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Screenshots and Video Thread
Forum Index - Non-SMW Hacking - Yoshi's Island - Screenshots and Video Thread
Pages: « 1 ... 32 33 34 35 36 ... 41 42 »
Whoa, that was a quick!

Thanks a bunch, guys - I was indeed trying to get palettes that completemented each other well, thus creating this sort of wine-colored ambience. Glad I did it well.
Originally posted by Broozero Celsius
*img*


Yum. Loving the palette combination.
3 Screens of level 1-3:

No Kaboomba at the beginning, already changed.


Next section. I got the idea with the flower being there, by watching a bit of SMW2+.


A little puzzle added. You can't see it in this screen.
Looks nice! I like the idea of starting in a fire cave and then going to a normal cave.
Regarding that first screenshot...

Are you interested in making the goal platform extend off the left edge of the screen (that is, the platform would remain flat, instead of curving downward at the left border)?

If so, you can extend the goal platform into an otherwise-unused screen to the left, then place object XFE or XFF to disable scrolling to that screen. (If you're starting in the leftmost screen, move the entire level one screen to the right.)

(I apologize if my explanation is confusing...)

Also, what's the purpose of the gap on the right of the third screenshot? Incomplete level?
Last edited on 2010-12-11 08:09:00 PM by Zeldara109.
I forgot to put the ground tile. That's it. It's fixed already. I've used the Middle ring entrance editor to change Yoshi's spawning point. It's kinda hard to understand, since there are additional numbers there.
Little edit:

That's the new starting position. I hope it's fine.
Edit: Yes, it's still incomplete.
Last edited on 2010-12-11 08:19:25 PM by Ripperon-X.
Sorry for this double-post, but level 1-3 is done:

<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/tPVrt-CzAM0?fs=1&hl=ro_RO"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/tPVrt-CzAM0?fs=1&hl=ro_RO" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
Yes, yes, not bad at all!
But maybe you should rename it into "The Cave Of Chomp Sharks". #w{=P}
I couldn't. The regular level names were kida of restricting to me. I had to shorten it.
If you like the name "The Cave of Chomp Sharks", that seems to me like it would easily fit into the space taken up by the original "The Cave of Chomp Rock"... It's only two characters longer, and the SNES version of YI contains quite a lot of extra spaces in most level names. Just remove some of those D0's.

(In addition, you can replace any occurrence of "D0 D0" with something unused (such as "60"), for a double-width space.)

(Personally, I prefer to remove all of the extra spaces (that way, the level name appears faster), and set the 00 in the "FE 10 00" to something of my liking (that 00 determines the second line's X position).)

(If you need even more space, though, there is a way to repoint the level names (that is, direct the game to read the level name from a different location in the ROM)... I can explain if you're interested.)
Last edited on 2010-12-14 01:12:05 AM by Zeldara109.
No, I'll keep the title the way it is. Also, here are 2 screens from level 1-4: Angelic Revenge:

Both of them are from the 1st section:

I don't know how to edit the level messages. The one on this level doesn't display anything.

The 2 arrows lead to the 2 angel ? blocks. I'll reveal you a thing. One will lead to a hard place, while the other one leads to an easier place.
I don't know how to apply the world 6 tilesey in one of the parts of the level.
Last edited on 2010-12-15 02:08:46 PM by Ripperon-X.
@Ripperon-X:
Here are the locations of the pointers:
X even / Y even: 0x1112F3
X odd / Y even: 0x1112F5
X even / Y odd: 0x1112F7
X odd / Y odd: 0x1112F9

Each of them is two bytes. Depending on the thing, whether the X and Y coordinates of the message box are even or odd, you must change the adequate pointer. To correctly display your message, make sure the Level Mode is either 00, 05, 0C, or 0F. (I'm not sure about 06 and 08.) Another thing you must look at, is, whether your Layer 3 Type supports the message box graphics. For example if you use Layer 3 Type 16, the outline of the message box will be messed up.

So, I guess you haven't edited any of the messages so far. Let's edit some irrelevant message, for example the one from 0x111F15 to 0x111FB4. So your pointer is the following string: [15 1D]. Put it to the adequate pointer for your message box, as said depending on its coordinates. Now you can edit the message from 0x111F15 to 0x111FB4 and it will show up in your level in case all the conditions are satisfied. Make sure you use the Yoshi's Island message box format when editing the text string.
I looked there and it looks quite complicated. I'll wait for the future update of Golden Egg.
Lazy attitude, but OK. It's your choice what you do. #w{=P}
Golden Egg will most likely only be able to edit the text itself and maybe the pointers, too. The conditions concerning the level settings can't be done by Golden Egg, since you can use different ones, which work. Since Golden Egg doesn't know what level mode, for example you want to have in your level, it can't change the level mode to anything that works.

Golden Egg will be unable to preview any messages, since levels can be used by several indexes at the same time. This will make Golden Egg unable to find out, which pointers it has to read. The only thing Golden Egg could do, is assign a level to a certain index. You can never make Golden Egg auto-preview the correct message in all cases. Golden Egg could have auto-assignments, which can be changed by the hacker. But if a level with messagebox is used by more than one index, it's unable to do display the correct message. I'm in disbelief that the error quote can ever reach 0% in case such a preview gets implemented. At least it cannot auto-read the correct pointers.


*Edit*
I have something to show off, too. It's only a minor graphical change, not a screenshot, just a Sprite. How do you find this one? I've colored the letters, so the block looks like the one in Paper Mario 64 (and TTYD, too, I think). I find those colors a lot better than the boring white. You can see, that I've used simple "light effects" to make the letters look kind of 3D-ish.

Originally posted by Yoshis Fan


I actually like that quite a bit. Admittedly, I'm not a huge fan of the green, but the sprite as a whole is definitely much more pleasing to look at than it was before. #w{=)}
Thank you! Unfortunately I can't do anything about that, because in case I would change the color of the palette it would most likely also affect other Sprites and I don't know if there's a second palette, which got such a wide variety of colors: Two reds, orange, yellow, white, two greens and two blues. Additionally, I don't know how to change the palette of this sprite.

*Edit*
I've found the palette pointer and changed it already. Now I'll experiment and see, whether I can find a better one.

No, no and no again! There's no palette, which would be good for this except the default #1 palette. I've tried all of the other seven, most of them did not have one of the colors I needed, (means, they didn't have either red, yellow, green or blue) and some were special palettes, f.e. one of them is used for the Frozen-status of an enemy.
Last edited on 2010-12-17 04:38:06 PM by Yoshis Fan.
That castle level looks quite good so far, Ripperon-X! Will it be maze-like at all?

Also, nice edit, Yoshis Fan! Looks more interesting than the previous white letters.
Here are the easy and hard sectionss:
This level presents angel ? that are unfair. In the hard sections you'll see red coins and flower that are hard to obtain. If you pick the easy section, there's no guarantee to lose. Almost. Now the screenies:

That may lead to something I want. To mention: I've added a room that's in the 2nd section of level 1-1. You access it from this level. I hope it won't confict with 1-1's Item memory. However I think it won't.

That angel ? might hold something good.

A part of the 2nd section of the easy route. You reach this part by picking one of the 2 doors(angel ? having them) in the Midpoint room(castle part).
Now the hard part:

After falling, you reach this first screen. Up there might be a thing.

Better hurry and don't miss any red coin or flower.

The 2nd half of the hard route. It's going to be tough.
Edit(Off-topic): How can I edit the Extremely auto-scroll sprite, so that the screen scrolls to the right a bit faster?

Edit: Level is done. There will be 2 videos, one with the easy sections and one with the hard ones. The easy sections part is done:
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/ipshuNfLscI?fs=1&hl=ro_RO"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/ipshuNfLscI?fs=1&hl=ro_RO" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
Credit has been given. Also credit to SNN(The Frosty Heir).
Repeat:Edit(Off-topic): How can I edit the Extremely auto-scroll sprite, so that the screen scrolls to the right a bit faster?
Edit2: The last video:
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/GUeRbm5Keao?fs=1&hl=ro_RO"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/GUeRbm5Keao?fs=1&hl=ro_RO" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
Shark Chomp overusage is the thing that may not be liken. Rewinded a few times I'll admit, but I still died.
Last edited on 2010-12-24 07:16:15 PM by Ripperon-X.
Nice level, Ripperon-X! I liked the use of boss music and preboss music, they fitted well in the areas they were in, and I didn't mind the overusage of the Chomp Sharks, they were only in 2 of the original game's levels.
@Ripperon-X:
Nothing is known about the Auto-Scrolls, yet, so yeah, editing them is not possible. If we at least would know where their scrolling code is, we could figure out the format and edit them.
If you have looked in my post footer you would know that editing them is not possible at the moment.

*Edit*
If you mean Type-A, with Extremely Slow, there is another one, which is faster. It's the last of them (Was it Type-K?).

*Edit2*
Wait a moment...
I just remembered, that tehaxor69 found the second Sprite Table, which got the pointers to the Sprites from 1BA to 1FF. If I remember correctly, he also noted where those pointers point to. The SNES address all of the auto-scroll-Sprites, S1CA to S1D4, point to seems to be 0x03D83D. The ROM address is 0x1DA3D.

I've come up with this, I've disassembled from 0x3D83D to 0x3D9C5.

Code
ORG $3D83D $03/D83D AD 1C 0C LDA $0C1C [$00:0C1C] $03/D840 F0 03 BEQ $03 [$D845] $03/D842 4C 39 D6 JMP $D639 [$00:D639] $03/D845 B9 04 0C LDA $0C04,y[$00:0C04] $03/D848 8D 1C 0C STA $0C1C [$00:0C1C] $03/D84B 8D 1E 0C STA $0C1E [$00:0C1E] $03/D84E C9 1B CMP #$1B $03/D850 00 F0 BRK #$F0 $03/D852 08 PHP $03/D853 C9 11 CMP #$11 $03/D855 00 F0 BRK #$F0 $03/D857 03 8D ORA $8D,s [$00:028C] $03/D859 20 0C 38 JSR $380C [$00:380C] $03/D85C E9 11 SBC #$11 $03/D85E 00 0A BRK #$0A $03/D860 AA TAX $03/D861 BD AD D6 LDA $D6AD,x[$00:D6AD] $03/D864 8D 2E 0C STA $0C2E [$00:0C2E] $03/D867 20 39 D6 JSR $D639 [$00:D639] $03/D86A AD 93 60 LDA $6093 [$00:6093] $03/D86D 29 00 AND #$00 $03/D86F FF 8D 22 0C SBC $0C228D,x[$0C:228D] $03/D873 AD 95 60 LDA $6095 [$00:6095] $03/D876 29 FF AND #$FF $03/D878 00 8D BRK #$8D $03/D87A 24 0C BIT $0C [$00:000C] $03/D87C AD 9B 60 LDA $609B [$00:609B] $03/D87F 29 00 AND #$00 $03/D881 FF 8D 26 0C SBC $0C268D,x[$0C:268D] $03/D885 AD 9D 60 LDA $609D [$00:609D] $03/D888 29 FF AND #$FF $03/D88A 00 8D BRK #$8D $03/D88C 28 PLP $03/D88D 0C 9C 2A TSB $2A9C [$00:2A9C] $03/D890 0C 9C 2C TSB $2C9C [$00:2C9C] $03/D893 0C AE 2E TSB $2EAE [$00:2EAE] $03/D896 0C BD C5 TSB $C5BD [$00:C5BD] $03/D899 D6 29 DEC $29,x [$00:0029] $03/D89B FF 00 0A 0A SBC $0A0A00,x[$0A:0A00] $03/D89F 0A ASL A $03/D8A0 0A ASL A $03/D8A1 8D 30 0C STA $0C30 [$00:0C30] $03/D8A4 38 SEC $03/D8A5 ED 23 0C SBC $0C23 [$00:0C23] $03/D8A8 8D 36 0C STA $0C36 [$00:0C36] $03/D8AB BD C6 D6 LDA $D6C6,x[$00:D6C6] $03/D8AE 29 FF AND #$FF $03/D8B0 00 0A BRK #$0A $03/D8B2 0A ASL A $03/D8B3 0A ASL A $03/D8B4 0A ASL A $03/D8B5 18 CLC $03/D8B6 69 1C ADC #$1C $03/D8B8 00 8D BRK #$8D $03/D8BA 32 0C AND ($0C) [$00:5555] $03/D8BC 38 SEC $03/D8BD ED 27 0C SBC $0C27 [$00:0C27] $03/D8C0 8D 38 0C STA $0C38 [$00:0C38] $03/D8C3 BD C6 D6 LDA $D6C6,x[$00:D6C6] $03/D8C6 29 00 AND #$00 $03/D8C8 FF 10 03 09 SBC $090310,x[$09:0310] $03/D8CC FF 00 EB 0A SBC $0AEB00,x[$0A:EB00] $03/D8D0 0A ASL A $03/D8D1 0A ASL A $03/D8D2 0A ASL A $03/D8D3 8D 34 0C STA $0C34 [$00:0C34] $03/D8D6 60 RTS $03/D8D7 AD B0 61 LDA $61B0 [$00:61B0] $03/D8DA 0D 55 0B ORA $0B55 [$00:0B55] $03/D8DD 0D 98 03 ORA $0398 [$00:0398] $03/D8E0 D0 5B BNE $5B [$D93D] $03/D8E2 20 42 D9 JSR $D942 [$00:D942] $03/D8E5 AD 23 0C LDA $0C23 [$00:0C23] $03/D8E8 38 SEC $03/D8E9 ED 30 0C SBC $0C30 [$00:0C30] $03/D8EC F0 0B BEQ $0B [$D8F9] $03/D8EE 4D 36 0C EOR $0C36 [$00:0C36] $03/D8F1 30 06 BMI $06 [$D8F9] $03/D8F3 AD 30 0C LDA $0C30 [$00:0C30] $03/D8F6 8D 23 0C STA $0C23 [$00:0C23] $03/D8F9 8D 00 00 STA $0000 [$00:0000] $03/D8FC AD 27 0C LDA $0C27 [$00:0C27] $03/D8FF 38 SEC $03/D900 ED 32 0C SBC $0C32 [$00:0C32] $03/D903 F0 0B BEQ $0B [$D910] $03/D905 4D 38 0C EOR $0C38 [$00:0C38] $03/D908 30 06 BMI $06 [$D910] $03/D90A AD 32 0C LDA $0C32 [$00:0C32] $03/D90D 8D 27 0C STA $0C27 [$00:0C27] $03/D910 0D 00 00 ORA $0000 [$00:0000] $03/D913 30 28 BMI $28 [$D93D] $03/D915 AE 2E 0C LDX $0C2E [$00:0C2E] $03/D918 BD C8 D6 LDA $D6C8,x[$00:D6C8] $03/D91B 29 FF AND #$FF $03/D91D 00 C9 BRK #$C9 $03/D91F FE 00 B0 INC $B000,x[$00:B000] $03/D922 09 E8 ORA #$E8 $03/D924 E8 INX $03/D925 E8 INX $03/D926 8E 2E 0C STX $0C2E [$00:0C2E] $03/D929 4C 97 D8 JMP $D897 [$00:D897] $03/D92C D0 06 BNE $06 [$D934] $03/D92E 9C 1E 0C STZ $0C1E [$00:0C1E] $03/D931 9C 20 0C STZ $0C20 [$00:0C20] $03/D934 9C 1C 0C STZ $0C1C [$00:0C1C] $03/D937 9C 2A 0C STZ $0C2A [$00:0C2A] $03/D93A 9C 2C 0C STZ $0C2C [$00:0C2C] $03/D93D 60 RTS $03/D93E FF FF 01 00 SBC $0001FF,x[$00:01FF] $03/D942 AD 30 0C LDA $0C30 [$00:0C30] $03/D945 8D 02 30 STA $3002 [$00:3002] $03/D948 AD 32 0C LDA $0C32 [$00:0C32] $03/D94B 8D 04 30 STA $3004 [$00:3004] $03/D94E AD 23 0C LDA $0C23 [$00:0C23] $03/D951 8D 06 30 STA $3006 [$00:3006] $03/D954 AD 27 0C LDA $0C27 [$00:0C27] $03/D957 8D 08 30 STA $3008 [$00:3008] $03/D95A AD 34 0C LDA $0C34 [$00:0C34] $03/D95D 8D 0C 30 STA $300C [$00:300C] $03/D960 E2 10 SEP #$10 $03/D962 A2 09 LDX #$09 $03/D964 A9 7C LDA #$7C $03/D966 90 22 BCC $22 [$D98A] $03/D968 44 DE 7E MVP DE 7E $03/D96B A2 00 LDX #$00 $03/D96D AD 2A 0C LDA $0C2A [$00:0C2A] $03/D970 CD 02 30 CMP $3002 [$00:3002] $03/D973 F0 0B BEQ $0B [$D980] $03/D975 10 02 BPL $02 [$D979] $03/D977 A2 02 LDX #$02 $03/D979 18 CLC $03/D97A 7D 3E D9 ADC $D93E,x[$00:D93E] $03/D97D 8D 2A 0C STA $0C2A [$00:0C2A] $03/D980 A2 00 LDX #$00 $03/D982 AD 2C 0C LDA $0C2C [$00:0C2C] $03/D985 CD 04 30 CMP $3004 [$00:3004] $03/D988 F0 0B BEQ $0B [$D995] $03/D98A 10 02 BPL $02 [$D98E] $03/D98C A2 02 LDX #$02 $03/D98E 18 CLC $03/D98F 7D 3E D9 ADC $D93E,x[$00:D93E] $03/D992 8D 2C 0C STA $0C2C [$00:0C2C] $03/D995 C2 10 REP #$10 $03/D997 A2 00 00 LDX #$0000 $03/D99A AD 2A 0C LDA $0C2A [$00:0C2A] $03/D99D 10 01 BPL $01 [$D9A0] $03/D99F CA DEX $03/D9A0 18 CLC $03/D9A1 6D 22 0C ADC $0C22 [$00:0C22] $03/D9A4 8D 22 0C STA $0C22 [$00:0C22] $03/D9A7 8A TXA $03/D9A8 6D 24 0C ADC $0C24 [$00:0C24] $03/D9AB 8D 24 0C STA $0C24 [$00:0C24] $03/D9AE A2 00 00 LDX #$0000 $03/D9B1 AD 2C 0C LDA $0C2C [$00:0C2C] $03/D9B4 10 01 BPL $01 [$D9B7] $03/D9B6 CA DEX $03/D9B7 18 CLC $03/D9B8 6D 26 0C ADC $0C26 [$00:0C26] $03/D9BB 8D 26 0C STA $0C26 [$00:0C26] $03/D9BE 8A TXA $03/D9BF 6D 28 0C ADC $0C28 [$00:0C28] $03/D9C2 8D 28 0C STA $0C28 [$00:0C28] $03/D9C5 60 RTS


So, if this is really the code all the auto-scrolls use, how can they be different? Are there pointers to the data or how does the game do this? Or is this only a part of the code, of their general behaviour, so the other part must be found before we can edit them?

A thing I can tell is, that the code surely refers to the Auto-Scrolls. Playing a level with any Auto-Scroll-Sprite in it will crash upon overwriting this code with [FF]-bytes.

I THINK, that the code goes up to SNES address 0x3D9C5, ROM address 0x1DBC5. Changing the code, which stands there before resulted, that the scrolling has not been activated when it actually should (or the game simply crashes).

Please, could someone help me with that? It will be a great progress to be finally able to edit the Auto-Scroll-Sprites. And, I hope their scrolling can be found somewhere. Or is it already among the disassembled code?
tehaxor69? Romi? Mattrizzle? Kipernal? Anyone?
Last edited on 2010-12-25 04:47:35 PM by Yoshis Fan.
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Forum Index - Non-SMW Hacking - Yoshi's Island - Screenshots and Video Thread

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