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*!* NEW! SMW2 Yoshi's Island Provisional Release
Forum Index - Non-SMW Hacking - Yoshi's Island - *!* NEW! SMW2 Yoshi's Island Provisional Release
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@yogui:
Thanks for finding these!
I will prevent the first thing from happening by increasing the height of the pipe by 1.
As for the warp glitch: It should be easily fixable, so thanks for that one, too.

@LaularuKyrumo:
What are you using in order to play the game?
And what have you used in order to patch it?
To allow for extra hardware to be connected to the SNES~Emulated while playing Yoshi's Island change:
ROM 0x080B40 SNES 0x108940 from [F0 11] to [80 3C]

Doing this on a real SNES could damage the mainboard as it will draw more current than it can handle.
Thanks for the hex edit fix, I'll keep that in mind if nothing else works.

I'm running it on ZSNES 1.51, patched the original rom with the patch off the front page, and then with the 6-3 fix.

Does that make doom happen? O.o
@LaularuKyrumo:
Normally not, since nobody else complains about something like that, so it might be ZSNES?
Originally posted by Yoshis Fan
Yes, he is. Also, if the ice melon can be eaten trough ground, the puzzle is broken here, too. Actually, you are supposed to return to the door, since activating the cloud from below forces you to destroy the sand block. On the upper floor you can reach it from the right side. Thanks for reporting.

Wait, I finally figured out the intended way to reach that door... when I retried 6-3 after applying the fix patch.

I didn't already know it was possible to influence the direction of a balloon, and since it wasn't possible to backtrack to the first room, I hadn't seen the message block explaining that yet, since on my first attempt I'd entered the one-way door at the top (leading to the room with the Middle Ring) first, thinking it was a bonus area.

Perhaps you could make the door before that Middle Ring re-enterable (and extend the height of that passage below the Middle Ring to allow players to backtrack to that door from the main part of that room)?
No problem. It's all about replacing a Sprite and adding a Screen Exit. Also, what do you mean by increasing the height...? The passage below the Middle Ring is un-narrow enough to walk through it and reach the door.
How did you reach the door before the Midring, then, anyway? Did you just wait for the ceiling to do its job?
Originally posted by Yoshis Fan
The passage below the Middle Ring is un-narrow enough to walk through it and reach the door.

I hadn't actually realized that at the time I posted that (though I realized it later on in the level).

Originally posted by Yoshis Fan
How did you reach the door before the Midring, then, anyway? Did you just wait for the ceiling to do its job?

I bounced off a red Bullet Bill.

Also, item memory glitch in 6-4, in the ghost lift room. If you open the star cloud with the fire melon but miss the flower, then loop around to that point again, the flower is gone, even though as far as I know ? clouds with flowers normally respawn unless you collect the flower itself.

Edit: Though I guess it doesn't really matter since you need the stars from the cloud to fall through the one-way gate to actually collect that flower...
Last edited on 2012-03-29 09:04:21 AM by Zeldara109.
Originally posted by Zeldara109
I bounced off a red Bullet Bill.

I see. I do this, too, sometimes when I play the level.

Thanks for mentioning the 6-4 thing. I will look into it.
Originally posted by Yoshis Fan
Originally posted by Zeldara109
I bounced off a red Bullet Bill.

I see. I do this, too, sometimes when I play the level.

Thanks for mentioning the 6-4 thing. I will look into it.


When I got there I figured you'd made this possible intentionally to cut down on the tedium of having to climb with balloons more than once, if you're good enough with the platforming.
Last edited on 2012-03-29 11:45:02 AM by Serebel.
Yep! Neither a Green Bullet Bill Shooter nor a Yellow Bullet Bill Shooter would have worked. Also, I find it quite fun to do that, even if I fail at it sometimes.
By the way, if disabling items in 4-8 was really just to prevent people from breaking that Koopa shell puzzle, I don't think it really makes sense to disable them. Especially since there's that room in 3-1 where players can skip more of the level by using a watermelon item. (And you pretty much need to loop around that entire shell puzzle room anyway if you're going for 100%.)

I'm not sure about most people, but I personally like to go for completing every level with 100 points without using any items (with the possible exception of star+ items if I take a random hit near the end of a non-boss level).

I understand disabling items in 5-4, though, considering there's that part of the level that relies on the player using up all six eggs then not being able to refill their eggs for a while. (That was pretty creative by the way.)

Edit:
By the way, is the Chomp Rock in a certain side area of the top-left room of 6-4 supposed to fall through the floor and despawn most of the times you push it? Also, is it possible to reach the gap in the ceiling in that room?

Also, I find it feels rather unnecessary to require players to replay that cave area near the start of 6-4 after collecting the first key. (It's different in other parts in the hack, such as 4-8 and even a certain room later in 6-4, since they don't require it twice in a row.)
Last edited on 2012-03-30 11:32:06 AM by Zeldara109.
Originally posted by Zeldara109
By the way, if disabling items in 4-8 was really just to prevent people from breaking that Koopa shell puzzle, I don't think it really makes sense to disable them. Especially since there's that room in 3-1 where players can skip more of the level by using a watermelon item. (And you pretty much need to loop around that entire shell puzzle room anyway if you're going for 100%.)
It does make sense in 4-8. It's just because of the music choice. If I could have a Jungle Theme with Items Disabled I would do that for 3-1. Also, your 100% thing is not correct. Do it like this:
Solve the Shell Puzzle and immediately use the Door. Collect the Key. Go back to the Shell Puzzle room. Grab the Koopa Shell, obtain the Flower.



Originally posted by Zeldara109
Edit:
By the way, is the Chomp Rock in a certain side area of the top-left room of 6-4 supposed to fall through the floor and despawn most of the times you push it?
Despawn? I guess you simply are too slow. Actually, you are meant to push it to the far right of the top area in order to activate a hidden cloud. I've never had despawning problems with this one.


Originally posted by Zeldara109
Also, is it possible to reach the gap in the ceiling in that room?
Shoot an egg up there and see what happens. Also, no, there's nothing up there.


Originally posted by Zeldara109
Also, I find it feels rather unnecessary to require players to replay that cave area near the start of 6-4 after collecting the first key.
Life's hard. To me it feels unnecessary to play any game at all, since beating it will not make anything better in real life. If you think about it, everything's unnecessary. I felt like making the player to repeat this, so he/she must. You can't demand everything makes sense or seems necessary. Furthermore this room can be completed in ~2 minutes (if you are cautious), so I don't think it's much of a problem to repeat it.
Originally posted by Yoshis Fan
(solution to the shell puzzle in 4-8, hidden)

That's what I do already. There are still two red coins on the lower path though, which is why I said players still need to loop around the entire room for 100%, even if they break the puzzle somehow.

Originally posted by Yoshis Fan
Despawn? I guess you simply are too slow. Actually, you are meant to push it to the far right of the top area in order to activate a hidden cloud. I've never had despawning problems with this one.

So players are supposed to be able to follow it through the slope somehow? I'm pretty sure it's already despawned as soon as I reach the top. I thought the intended solution was to push it to the left side of the room so it falls to the lower-left corner without breaking any of the breakable floor tiles, then push it back to the right fast enough to make it across the breakable floor.

Here's a video of what happens to me whenever I try to solve that room. I never managed to develop a consistent strategy for pushing the rock, even though I had to re-solve it like five times due to dying on the line-guided section right after it.
I can answer that one for you. You're not paying attention to the red arrow pointing up. That would be a pretty unnecessary 'clue' if all it was telling you was the self-evident 'come at the chomp rock from the right', wouldn't it? What it's actually saying is you need to come into that chomp rock from below the arrow, and vertically. You should notice well enough by playing around at the top that there's not enough time between the chomp rock spawning and where you're entering with Yoshi to actually reach behind it before it stops on the wall. You want to manipulate the situation so Yoshi is as close to where he needs to be as possible before the chomp rock spawns.

So, what you want to do is come up from the bottom and wait on the ledge directly below the one with the chomp rock until the Zeus Guy makes his way over to you. This keeps you low enough so the camera won't move up and spawn the chomp rock no matter what you do from that ledge. So position Yoshi against the wall, and time a jump so you can bounce off the Zeus Guy's head as he's walking up to you, and then just hold the jump button down and watch the magic happen. Yoshi will automatically get his maximum vertical height and land comfortably on the chomp rock's ledge with more than enough time to push it to the left and go about the regular sequence.

Here's a demonstration.
Last edited on 2012-03-31 04:21:57 AM by Serebel.
Zeldara! #w{=P}
I can't believe you didn't get what the Up-Arrow means.
Anyway, you are 100% right, Serebel, that is the intended solution to this puzzle. Maybe I should make the even ground one longer, so the Chomp can't fall through the slope (that is, if the elongation still disables Yoshi from pushing it from the right).

As for 4-8:
Grab 1st Shell. Go back and use it.
Grab 2nd Shell. Go back and use it.
Grab 3rd Shell. Go back and use it.
Grab 4th Shell. Go through Blocker, upwards, then use it.

No need to use the Blocker next to the 2 Koopa Shells on the bottom part more than once, so what exactly do you mean by you must "loop" that entire part of the Castle?

And, I do not consider using the door first "breaking" the puzzle. It might be unintended, kind of at least, but it's more like using a trick than breaking the puzzle. The thing, that the Koopa Shell must be fast is still given, so the puzzle still exists, it's just a faster way to solve it.
Last edited on 2012-03-31 08:58:46 AM by Yoshis Fan.
I actually tried that once, but the Chomp Rock fell through the slope anyway and killed the Zeus Guy, with the result being that I couldn't find a way to solve the puzzle without reloading the room, so I'd assumed that wasn't the solution, and avoided letting the Zeus Guy go near that part when I reached that room again.

Originally posted by Yoshis Fan
No need to use the Blocker next to the 2 Koopa Shells on the bottom part more than once, so what exactly do you mean by you must "loop" that entire part of the Castle?

OK, now I understand where the confusion was coming from. When I said "loop", I meant go around the entire room. Once. In the current version that's optional since you only need three shells to reach the door, but there are two red coins on the lower route, so that's why I said you still need to loop around the entire room for 100%, even if items aren't disabled.
Last edited on 2012-03-31 02:36:33 PM by Zeldara109.
Originally posted by Zeldara109
In the current version that's optional since you only need three shells to reach the door,...
Yes, but a normal player would think he needs four shells to reach the door if he doesn't know the trick. Anyway, in the updated version this is fixed. I've tried many times with massive savestate abuse and it never worked out once, so I consider it fixed.

*Edit*
Solution for fall-through-slope-issue: Make the even ground the Chomp Rock is rolling to solid (replace the platform with a 1x1 brick tile).


As for 6-S, this is the only solution possible at the moment. Looks ugly plus adds tedium, but nothing else I can do.
"This locked door is connected to another one. Unlock one of them in order to unlock its counterpart as well."

So far this hack is very good and quite hard.
Are you going to make a squeal?
Originally posted by xxxzzz1
So far this hack is very good and quite hard.
Are you going to make a squeal?

I squealed when I read this.
No, really, that was one funny typo.
(sorry for the spammy post)
There MIGHT be a sequel. But DON'T expect one in the near future.
Last edited on 2012-04-02 07:31:42 AM by Yoshis Fan.
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Forum Index - Non-SMW Hacking - Yoshi's Island - *!* NEW! SMW2 Yoshi's Island Provisional Release

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