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| Y.I.P.E.S. (Yoshi's Island Text Editor) and a YI Sprite Set Editor |
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Forum Index - Archive - C3 Museum - Spring 2011 - Y.I.P.E.S. (Yoshi's Island Text Editor) and a YI Sprite Set Editor |
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| Posted on 2011-05-07 01:54:37 PM |
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Y.I.P.E.S.Yoshi's Island Phrase Editing System
Originally posted by Jeorge535 two years agoExcellent! All we need now is a text editor 
Well, here you go!

Keep in mind that this is still in beta (as proven by the non-functioning "Message space used" bar), but as far as I know everything else is perfectly functional as of now. Currently it can change text, change which levels can display messages (and which messages they display) and edit level names.
How to use: (WARNING: This will not work immediately with ROMs that have already had their messages edited manually. See below for instructions on how to fix that.)
1. Open your ROM. You will see a dialog box appear asking you how much space to set aside for level messages and names. The maximum is FFFF (a whole bank). A new file will be saved alongside your ROM (called "_romname.dat0"); open it up in a hex editor at any time to change the amount of free space to set aside. Note that any unused space is changed to AF in the ROM so that Golden Egg doesn't read it as empty space, and these bytes are overwritten with AF every time you save.
2. Now click OK and wait a moment or two as the program reads all the data, gathers and sorts the relevant pointers, etc.
2. Instead of being listed by pointer, messages are listed by their order in the ROM. Find the message you want to edit, and type it in. If you install and use the included Yoshi's Island font set, you can estimate how much text can fit on a line.
3. Click the "Insert Message" button (or, if you have the "Auto-Compile" option disabled, click "Compile and Insert")
4. Your new message is now in the ROM. To change which levels use it, move to the next tab.
5. On the "Message Linking" tab, select the translevel you want to modify, then select the message or message number to use. Once you've finished, click the "Save Changes" button (clicking the "Insert" button on the previous or following tabs will also work).
6. To edit level names, go to the next tab.
7. Everything is identical to message editing, save for a couple of things. First off, the options labeled "nothing?" contain garbage data, feel free to delete their "text" (remember to click the "Insert" button after!) to free up some space.
8. Save ROM, test game, report bugs.
How to fix an already used ROM:
Y.I.P.E.S. does not read messages based on where they begin, but on where they end. Since all messages end in FFFF, every instance of FFFF is treated as its own message. Because the program auto-limits itself to x012B messages (four for each translevel) the FFFFs will fill up all the slots allocated for messages and many of your messages may not appear in the program (depending on how many FFFFs are between each message you've created). To fix this, replace all unimportant FFFF with 0000 (or any other byte, really). When you open your ROM in Y.I.P.E.S., some of the messages will now have long strings of "àààààààà" (if you used 0000). Just delete these strings, reinsert the messages, and hopefully everything should now be in order. Just be sure to back up your ROM in case anything goes wrong.
A few things to note for text editing veterans:
1. Most required commands ($FF$05, $FF$06, $FF$FF$0F$FF etc) are inserted automatically; you do not need to type them yourself. The exceptions to this rule are the $FF and $FE commands when used in level names, but only when they contain a non-zero horizontal shift. If either one of them do, then you will need to insert them both manually.
2. If you wish to insert a byte directly into your message, use $XX, where XX is the byte you want to insert at that point. Note that the Yoshi's Island font does not have a "$" character, so it will appear invisible unless you switch fonts. Also note that the byte must be two digits long; $5 would throw an error, for example.
3. You can directly edit the exact binary data before it is inserted into the ROM by editing the box to the right of the message box. This is useful for things that Y.I.P.E.S. doesn't support (read: no documentation on), such as scrolling to large fonts and other oddities.
4. I would not recommend pushing this program to its limits, so to speak. For example, randomly sticking $FF$FF in the middle of a message (or $FD in the middle of a level name) and then inserting it may cause some odd occurrences (I haven't actually tried it; it's just an example).
Alright, have fun and be sure to report any bugs to me!
P.S.: There is a way to get the icon at the top left of the program to animate; see if you can figure out how!
Yoshi's Island Sprite Set Editor
I literally just made this, not only on a complete whim, but within only a few hours. Major thanks to Yoshis Fan for providing details on how sprite sets are stored, as well as the images included that make this tool several million times easier to use.
Download now! Be sure to unzip it before using it.

Usage is very simple. Simply load your ROM, select the sprite set to edit on the right, select the slot number to change, then select the graphics to load into that slot on the left. The one thing to note is that certain sprites only work in certain slots; the ones Yoshis Fan told me about are included in the description for each sprite but there may possibly be others; just be aware.
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| Last edited on 2011-05-08 09:56:15 PM by Kipernal. |
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| Posted on 2011-05-07 01:56:09 PM |
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I
FUCKING
LOVE YOU
NO MORE HEX EDITING SHIT FEST
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| Posted on 2011-05-07 01:59:03 PM |
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Now this something that I need for my old Luigi hack. Now I need to replace the text...Does it also edit the introduction?
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| Posted on 2011-05-07 01:59:23 PM |
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You are a God.
A GOD.
Tons of people might be REALLY happy with this. Kipernal, you are amazing.
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| Posted on 2011-05-07 02:02:37 PM |
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Thank you for the comments, everyone. Remember, though, that if you've already edited text for your game you will need to do a bit of..ahem...fixing.
Originally posted by Link13Does it also edit the introduction?
Not yet, but it's on my to-do list. I was going to, but a nasty bug caused by a near impossible to trace oversight kept me up until 3 last night; sleep was a greater priority at that point.
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| Posted on 2011-05-07 02:13:14 PM |
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4 Letters:
O.M.F.G
Kipernal, I love you for this. I've been wanting one of these for a long time, and the hex editing was very annoying. No more annoying hex editing ever again. You are a god, Kipernal.
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| Posted on 2011-05-07 02:13:53 PM |
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Just wondering, why does the program auto-detect FF FF, instead of FF 05 (which is far less likely to occur anywhere that isn't a message)?
(Also, do you mind re-posting this in the YI hacking forum, so there's a thread for this that won't be locked in a day and a half?)
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| Posted on 2011-05-07 02:16:16 PM |
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If I ever get back into YI hacking, this will certainly be one of the tools I download. Very nice.
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| Posted on 2011-05-07 02:19:12 PM |
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This is excellent. I made a relatively simple editor for the level names a while back, but this pretty much blows that out of the water. It's great to see that you've included all of the necessary information (message size, overall space used, etc). You even included the font, which is a lovely touch.
Great work.
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| Posted on 2011-05-07 02:20:31 PM |
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Not impress me so much, is almost the same thing but with less work for me, but seems to be good
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| Posted on 2011-05-07 02:28:27 PM |
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Thanks for the feedback, guys! For anyone curious, easily the hardest part about this program was easily the fact that Nintendo decided to be jerks and stick the level name pointers in the middle of the message data, so the program has to juggle names and messages to get them to "fit" together.
Originally posted by AmethystYoshiJust wondering, why does the program auto-detect FF FF, instead of FF 05 (which is far less likely to occur anywhere that isn't a message)?
Because messages can also begin with $FF$06, $FF$07, etc., or, if you made a mistake, nothing at all. This ensures that everything that could potentially be a message is treated like one, and that nothing is lost due to a glitch. Essentially, if you screwed up and deleted the $FF in $FF$05, the program won't overwrite your message as if it's free space; it will read it and allow you to fix it.
Originally posted by AmethystYoshi(Also, do you mind re-posting this in the YI hacking forum, so there's a thread for this that won't be locked in a day and a half?)
Sure thing.
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| Posted on 2011-05-07 02:36:32 PM |
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This is pure. The tool is as clear as day! Good job with this!
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| Posted on 2011-05-07 02:40:35 PM |
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I have a question: do the character limits in level names still remain? Sorry if this has already been answered.
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| Posted on 2011-05-07 02:42:07 PM |
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Originally posted by JeorgeC35I have a question: do the character limits in level names still remain? Sorry if this has already been answered.
You can only have a certain number of characters per name, but you can have more than the original name had (if it didn't also use all the characters). Same goes with messages.
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| Posted on 2011-05-07 02:44:13 PM |
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Originally posted by Nocturnal Flying Mammal ManOriginally posted by JeorgeC35I have a question: do the character limits in level names still remain? Sorry if this has already been answered.
You can only have a certain number of characters per name, but you can have more than the original name had (if it didn't also use all the characters). Same goes with messages.
That's good then, it'll really give more flexibility with things such as names for bosses.
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| Posted on 2011-05-07 02:54:32 PM |
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I could very well get into YI hacking because of this.
Excellent work!
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| Posted on 2011-05-07 06:25:09 PM |
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Originally posted by yoshicookiezeusIf I ever get back into YI hacking, this will certainly be one of the tools I download. Very nice.
That about sums it up. This looks extremely useful; I haven't yet tried to edit text in YI, but I can only imagine how much of a pain it is. Good work!
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| Posted on 2011-05-07 06:44:10 PM |
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It's actually not that bad, once you memorize the hex equivalents of the lowercase letters, numbers, and common symbols (though of course that can take a while). As long as you get used to each letter taking as long to type as a word or two would normally... I strongly recommend (well, would have recommended, since it's sort of irrelevant now) writing out your message in a separate file to help plan out the line breaks, before trying to type it in to the ROM itself.
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| Last edited on 2011-05-07 06:45:03 PM by Zeldara109. |
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| Posted on 2011-05-07 07:31:10 PM |
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And so the barrier to more thorough hacking of YI decreased yet again. I might actually make something of significance this time around, now that I can actually say non-default stuff without messing around with a hex editor.
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| Posted on 2011-05-07 07:57:57 PM |
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Blow me away, man. This will be revolutionary to those into YI hacking, and even those who don't even hack YI (somehow).
You sir, will go down in history. Excellent work, my friend.
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Forum Index - Archive - C3 Museum - Spring 2011 - Y.I.P.E.S. (Yoshi's Island Text Editor) and a YI Sprite Set Editor |
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