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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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@Serebel:
What's even weirder about this is, that it can't be because of Item Memory. I'm using Item Memory #2 in this room, which is not used in any other room of the level, that contains Sprites, which affect Item Memory (the second being the goal room).
But I've found it out: It's not Item Memory, it's Sprite Memory.
The game can't hold the coin for a simple reason: I've placed so many of the small 8x8 birds on the slope, that Sprite Memory is too full. I've removed those four of the birds, which were next to the coin, tested it 20 times and it never despawned.

@gigmadesh200:
The old and new patch are compatible. Just patch the new one and you're fine.
What a pesky problem! At least you found the solution.

Also, just for reference's sake, I was able to easily (well, not easily) 100% 6-3 with your new fix applied, so that's that.

EDIT: I've just gotten done beating and 100%ing the main game, and I have to say, Kamek's Tower is the standard level I'm most impressed with, at least from a construction standpoint. It really feels like an endgame level, and contains what are, at least to me, your most creatively devious puzzles in any non-bonus stage, over King Bowser's Castle (which is no slouch). What really surprised me was the level's length and just general size. It's decently longer than 6-8 if you're going for 100% completion, and that makes the level's cohesion and pacing a huge accomplishment. Substantially long levels in romhacks (and hell, professionally released platformers) are usually unable to avoid feeling disjointed or becoming a slog. You have a real penchant for keeping things flowing over large periods of play. I think a large part of this comes from how you approached the level's structure, as a series of open-ended keyhunts that segued nicely into each other. That approach held its own in 6-8, too. I think I liked the gimmick in the final section best, as well as the Super Mario and Red Switch mazes.

I do have an oversight to point out in 6-8 (or at least, I think it's one... you might've put it in intentionally to reward players who notice it). In the rock portion of those elemental rooms, at one point there's a section where you need to activate a yellow platform and race it along a series of falling rocks. If you duck down on the extreme right of the platform with Yoshi, you can actually ride the platform up on the outside of the wall that's supposed to block you off, and bypass the whole puzzle. I'm not sure how moving platforms interact with solid walls, but if they can move through them, you could probably fix this by just shifting the vertical path of the platform into the middle of the wall itself. Unless of course you intended it this way.
Last edited on 2012-03-04 10:43:46 PM by Serebel.
Thanks for mentioning the 6-8 thing, it really is an oversight and I'll try to fix it; however, it's not that easy, since the platforms MUST have a line guide to ride along. I will test some things out and fix that.
Hey! So I decided to play it after all. I'm done with the first world, but have not bothered getting 100% on all levels.

There were a small amount of points that bothered me though. I'll just let you know about them here.

1: You make strange design choices when it comes to pits. Seriously, sometimes you have arrows pointing into pits (1-6 I think), and sometimes you have unmarked pits where you HAVE to jump (1-8). Also, in certain levels you place coins that hover over pits, and it's not absolutely obvious that the key is to get them with the eggs. So you give conflicting messages ("Look, coins! Come this way!" "Get the coins with your eggs 'cause you'll die!") ... At first I thought that letting the player scroll the camera at the very bottom of the screen would help the player figure which holes are pits and which are not, but sometimes I found myself thinking "Well, maybe it'll scroll downwards when I walk on a lower ledge...". A good game should always make it CLEAR if a pit is a pit.

2: The level design is great overall. The difficulty is decent for the first world. I liked 1-8 for instance... Although a thing that appears to be recurrent in your levels, and that I dislike a little is this: Your levels are often non-linear, and they're often lengthy. I find I spend too much time doing a single stage, and desire little to play them again to 100% them. More so, sometimes I avoid going rightwards (in forks) because it feels to me the 'stuff' to perfect a stage is that way...
Because the levels are long, non-linearity is a little annoying too. It happens a lot that you place many little passageways that lead to flowers or red coins. It makes the level a lot longer, too. But it also makes it a little unclear where the exit is, sometimes.
I'm not going to describe this point any further, because I doubt you will fix that, and I doubt I can define my feelings better O_o

3: The boss battles are the same so far D:
Thanks for playing!

1) It's obvious what the arrows in 1-6 are for, IMO, they show you where the Chomps are going to come down. I agree about the coins, but I guess you'll just have to live with it. Especially in World 1 there are a few of these issues, it will become less later on (afaik).

2) The non-linearity in many of the levels is intended. Yoshi's Island simply is a game with a lot of bonus stuff, which is not needed to complete a level, but to unlock the Extras. Also, most levels in World 1 are quite short, you will face much longer levels (reason: I don't want the player to spend 1 hour playing and then he/she's through the entire hack).

3) The Potted Ghost is slightly edited. Marching Milde can't be edited at all, while I've made the platform for the Potted Ghost a little longer. Bosses are hardly editable in this game, so sorry. 2-4, 3-4, 3-8, 4-4, 5-4, 6-4 and 6-8 are edited. (Some simply got more health since nothing else has been found out so far)
About coins in pits, that reminds me, there was one in particular that I consider an issue: Near the end of 3-8, there are two red coins in a pit. However, to me they seemed to indicate that you can jump down there, especially since the first main room of that level is full of sewer pipes you need to jump down. (Actually, the first time I played that level, I thought that pit would be the way to proceed, so I decided to explore rightwards first, and was surprised to end up at the boss.)
Last edited on 2012-03-06 05:50:44 PM by Zeldara109.
I see. But what shall I do about it? Any idea where to move the coins?
Also, it's quite great what you can do with the message box pictures; a few examples:

The hack's logo as a message box picture


The giant Tap-Tap as a message box picture


My homework from a year or so ago as a message box picture (hated integral calculus)
Originally posted by Yoshis Fan
I see. But what shall I do about it? Any idea where to move the coins?

Perhaps you could replace those two red coins with normal coins, and add an instant level warp in that pit, leading to a bonus room containing the red coins?
But how to return, then? Meh, I guess I'll think about something completely different or moving them to a different location. Thanks for the suggestion anyways.
A platform Yoshi can jump through, above that pit (or create a second pit to the left or right covered by a platform), to catch Yoshi after an upwards-shoot entrance?
Last edited on 2012-03-06 05:49:37 PM by Zeldara109.
Originally posted by Yoshis Fan
I see. But what shall I do about it? Any idea where to move the coins?
Also, it's quite great what you can do with the message box pictures; a few examples:

The hack's logo as a message box picture


The giant Tap-Tap as a message box picture


My homework from a year or so ago as a message box picture (hated integral calculus)

Sorry, I haven't played the newest version yet, but those message boxes w/the logo and the picture w/the Tap-Tap look really good and professional. How did you design them? Did you just use Translexhation or did you use ASM or something?

Also, the third screenshot kind of gives me an idea, but I'm afraid people will just say it's bad, and I kind of want it to be a surprise. I will probably use it later in the game. Should I make a video of it before I make a demo to see what people think?
Also, that is why I didn't want to use to many hard puzzles right away, and I agree w/Tama Yoshi that it seems like you kind of want to play "Let's Play Kamek's Revenge", if you know what I mean, not that that is bad. I mean maybe a few puzzles would be good in the beginning, but that's just my opinion. The puzzles just took a lot of my time, and I think I remember a part where you have to dig in 1-1, and I died in that, but I still have to play the final version. Your game does look really professional though.

Edit: What am I doing wrong? I d/loaded the 6-3 Fix.ips file and patched to an unmodified ROM, but then I get the name of the ROM w/ .oops after it. why does it say .oops after it? For example, I get the filename 6-3 Fix.oops. Then, when I try to open the ROM after I applied the patch, and I still get the same unmodified ROM w/out any changes appearing in it. Please help me if you can.
Last edited on 2012-03-07 04:16:36 AM by Lespna1.
Nah, I actually don't like the comparison to Kamek's Revenge, but I agree that the level style is similar at times (unlinearity, f.e.), but I still think the levels aren't as confusing as some were in Kamek's Revenge.

The newest version (the one I got on my computer) isn't available yet, so the pictures are not included (the third won't be included anyway, it's just for the lulz).
To create such pictures yourself, you have to use TileMolester (to run it, you need the Java Runtime Environment). Load your ROM and do this: Codec > 1BPP planar; Mode > 2-Dimensional. Then, jump to 0x4CB2F. There you will see the graphics and then you can edit them.

I recommend to make a video first, if you are unsure about what people will think. It's better to remove/improve things before you release anything and everyone says "That was crappy!" in case you have misfortune.

As for the fix, it must be patched to the ROM you patch the hack to. So make sure BOTH patches (hack + fix) are patched to the same ROM.
Okay, thanks. I was going to going to remove that part in the post b/c I realized that, but I applied the fix patch first so I wasn't seeing any changes. I got it to work though, and it took me about two hours, and I finally got to 1-5, but right when I was about to go through the pipe w/the arrow, I got hit, and Mario got stolen.

I was stuck on 1-4 for a while, and I think that short room where you can see the platform moving on the other side was kind of hard for 1-4. It was hard to aim the eggs, and you didn't get a lot of time, but I figured out, and I had to use a few save states though. It was a good level, but the first time I spit the turtle shell at the Milde so I had to go through the room again, and then I kept getting hit by the fireballs.
I'm glad it works now.
The "official" solution to obtain the Flower right at the beginning of the level is killing the Milde by shooting an egg through the flipper and then spitting the Shell downwards. This way you don't have to make it through the first room again.

*Edit*
Here is a list I made for the difficulty of each level, it's based on my personal experience when playing the level, so your opinion could differ from mine (if anyone's feeling differs by 2 points or more, please tell me (also, the value for Extra 2 is valid for the currently unpublished revamp of the level)):
Code
Difficulty of level when collecting all bonuses: Red Coins, Flowers and Stars. For difficulty without collecting any bonus, as a rule of thumb, you can say, subtract 1. 00: Unbelievably Easy 01: Super Easy 02: Very Easy 03: Easy 04: Easy-Average 05: Average 06: Medium 07: Medium-Hard 08: Hard 09: Very Hard 10: Super Hard 11: Insane World 1 Difficulty 1-1 01 1-2 01 1-3 02 1-4 03 1-5 03 1-6 03 1-7 02 1-8 03 1-E 06 1-S 04 World 2 Difficulty 2-1 03 2-2 04 2-3 05 2-4 05 2-5 05 2-6 05 2-7 05 2-8 05 2-E 08 (NOT the value for "The Land Of Fatness") 2-S 06 World 3 Difficulty 3-1 06 3-2 05 3-3 06 3-4 07 3-5 06 3-6 07 3-7 05 3-8 06 3-E 07 3-S 08 World 4 Difficulty 4-1 06 4-2 07 4-3 06 4-4 07 4-5 07 4-6 05 4-7 06 4-8 07 4-E 07 4-S 08 World 5 Difficulty 5-1 06 5-2 07 5-3 07 5-4 08 5-5 07 5-6 07 5-7 08 5-8 08 5-E 08 5-S 09 World 6 Difficulty 6-1 06 6-2 08 6-3 09 6-4 09 6-5 08 6-6 09 6-7 10 6-8 09 6-E 09 6-S 11
Your 6-S is killing me. It took ages to get past the first screen, then I found out there's a second screen. Then after some kind of error-free miracle I think I regained my faith in something when I saw a midring.

This is gonna be nuts.

EDIT: Without spoiling anything specific, can I ask a yes or no question? Are any of the possible paths in 6-S's giant maze useless, or is every one necessary/at least has an item for 100%?
Last edited on 2012-03-08 12:11:14 AM by Serebel.
Any door is either needed in order to proceed or to get bonus stuff for 100%.
One door is optional and contains no bonus or the likes; it's just so you can get back to the beginning in case you mess up.

But you will definitely not be able to go for 100% on your first try. You can consider yourself lucky in case you can make it through the maze. Also, the level is immensely huge.

Since only 4 Midrings per level can be used, you must use savestates in case you despair.
I once did a 100% run without savestates, but it cost me 34 lives if I remember correctly (keep in mind that I know everything about the level).

It's just insane, as indicated in the difficulty list; perfectly for a final level.
Last edited on 2012-03-08 07:36:30 AM by Yoshis Fan.
Yeah, I'm fairly confident I know which room you're talking about. I assumed it was just the way to get to that first locked door once you had a key. So far after about an hour of searching I've found the hidden bridge (which I knew had to be there because of the suggestive terrain leading to that part and the fact that the purple guy's jumps weren't sufficient to go backwards on their own) and the fire melon (to be honest, that jump was so annoying I originally left it alone thinking you came down to there from the top, but then I realized that wouldn't make any sense since coming down there wouldn't service the maze in anyway different from the first time you go through there with the purple guy). That took some attempts. I'm still staunchly against save states. We'll see if I break before the end.
Wait, what?
Did you get the Fire Melon using the purple guy????
That's not intended at all! If so, how exactly did you make it?
Originally posted by Yoshis Fan
Wait, what?
Did you get the Fire Melon using the purple guy????
That's not intended at all! If so, how exactly did you make it?


No, no, I got it what I assume is the intended way. I think you misread me. I'll spoiler this in case people reading don't want the solution written out for them.
I got up to that door leading to the red switch room with the purple guy, then abandoned him. I then used the kung-fu guy (yeah I'm too lazy to look up the proper name) to bounce around until I got a good enough bounce to reach the fire melon. Are you supposed to bring that arrow block I saw hidden earlier in the level to that place instead? If so, yeah, you might wanna raise the height of the little offshoot where the fire melon is, because you can totally bounce up there from the kung-fu guy.


EDIT: I feel kind of stupid that the intended way to get it is actually a good deal easier than what I did instead.
Last edited on 2012-03-08 03:22:45 PM by Serebel.
The Kung-Fu guy thing really is unintenden. Wow, can't believe I made such a major mistake... I'll fix this.

I thought you would have shot an egg up there, so the melon falls on the ground and then grabbed it from below using a little glitch. Anyway, I gladly replaced the Kung-Fu guys now, thanks for reporting! Anyway, since the bug exists, it's legit to beat the level this way. But this way you can't go for 100%.
Last edited on 2012-03-08 02:46:23 PM by Yoshis Fan.
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