| YI hacking FAQ v2 (updated 2013-3-18) - Ask questions here! |
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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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| Posted on 2012-03-10 10:53:26 PM |
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@Yoshis Fan:
This will prevent sprites 0x145 and 0x146 from killing foes and activating the ? clouds
ROM:0x0517AA SNES:0x0A95AA = [3F 00 3F 00]
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| Posted on 2012-03-11 05:00:06 AM |
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@tehaxor69:
Yeah, thank you very much! It works without side-effects. Me guesses the values are listed in a table which controls how spat-out enemies are handled? Anyway, thanks to you, a big issue in 6-S is fixed now.
*Edit*
Actually, [3F 4C 3F 4C] is better, that makes them "Frogs". They can be killed by eggs, grabbed, swallowed and spat out without touching anything. With your settings, they couldn't be killed by eggs. Still, the Offset was the most important thing to find, so thanks for that again.
@FrankyC253:
Nice to see you are working on a hack.
*Edit*
Are there any relative pointers to the "Kamek, it's too noisy here!" and the "What kind of gween donkey is dat?", which are both parts of Baby Bowsers speech. They got the message indexes 0x113 and 0x114, but there is no LDA#$0113 or LDA#$0114 in the ROM, which changes the message ID of his speech, if changed, so the direct pointers must be changed (which are located at 0x111501 and 0x111503). But since almost every other non-message-box text has got a relative pointer, I feel there must be some for these messages, too. (The pointer offset is (Message ID*2 + 0x1112DB))
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| Last edited on 2012-03-11 11:06:02 AM by Yoshis Fan. |
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| Posted on 2012-03-11 09:29:13 PM |
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Any idea how I could get an upside down tip for the yellow Spikes? I can't seem to find anything in the rom I can overwrite with YYCHR without it being the regular upwards head. I'd like both for upside down and regular spikes. This would be greatly appreciated!!
(I will give you credit in the hack for this)
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| Last edited on 2012-03-11 09:30:43 PM by FrankyC253. |
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| Posted on 2012-03-12 12:56:32 AM |
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@Yoshis Fan:
Here are the text offsets during Boswer's battle
ROM 0x06EE0B SNES 0x0DEC0B [0x0111] Kamek text 1
ROM 0x06EF53 SNES 0x0DED53 [0x0112] Kamek text 2
ROM 0x06CEDE SNES 0x0DCCDE [0x0113] Bowser text 1
ROM 0x06CFBA SNES 0x0DCDBA [0x0114] Bowser text 2
ROM 0x06EDFB SNES 0x0DEBFB [0x0114] Bowsers text 2 After Continue
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| Posted on 2012-03-12 08:39:17 AM |
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I can't believe I have missed the LDA#$0114 at ROM 0x6EDFB.
Anyway, thanks alot for the Offsets 
@FrankyC253:
So if I got it right, you want an upside-down version of object 0xF5? Custom objects are one hard task at the moment and the best thing ever made is a 16x16 repetitive solid block, so yeah.
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| Last edited on 2012-03-12 08:45:39 AM by Yoshis Fan. |
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| Posted on 2012-03-12 06:48:48 PM |
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Well in YYCHR, it's possible to copy the tip of the spike head and flip it vertically. Problem is it has a bit of red in-game. I just need to figure out what object I can overwrite to get this, while having it use the palette the normal yellow spike uses.
Sprite set 71 seems to not work correctly in level 3A. Even if you set it up exactly like another set. Why?
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| Last edited on 2012-03-12 07:31:51 PM by FrankyC253. |
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| Posted on 2012-03-14 03:58:42 AM |
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I don't know if i am allowed to post for a moment, but i just want to point out:
Originally posted by F.A.Q.- Why is my level snowy?
If you're using the flower tileset (C) found in the original 1-1 and welcome level, the regular ground objects will appear snowy for some reason. Use objects E4-EC instead, or try changing the BG1 tileset to a different setting.
I would change it: The Flower garden has Snow tileset as normal ground because it loads the graphics for the stakes (stompable logs): they are the same of the snow tileset, if you notice. I don't remember if the Flower garden tileset loads other Snow graphics too, but i'm sure they load the Snow graphics because of the stake.
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| Last edited on 2012-03-14 03:59:35 AM by Alessio. |
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| Posted on 2012-03-18 08:02:52 AM |
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Erm, another thing, sorry in case I've been very annoying lately, but the Bandits seems a little overpowered concerning their ability of granting like an infinite amount of lives.
I've found the value, that determines what a Bandit spawns, when he's hit the first 3 times, it's at ROM 0x74E5F [A9 15 01]; it's the jumping coin, but I can't find a hit counter anywhere, like when it's hit 0, 1, or 2 times before, it spawns the coin and when it's hit 3, 4 or 5 times before, it spawns a 1-Up. I'd like the Bandits to spawn a 1-Up on the 6th hit only/coins only (I must still decide).
So, in case 1, where is the hit counter?
And in case 2, where is the code, which generates 1-Ups?
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| Posted on 2012-03-18 11:15:34 AM |
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@Yoshis Fan
Bandit Offsets
Number of jumps required to defeat
ROM 0x074D44 SNES 0x0ECB44 [03]
Number of objects to spawn; To calculate, divide this by 2, then add 1
ROM 0x074D74 SNES 0x0ECB74 [04]
Type of object to spawn
ROM 0x074D81 SNES 0x0ECB81 [0115]
Number of egg hits required to generate a 1UP
ROM 0x074E38 SNES 0x0ECC38 [04]
Number of egg hits required to defeat, this has no effect until a 1UP is issued
ROM 0x074E4E SNES 0x0ECC4E [06]
Spawn 1-UP Routine
$0E/CC48 22 A2 A4 03 JSL $03A4A2[$03:A4A2]
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| Posted on 2012-03-18 01:45:57 PM |
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@tehaxor69:
Thanks a bunch! That's great!
Since it would break a bonus not to make them give you at least a 1-Up, I decided to increase their health to 7 and made them spawn only one 1-Up (when hit the 7th time, of course). Thank you for the Offsets, tehaxor69!
Also, I've decided for a small hacking project when the current one is 100% done (in case someone does the technical part at least):
An integration of the Secret levels from the GBA into the SNES, means 60 levels altogether, also including the updates from SNES->GBA (in 6-4 for example where you fight Slimey). Kind of the attempt to prove the SNES version can compete with the GBA version. Since most things left to do are very ASM-oriented, I thought we could make some co-op hack (I've also seen some type of SFX-inserter in your file-bin, which is needed to make SNES look more like GBA version, does it work?)
I've already tested some things out and faced a few problems, which are:
-limits of level indexes (compressing a few small rooms into one big room doesn't help, indexes must be added (while keeping the Bandit games))
-limited amount of Sprite Sets (can be bypassed by compressing and replacing redundant sets; done)
-limited level map (no problem, since an extended map isn't necessary)
-unlocking of secret levels (after defeating Bowser, if possible, but not that necessary; bonus and extra-level still after 100%-ing the world)
-making the level selection equal to the GBA version (score-button together with world tabs; Mattrizzle has attempted to do that once, but I think he gave up on it)
Furthermore, this stuff (don't slay me, please, I know, I'm outrageous enough to ask for the whole arm again)
Just a suggestion.
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| Posted on 2012-03-20 03:06:58 AM |
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How do I get the fuzzy generator to work with sprites like the firebars? Even if I change all the sprite slots to the firebar, it still shows glitchy, yet the fuzzy generator is fine. Though when I change the sprite set, the fuzzy generator is glitchy, but the firebar is fine.
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| Posted on 2012-03-20 06:16:10 AM |
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It works fine for me, I changed ROM 0x0034B2 from 0x1F to 0x65 (The 4th slot of set 0x69),
then added a firebar to the touch fuzzies get dizzy level, 1-7.
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| Posted on 2012-03-20 06:36:47 AM |
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I've actually placed a generator in 1-4.
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| Posted on 2012-03-20 06:42:38 AM |
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Originally posted by FrankyC253I've actually placed a generator in 1-4.
Eh? You can actually use any Sprite Set in any level, so what's the problem with 1-4?
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| Posted on 2012-03-20 06:55:36 AM |
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Originally posted by Yoshis FanOriginally posted by FrankyC253I've actually placed a generator in 1-4.
Eh? You can actually use any Sprite Set in any level, so what's the problem with 1-4? Well the odd thing is.. 69 doesn't seem to use the "Fuzzy" sprites in any slot. Yet when changed to another sprite set it doesn't show correctly. And I've changed all of the slots of set 69 to the firebar, and the fuzzy's still show normally, while the firebar does not.
In short, no sprites are working when I add them to any slot in sprite 69 in 1-4. Yet the Fuzzys still show as they should. But if I change the sprite set, the fuzzy's wont show as they should.
lol confused
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| Last edited on 2012-03-20 06:58:04 AM by FrankyC253. |
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| Posted on 2012-03-20 07:52:05 AM |
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That is not the correct value
DEC 105 = HEX 0x69
You should see
[0x1A 0x1E 0x52 0x1F 0x71 0x29]
Hookbill's Mountain Background
Melon Bugs; Harry The Hedgehog
Fuzzies
Egg Plant; Bubble Plant; Barney Bubble
SuperFX-less Flower
Milde; Piranha Plant; Tap-Tap
Replace the 0x1F with with 0x65
I tried this in the 1-4 level too:

Both times slot 3 was 0x52(Fuzzies) slot 4 was 0x65(firebar)
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| Posted on 2012-03-20 12:49:47 PM |
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I'm wondering... sprite 1EF is a strange object, it says "four yellow line guided flatbed ferries" and "Their coordinates are possibly hardcoded"
is the sprite usable or not...?(when I place it in a level, it doesn't affect anything)
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| Last edited on 2012-03-20 12:50:06 PM by doggycharly. |
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| Posted on 2012-03-20 01:23:19 PM |
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That sprite is the 4 yellow platforms from 6-7 that go around a large circular line guide in a clockwise direction. You should be able to use it without any problems, as long as you copy it from 6-7 and copy the circular line guide from 6-7. As far as I know the offsets of the sprite's co-ordinates and how to edit them is not known.
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| Posted on 2012-03-20 01:40:13 PM |
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Originally posted by Jeorge535That sprite is the 4 yellow platforms from 6-7 that go around a large circular line guide in a clockwise direction. You should be able to use it without any problems, as long as you copy it from 6-7 and copy the circular line guide from 6-7. As far as I know the offsets of the sprite's co-ordinates and how to edit them is not known.
Hhhmmm how did I missed that?
also, has anyone found what effects cause these "sprite tables"(the undocumented ones)
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Sprite Tables
51420 Clipping (8 bytes per clipping type)
51520-5191D bit 7: Makes the sprite inedible if set
5191E-51D1B Determines if the sprite stays on ledges
51D1C-52119 Graphics-Related
5211A-52517 Graphics-Related (byte 2: Palette/attributes; YXPPCCCT format)
52518-52915 ?
52916-52D13 ?
52D14-53111 ?
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| Last edited on 2012-03-20 01:40:34 PM by doggycharly. |
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| Posted on 2012-03-20 02:16:45 PM |
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To edit sprite 0x1EF
Platforms(1-4) X Offsets table
ROM 0x01E32A SNES 0x03E12A
0x0620
0x06A0
0x0630
0x05B0
Platforms(1-4) Y Offsets table
ROM 0x01E332 SNES 0x03E132
0x0140
0x01B0
0x0230
0x01B0
Objects(1-4) sprites type table
ROM 0x01E33A SNES 0x03E13A
0x0188
0x0188
0x0187
0x0188
Number of objects to create *2
ROM 0x01E389 SNES 0x03E189 [0x08]
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Forum Index - Non-SMW Hacking - Yoshi's Island - YI hacking FAQ v2 (updated 2013-3-18) - Ask questions here! |