix the problem.
Having a hard time with the palette / tileset changing sprites. How do I know if it's X 0 or X 1. Also where do I place them so they change perfectly between tilesets when you go back and forth to screens. I've noticed it is either a bit late or too early.
X0 is an even X position, X1 is an odd X position. Same goes for Y.
Even: 0, 2, 4, 6, 8, A, C, E
Odd: 1, 3, 5, 7, 9, B, D, F

For the tileset/palette changers: Simply increase the distance.
Thanks. Hey is there any way to make the ! Switch, work with Tap-Tap the red nose. (The one that chases you rather) from bowsers castle.
Last edited on 2012-03-07 01:13:23 AM by FrankyC253.
Simply no. Tap-Tap takes up 4/4 SuperFX slots, which can be used. The !-switch also needs 1/4 SuperFX slot, so once the game has Tap-Tap in its memory, you can't use !-switches anymore.
How do you use the auto scroll sprites? All of them apart from K and A don't follow a straight path. How are you supposed to know what path the sprite's going to take and build your level around it, since the path the auto scroll will move seems to change with the sprite's X/Y position.
No, you are wrong. The Autoscrolls are completely independent of their X/Y position. The path they follow is checkpoint-based, so the screen simply follows a row checkpoints, until it reads an "end" command.

This is what tehaxor69 has found out:
Scroll Table format:
There are 3 bytes per index
The first byte tells what X axis to scroll to
The second byte tells what Y axis to scroll to
The third byte tells what speed to go to
The speed value is signed so 0x01-7F left to right, 0xFF-0x80 right to left, both listed slowest to fastest
To terminate use value 0xFE or 0xFF only 1 byte required. 0xFE enables scrolling, 0xFF locks it.

Scroll Tables Start at SNES 0x03D6C5 ROM 0x01D8C5:
Scroll table Type A starts with offset 0x00 ROM 0x01D8C5
Scroll table Type B starts with offset 0x0D ROM 0x01D8D2
Scroll table Type C starts with offset 0x28 ROM 0x01D8ED
Scroll table Type D starts with offset 0x8C ROM 0x01D951
Scroll table Type E starts with offset 0xAF ROM 0x01D974
Scroll table Type F starts with offset 0x3E ROM 0x01D903
Scroll table Type G starts with offset 0x90 ROM 0x01D955
Scroll table Type H starts with offset 0xBC ROM 0x01D981
Scroll table Type I starts with offset 0xF0 ROM 0x01D9B5
Scroll table Type J starts with offset 0xF7 ROM 0x01D9BC
Scroll table Type K starts with offset 0x12E ROM 0x01D9F3
@Jeorge535:
Also, if you're using an unedited auto-scroll sprite, you can find the original level that it's used in to get an idea of how it moves (this can help you choose which one to use).

You shouldn't actually need to know the exact path the auto-scroll's going to take before you design your level, though, as long as you have a general idea. The exact path should be resolved when testing-- if not, I get the feeling you probably aren't testing enough in the first place.
Last edited on 2012-03-07 01:29:51 PM by Zeldara109.
I think I'll just use "Level Scroll Special Type-K" (which just goes in a straight line). It's a lot easier. Thanks for the help, though.
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Forum Index - Non-SMW Hacking - Yoshi's Island - YI hacking FAQ v2 (updated 2013-3-18) - Ask questions here!

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