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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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Frankly I don't know where you'd even come up with the material for a sequel considering you put basically everything there is to put into this first hack. :)

I'm sure if anyone could come up with the ideas it'd be you, though. But I understand the desire to take a long break after... what is it, 3 damn years? Plus the little fixes you're still putting in.
Mhm, I've found some Hookbill The Koopa values, but I couldn't find a thing useful for making him take less space for his Mode 7 Shell.

Code
$7E300c Current egg count? 0x8202 to 0x83E7 Code, which generates and dissolves fog, prevents left-wards scrolling, destroys rocks, creates the Jungle BG and let small Koopa appear. 0x820E (3 bytes) Weird controller, some values crash, others have weird effects, e.g. LDA #$0008 makes Yoshi gain an egg. 0x8233 (3 bytes) Level Mode controller? 0x8249 (2 bytes) Velocity of fog, 0x0004 = 1 tile/second; 0x0008 1 tile/2 seconds; 0x0002 2 tiles/second 0x825B (2 bytes) Initial position of fog. Higher values make it appear rapidly, lower will make it hesitate to appear 0x8266 (3 bytes) CMP #$00E0 (Maybe this is connected to the one below?) 0x826E (3 bytes) SBC #$00E0 (Maybe this is connected to the one below?) 0x8271 (3 bytes) Time it takes the fog to fully cover the landscape, too low number won't work 0x836F (4 bytes) Jumps to code, which creates the Jungle Mountain Sprites 0x83D2 (4 bytes) Jumps to code, which creates and animates the Small Koopa 0x83E8 (3 bytes) Makes Kamek appear by generating Sprite 0x48 0x924C (2 bytes) When you have this number of eggs or more, Hookbill stops spitting eggs 0x924E (2 bytes) Branching code for egg creation, no branch will prevent it from creating eggs


I assume the code for this boss goes from 0x8202 to somewhere in 0x9???, plus some jumps.

@Serebel:
It's been 2 and a half years. And the thing with ideas for levels is the reason there won't be another one in the near future, I still ran out of ideas after completing this (but it's still incomplete. All the issues mentioned by people are fixed, but I still have to make some bosses harder).
Last edited on 2012-04-02 02:32:05 PM by Yoshis Fan.
Can someone please help me get this to work? I want to play this hack so badly!

I am using the ROM Super Mario World 2 - Yoshi's Island (U) (M3) (V1.0) [!].smc and the ips patch I am using is NEW! Yoshi's Island - Demo v0.95.IPS.
When I patch this to the rom, and open it with an emulator, it says there is a bad checksum (Both with ZSNES and SNES9X), and the game does not start. Does anyone know why it's not working for me?

Thanks a ton!!!
First, the bad checksum is nothing bad at all by itself.
Some of the older, but perfect-working hacks have bad checksums.
There are two possibilities why it's not working, actually.
1st - The ROM is not what its name says/it's a bad ROM
2nd - The ROM does not have a header, so its filesize is 2,097,152 bytes instead of 2,097,664 bytes.
Hi Yoshis Fan, thanks a lot for the quick response.
It turns out that the ROM I am using indeed has only 2,097,152 bytes instead of 2,097,664.
Could I ask if you know how to add the proper header to make it work?

Thanks a lot!
Well, headers are not relevant anymore for most Emulators.
You can simply do a Google search about "SNESTool" and use the add header feature, that should work.
Made it to 6-S now and HOLY SHIT, is this HARD! O.O
I did not know you could jump off slimes. Sort of like P-Switch jumping but way easier.

FIVE HOURS! That's how long I have been in 6-S now. :O

EDIT:

It is DONE! :D
I really enjoyed this hack.
Last edited on 2012-04-10 06:50:39 AM by MarioFan22.
Yay, congrats!
Yoshis Fan, what exactly is the secret to getting that monkey with the watermelon to follow you up consistently in 3-S? That's one of the few things in this game I never, ever figured out the trick for no matter how many times I did that room. It was always just a crapshoot of fluttering to different heights and having the monkey ignore me or go up a set distance, but not always level with Yoshi, and I don't even know. Either I got him up right away or it took an eternity. What makes his AI tick?
Don't know. I always had luck with fluttering a little below the platform directly before the flipper. Other than that, there's no other trick to that.
I just stopped using save states and sram(.srm) save is broken it wont create the file or save to a precreated one from SMW2 Yoshis island.
Please fix this is very important to me.
I can't fix a thing, which has nothing to do with the ROM.
It's obviously your Emulator's fault, so I'm afraid you have to fix it yourself. ZSNES is known to be buggy when playing Yoshi's Island, but in case you are using SNES9X, there should be no problems; I'm using SNES9X myself. Good luck!
Last edited on 2012-04-11 07:52:50 AM by Yoshis Fan.
I am using snes9x.
And yes this does have to do with the rom because the original yoshis island saves fine.
Well, then it's VERY weird, that you are the only one, who suffers from this. Everything works fine for me, so I don't even know what I would have to change.
After seeing that LPer tackle 3-3 today, there's nothing I'd change about the core level design, but it made me notice what I assume is an oversight I'd missed. I can't remember anyone else bringing it up. I assume you don't intend for the ? cloud that spawns the red bridge to disappear if you don't follow it? Just putting a simple raised portion of the ground under the ? cloud would solve that.
Could it be that i am using snes9x 1.43 instead of 1.53 .
Continuing playing, finding more glitches... It's in level 5-2.


If you enter here from above then WARP GLITCH!!!!!!!


Here too. And it's easier here because you can use the big ball to goat the top of the clouds.
That one's been found actually. From what he says he's fixed it in the upcoming release.
Exactly, however, I don't know whether I've already fixed both, so thanks for reporting them anyways!
There's a couple of glitches I came across in 6-S.

1. In the area where you reveal a hidden ledge below the thorns, if you hit the egg box enough times, Yoshi will glitch through the wall.

2. If you reveal the door in the thorns with the ledge not yet revealed and make it fall all the way down to the bottom and enter it, you will end up in a blank level and fall to your death. Yes, it was not intended to happen but you can get an arrow lift there.
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Forum Index - Non-SMW Hacking - Yoshi's Island - *!* NEW! SMW2 Yoshi's Island Provisional Release

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