| *!* NEW! SMW2 Yoshi's Island Provisional Release |
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Forum Index - Non-SMW Hacking - Yoshi's Island - *!* NEW! SMW2 Yoshi's Island Provisional Release |
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| Posted on 2012-03-08 03:26:50 PM |
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In 6-3's large room with the first Middle Ring (that I reported major slowdown and occasional sprite disappearances on Snes9x 1.51 in earlier), is it supposed to be possible to enter the door near the top-center of the room while it's still on the breakable sand?
If so, I couldn't figure out how. (Though I also didn't see anything useful on the upper floor of the room that I presume it leads to-- I only saw an ice melon that could be eaten through the floor.)
@Serebel: They're called Zeus Guys. At least, I think that's the enemy you're referring to.
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| Last edited on 2012-03-08 03:29:17 PM by Zeldara109. |
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| Posted on 2012-03-08 04:35:24 PM |
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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.
@Zeldara:
Can this glitch be fixed by increasing the height of ground to 2 or is it still possible to grab through it, then?
Changes to 6-S:
Removed the Zeus guy on the upper part of the spikes, so it can't be abused (the Zeus guys on the lower spikes can't be abused in order to reach the melon)
Changes to 6-3:
Increased height of the mentioned platform by 1, so Yoshi can't lick "through" it.
Moved the upper floor in the second room 8 tiles upwards. It almost fixes the lag. There are still issues, though. If you run away from the ?-pully while it's not in default position, it will still lag. But there are no more sprites disappearing.
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| Last edited on 2012-03-08 04:36:17 PM by Yoshis Fan. |
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| Posted on 2012-03-11 04:40:32 AM |
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Just to say something: i had a very hard time with gaining the 100% in Big Boo fort in the second world, but finally i managed to do it! Really, it is very hard sometimes getting the 100% of points! Now i'm satisfied! BTW, i discovered that you don't need the walking rubber to get a key in the level: i always used the rotating arrow.
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| Posted on 2012-03-11 04:56:36 AM |
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I'm glad you like it!
Seems like I got to fix the thing, that you can get the key with the arrow platform.
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| Posted on 2012-03-11 08:24:52 AM |
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I've gotten up to 4-7 with 100% and so far the level designs are really well done. The only thing I would say is maybe that the difficulty curve of the world is not as smooth as it could be. Mainly in World 3-3 to 3-6. I found 3-3 and 3-4 much harder and challenging than 3-5 or 3-6. Other than that I really haven't had any issues with the game, it's really good.
I do have a question about 4-8 as I'm having trouble finding a certain flower. I'm wondering if it is behind the flipper in the sewers next to the Spinning Dayzee. I've found all of the coins but the last flower is tripping me up. These are the flowers I've found so far:
- At the beginning near the arrow.
- Next to the left-to-right flame.
- Prize for killing the Koopa.
- Koopa Shell to the flower in the shell grabbing room.
Any hints would be very helpful, thanks
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| Posted on 2012-03-11 08:30:20 AM |
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Yes, the Flower is behind the Flipper.
Diving is the key, but you must use a certain technique.
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| Posted on 2012-03-11 04:04:29 PM |
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Okay, thanks. I've tried pound-grounding but it doesn't seem to make it over there. Ugh, I'll have to keep trying or doing something else ...
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| Posted on 2012-03-11 04:56:39 PM |
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Yes, it's somewhat tricky, the coins can help you...
Also, since I find some of the bonus cards a little OP, I've reduced their power.
The 10 Star Card now only makes you gain 5 Stars.
The 20 Star Card now only makes you gain 10 Stars.
The Watermelon was reduced from 90 to 30 seeds (normal Watermelon).
The Firemelon was reduced from 9 to 3 shots (normal Firemelon).
The Icemleon was reduced from 9 to 3 shots (normal Icemelon).
Also, anybody happens to know, how to restrict the number of Item Cards? At the moment, Yoshi can keep 27 at once. I'd like to reduce it to 10.
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| Posted on 2012-03-11 05:03:29 PM |
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That hint gave a lot of help. I figured it out, thanks! 
I'm not sure about the number of Item Cards, but they've probably have the number of cards stored somewhere in hex (1B).
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| Posted on 2012-03-11 05:05:15 PM |
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Glad I could help you.
That's what I think, too. But 27 is a somewhat weird number, don't ya think? Normally Nintendo would either pick a 2^(something) number or a number, which can be divided by 5... Anyway, if I can't find it out, maybe tehaxor69 can?
Well, maybe Nintendo just picked e^3.29583 or they were like 3^3. Or pi^2.87913936, or like 2.855^pi, but maybe it was just 6 choose 2 plus 12 choose 1. /stupidness
Originally posted by cstutor89Yeah 27 seems a bit odd. In fact, it is. /cheesy joke mode off
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| Last edited on 2012-03-11 05:29:50 PM by Yoshis Fan. |
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| Posted on 2012-03-11 05:14:27 PM |
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Yeah 27 seems a bit odd. Though it is 3^3, usually powers of 2 work really well for Assembly.
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| Posted on 2012-03-11 07:15:29 PM |
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Here are the addresses for the cards
RAM
0x7E0357 Item Storage
0x7E0CF4 Menu Cell Selected (1-3)
0x7E0CF5 Cell Shift
0x7E0CF6 Menu Item Box 1 Current Shown Item
0x7E0CF7 Menu Item Box 2 Current Shown Item
0x7E0CF8 Menu Item Box 3 Current Shown Item
ROM 0x00DDD2 SNES 0x01DBD2 //Max number of items player can select
ROM 0x081E8D SNES 0x109C8D //Max total number of cards a bonus will give
ROM 0x00DE25 SNES 0x01DC25 //Use with others
ROM 0x00DF04 SNES 0x01DD04 //Use with others
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| Posted on 2012-03-12 04:55:32 AM |
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A question arises. If you intend the player to eat the fire melon through the floor after knocking it down with an egg, as it seems, how do you expect them to gain the height necessary to reach it with Yoshi's tongue if you get rid of the upper Zeus Guy? I can tell you trying to use the bottom one won't work because that will reset the fire melon. You also can't keep the bottom one on the platform of spikes nearest the wall and jump to him from above or any such tricky maneuver in any practical way without copious save state abuse. If tonguing objects through ceilings/walls isn't the 'glitch' you were referring to in your earlier post, please don't tell me what it actually is. I'm sure I'll figure it out.
EDIT: I also only just now figured out how to get that solitary red coin that's hiding in a tunnel during the middle of a dirt column you ground pound through. I assumed you expected the player to come back for it properly equipped or from another direction, but that wouldn't do any good considering how the gates are set up. Incidentally, that also made the significance of that upper platform with the three regular coins clear. Getting 100% in this level is going to take a massive amount of experimenting.
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| Last edited on 2012-03-12 04:59:57 AM by Serebel. |
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| Posted on 2012-03-12 10:44:07 AM |
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@tehaxor69:
Wow, tehaxor69, that's great, I can't thank you enough for finding these! To me it feels like it's a matter of 5 minutes for you to find out such things, but still I'm impressed by your great capability.
*Edit*
I've just tested the values and altering them only decreases the number of viewable items, meaning, if you can see 10 items, but you got 11 in stock, after using one of them, you will have the 10 items left. The maximum number of items Yoshi can have in stock should be reduced to 10, though.
@Serebel:
No, you are NOT supposed to grab the Firemelon through ground, because even if it is something minor, I would consider this "forced glitch-using", which I definitely don't want.
In fact, you are supposed to use the Arrow Platform (puzzle broken by Zeus Guy, will be fixed) <- Method you're supposed to use
As for the red coin, there are actually two different ways to get it, but you are not supposed to use the second method, which is coming back later, but still possible.
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| Posted on 2012-03-12 11:15:30 AM |
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You need to edit the RAM at 0x7E0357 so there are only 10 items, that is if your are testing a game that that already had more than 10.
Starting a new game won't allow this to happen because it won't go over the value at 0x081E8D.
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| Posted on 2012-03-12 11:19:00 AM |
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@tehaxor69:
I've did it this way:
I've used all items I could use (27). Then, I collected new items, but still could collect more than 10. So playing an empty file is the solution? If so, sorry I was mistaken about the Offsets, I will test it with a new file now.
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| Posted on 2012-03-12 11:31:18 AM |
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I tested it with 3 max items, 0x7E0357 only showed 3 once I obtained a 4th card.
Also I will get the offsets for the number of eggs that can be used at a time.
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| Posted on 2012-03-12 11:39:22 AM |
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Yes, true thing it SHOWS 10 for me, but more are in stock.
It's like this
1-2-3-4-5-6-7-8-9-10(>Not listed>)11-12-13
Use Item 1 and this will happen:
2-3-4-5-6-7-8-9-10-11(>Not listed>)12-13
But I want:
1-2-3-4-5-6-7-8-9-10
Get Item #11:
11-1-2-3-4-5-6-7-8-9
Use Item 1:
11-2-3-4-5-6-7-8-9
So there are no hidden items. All items not listed just DO NOT exist; this is the aim.
I hope it is clear what I want to say.
If with Number of Eggs you mean how many eggs Yoshi can carry, this is no good idea (at least increasing it isn't), since I believe Sprite Memory will have some problems, then.
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| Last edited on 2012-03-12 11:40:05 AM by Yoshis Fan. |
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| Posted on 2012-03-12 11:47:07 AM |
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ROM 0x00DD93 SNES 0x01DB93
Is the number of items to shift when using items.
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| Posted on 2012-03-12 11:51:57 AM |
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Great, thank you, this time it seems to work flawlessly. However, I will make more comprehensive testing later.
Thanks alot, tehaxor69!
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| Last edited on 2012-03-12 11:53:25 AM by Yoshis Fan. |
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Forum Index - Non-SMW Hacking - Yoshi's Island - *!* NEW! SMW2 Yoshi's Island Provisional Release |