Banner
Views: 235,845,819
Time: 2013-05-19 03:27:01 AM
7 users online: Jmansmw, MarioFan22, mrdeppelman, Pokeymeister80, o Tahixham, THY, yoshicookiezeus - Guests: 17 - Bots: 16Users: 22,838 (1,285 active)
Latest: BobNewbie
Tip: Try not to use the exact same background more than once or twice in a row.
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!
Pages: « 1 ... 22 23 24 25 26 ... 37 38 »
Am I reading a little laziness in your post? #w{=D}#w{=P}
Anyway, your choice.
Last edited on 2012-03-07 01:58:27 PM by Yoshis Fan.
Yeah, you are. Unfortunately, I'm not very patient at all with this sort of thing. #w{=D} #w{=P}

Sorry if this was answered in your post above, but is it listed anywhere, the path the auto-scroll sprites take, based on the co-ordinates in Eggvine they start and end at? That would very helpful for me when using the auto-scroll sprites.
I've set up the sprites for the Barrel Kong into a set, which # is he in the sprites list though?
Donkey Kong is a beta element in Yoshis Island, I have been working on some ASM code to get him working.
You won't find him in the sprite list.
Last edited on 2012-03-08 05:50:44 PM by tehaxor69.
Yeah, I knew about him being unused in the actual game. :P
That'd be awesome if you are able to get him working!

By the way, are there any ASM hacks for YI? Any unused elements that work? I'm looking for anything useful that the game does not normally use. The more the merrier when it comes to new ideas!
There are, but nothing major, most of them is for level design stuff (Chomp Rock, World 6, Entrance...), no new enemies or the likes. An unused element is the 2-Saw Platform with a switch in its center or the red Bullet Bill Cannon.
I'm having trouble with some sprites despawning. (Maces, flatbed platforms for line guided segments (active only)

There are barley any other sprites on the screen, I also made sure to not mix sprites that would clash. I know the maces are fine with HotLips but hates some of the other sprites.

What gives? Item memory is set to 0 for most of these rooms. None of my parts cause slow down (in anything I create no matter the game)
So is there a patch or something that would prevent these items from despawning so easily? I'd like someone to LP a level of mine, and I'd love this info before I start creating my hack as well.
No, you got it wrong.
That's not an Item Memory problem, the Sprite disappear because of Sprite Memory. Sprite Memory keeps all the Sprites, which are currently "in-use" in memory. It's basically divided in two sections:

-Loaded GFX sets
-SuperFX

The game can only hold a certain amount of them (depeding on their size).
Maces use 2/4 SuperFX slots, so you can't have more than 2 of them at the same time.
Here's a table I made some time ago: SuperFX-List
Always be careful not to use more than 4 SuperFX Sprites at once, since that's not possible. Furthermore, it's recommended to use a maximum of 3 SuperFX sprites actually, since Yoshi can carry SuperFX sprites, which still need one slot (for example the rotating arrow platforms/shy guys).

As for the Flatbed Ferries, they are only carried a certain time in memory. As soon as Yoshi's distance towards them is too large they despawn. This is a protection mechanism for the game, so it can load other Sprites later on. If it would never clear Item Memory, you could only have like 20 Sprite in a level altogether. There are certain Sprites, which remain in Memory, though, for example the Spring Ball carried by a balloon or Brown Chomp rocks.

The game seems to be able to carry nearly 16.384 tiles in memory, thus destroyed blocks (objects) remain destroyed. As soon as Object Memory is cleared (that is, as soon as a Screen Exit is executed), they will reappear. These reloading routines will prevent Item Memory-using objects from disappearing until you reload the room.
Experiment to prove this:

Place Sprite 0xFA (Flower) directly below object Xtended 0x14 (Red coin in Stump). Then, collect the Flower. Leave the screen (without using a screen exit), try to get the Red Coin. It's still there. Now, do it the other way round. The Flower will be gone.
Explanation: As soon as an Item Memory-using element is collected/opened (Locked Door) the game sets a flag on that exact X-position and the Y-position of that screen.
Leaving the Screen will clear Sprite Memory, so as soon as the Flower's code is executed again it won't appear, because the flag is already set. Leaving the Screen will not clear Object Memory, so as soon as the Stump can be seen again, the code that prevents Xtended 0x14 from appearing is not executed.
I see.. Thank you for responding, I really appreciate it. One last question.. will we ever be able to insert custom music? I can't think of anything I'd like more then that.
I really doubt it will be INSERTING. I guess if we ever can make custom music, REPLACING comes first. Also, afaik, nobody is working on an inserter for custom music.
My rom is clean, yet doesn't seem to be able to save. I beat the first level, close out the emulator. Open the game back up and the save is gone. Using zsnes 1.51 I(does the same on an older version)


??
The Emulator hates you.
No seriously, does this happen with other ROMs, too?
If so, it could be, that the directory your saves are in is read-only, so you must run your Emulator as an Administrator in order to save. Don't know where the saves are stored in ZSNES, though.
SNES9X saves theme here: C:\Users\...\Appdata\Local\VirtualStore\SNES9X\Saves. Maybe ZSNES has a similar directory or some settings are wrong?
Make sure that the save path is set and valid under CONFIG->PATHS->SAVES, I know this can also happen if ZSNES is run from within a ZIP file with out extracting it.
Err lol I've been using zsnes for years, it's just all of a sudden not keeping the save file when I restart the emulator. I even set the path, and when I check the folder there is no .srm save file. Only a save state zst and inp file.

This has never happened to me in years. lol And this rom is the same rom I used for my latest level, I simply copied and pasted this clean rom before I made that level.
Last edited on 2012-03-10 05:44:29 PM by FrankyC253.
Try just the ROOT of the disk like C:/ and see what happens
Did that, lol and only the inp and zst file are saved there. No .srm What the hell lol
Dude, you're laughing way too much.
Anyway, in case ZSNES is screwed somehow, how about re-downloading it?
Keep the saves and stuff, but make sure to delete the configure and exe files.
Or maybe... Golden Egg has screwed your ROM. How about removing (not deleting) another save file from a different ROM and testing, whether ZSNES generates a save file for the "new" ROM?

Also, question @tehaxor69:
Is it possible to change the settings of the small Unshavens (Sprite 0x145 and 0x146), so they are ignored by everything when you spit them out? At the moment, they can activate ? clouds or defeat enemies, when spat out.
Last edited on 2012-03-10 06:49:40 PM by Yoshis Fan.
And you also take everything too serious and make it all literal, you don't see me complaining though! ha ha! No one likes those literal "OMG YOU SAID SOMETHING DIFFERENT!" people!

PS: Works fine in Snes9x.
Then allow me to finish this using a cultivated WTF???
Also, good that it works in Snes9X, but that means that ZSNES is screwed up somehow. Anyway, you can still stick to Snes9X.
Indeed. Snes9x is fine. I wonder why Zsnes all of a sudden screwed up. It's been working fine for years now. Never encountered this problem til now. But I am glad Snes9x is working. Now that I have finished that insane level, I am starting my new hack. So far I've got 1-1 looking pretty darn good. Just to note again, this wont be an insane hack, my aim is fun and for it to be possible for others without the need of any tools or cheats. This will be my first non castle level, so far I've only made castle levels because I really enjoy them no matter what game it is. Dungeons, Castles, Fortresses!
Pages: « 1 ... 22 23 24 25 26 ... 37 38 »
Forum Index - Non-SMW Hacking - Yoshi's Island - YI hacking FAQ v2 (updated 2013-3-18) - Ask questions here!

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2013 - SMW Central
Legal Information - Link To Us


Total queries: 27

Menu