Where is it? You haven't sent me a PM.
First, create one using LunarIPS. Open it and choose "Create IPS Patch". Choose the original YI ROM and afterwards your hack and LunarIPS will create an IPS file.
In order to send it to me, you must first upload it here (or anywhere else on the web, you can also use Dropbox, for example).
Afterwards, send me the download link via PM.
Hello, can someone please help? I'm not sure if I should worry about this, but that's why I try not to spend too much space on my ROM when I make levels, but now Sacrifices said the checksum is bad. Is that bad though and can it corrupt the levels later? I assumed it just meant I edited the ROM in Translexhation, but he didn't state if it said that in Golden Egg. It works fine for me when I try to load the levels in Golden Egg, but I think I lost a level that I started like two months ago. I uploaded an IPS patch w/the name Lespna1.ips.
Also, it does not tell me how much space I have used or how much space I have left.
You can read in the FAQ about the checksum. I can reassure you it does nothing. As for Golden Egg not displaying how many bytes the current level uses, yes, it is quite a flaw in my opinion, because that can lead Hackers to think they can use "endless" amounts of space. If used perfectly and you have the original graphics reinserted, you have about 200,000 bytes of ROM space to use for levels. There are 222 levels, so that's roughly 1,000 bytes per level (at least those are the numbers I got in my head). Not every level you create is that large, but using lots of decoration, you can easily have 2,000 bytes of Object data in one level.
Originally posted by Lespna1
Also, Yoshi's Fan: that seems like a good idea so if I understand correctly, you will be able to insert levels w/that program, right? When do you plan on releasing it or do you still have a lot more left to do for it to work? Also, it was a good idea to post that thread on inserting levels manually, but I think I figured out how to do it from your instructions.
Yes, it will be possible to insert extracted level data from one of your system's folders. It is compatible with the level files extracted by YILEX, but it offers a level extraction with a neater GUI on its own (you can click on rectangles instead of scrolling through an endless checked listbox). I can't promise that it will be released in the next days, since there is still very much work to do and I got much other stuff going on (f.e. exams).
The description is misleading.
The screen locations the scroll approaches are absolute coordinates, which are hardcoded in the ROM. In order to fix that, you either have to use a different scroll or edit the current one.
This one should help, tehaxor69 has found the information, so credits go to him:
Scroll Table format:
There are 3 bytes per index
The first byte tells what X axis to scroll to
The second byte tells what Y axis to scroll to
The third byte tells what speed to go to
The speed value is signed so 0x01-7F left to right, 0xFF-0x80 right to left, both listed slowest to fastest
To terminate use value 0xFE or 0xFF only 1 byte required. 0xFE enables scrolling, 0xFF locks it.
Scroll Tables Start at SNES 0x03D6C5 ROM 0x01D8C5:
Scroll table Type A starts with offset 0x00 ROM 0x01D8C5
Scroll table Type B starts with offset 0x0D ROM 0x01D8D2
Scroll table Type C starts with offset 0x28 ROM 0x01D8ED
Scroll table Type D starts with offset 0x8C ROM 0x01D951
Scroll table Type E starts with offset 0xAF ROM 0x01D974
Scroll table Type F starts with offset 0x3E ROM 0x01D903
Scroll table Type G starts with offset 0x90 ROM 0x01D955
Scroll table Type H starts with offset 0xBC ROM 0x01D981
Scroll table Type I starts with offset 0xF0 ROM 0x01D9B5
Scroll table Type J starts with offset 0xF7 ROM 0x01D9BC
Scroll table Type K starts with offset 0x12E ROM 0x01D9F3
Does anyone know where to find an online list of the layer 2 palettes in Golden Egg? I know that it would be entirely possible to just use previous levels as a reference but I had a saved link to said list before and it would be very convenient if anyone knew where to find such a list, thanks.
Ahem, there is a link in the FAQ, you can use Ctrl + F to search for something like "palette" and you will find it.
Anyway, here you go.
Yeah, I have a couple of Offsets of stuff other than GFX and that stuff, for example various pointer tables, the font, the messages, the levels (of course) and some palettes. As for most of the "regular" GFX; it is compressed from PC(headered) 0x120200 onwards until you reach a bunch of FF-bytes, it's somewhere near the end of the ROM, the ending sequence of the GFX data should be something like [45 00]. That data is the GFX with BG2 and BG3 tilemaps at its end; I don't know about BG1 tilemaps... You can have a closer look by extracting the GFX using YCompress and then looking through it. As soon as neither 2BBP GB nor 4BBP SNES work for some decent GFX to show, you have reached the tilemap tables.
Yeah, IIRC I have used an allround-patch, so, when applying it you need to determine the levels with brown chomp rocks and left-looking Yoshi as well. I wouldn't recommend doing this if it's not needed. I think I have used the ski mode 4 times in my hack, IIRC in levels 5-3, 5-S, 6-8 and 6-S. I'm not at home, so, if needed, I'll look for the patch then.
Are there any tile set or level mode specifics when creating an area with a Tap-Tap chase? I am looking to use this feature more than once with the first time being in Extra 1 but I haven't yet edited that level. I have a custom sprite set made for the level but I don't know if, like the ski areas, there is extra work related to these areas or if you are limited to the single area in door 3 in 6-8. Any help would be appreciated thanks!
No, you don't need anything special for a Tap-Tap chase. The only thing you have to support is the Nose-Tilemaps. The Sprite itself is 0x03C IIRC. Also, the Sprite of the huge Tap-Tap will permanently cost you all four SuperFX-slots. So, once the Sprite is loaded it will not unload itself unless the environment is reloaded (warp). You won't be able to use any SuperFX-sprites, such as Doors, Spiked Fun Guys, Flowers (Sprite 0x0FA), Bullet Bill Blasters (they appear, but won't fire), etc...
However, you cannot have a Tap-Tap chase in level 6-4, since there is an Offset in the ROM telling it to trigger Kamek instead.
When you make cross-sections a good approach is always to place the ground tiles without the cross-sections in them. Then, when everything looks fine, you start placing the cross-sections.
Your fault there seems to be, that you have placed non-object 0x67 ground tiles on the same X- and Y-axis as the cross-sections themselves. You can still just look into the original game and see how it's done there if you can't get it to work otherwise.
As for the last one, afaik it can't be done by the tile which creates slopes on above-ground cross-sections, you must use the tile, that cuts holes into cross-sections, I think it was object 0x7F.
Yeah, there's some cutoffness, because you haven't used the ceiling-object (0x58) quite right. You need to size it across the whole area, so that by that single object, the cut off tiles of object 0x01/0x67 become left wall, right wall and ceiling. Then the corners will appear automatically. It will still look a little weird, though, I've tested it.
These Sprites' locations in the editor do not represent the top-left corner of the Sprite in-game as one might think they do. Try moving the Sprite around a bit and see if it works afterwards. Maybe there are also too many surrounding Sprites.
If it still doesn't work after moving it around several times, please post a screenshot of the level in the Editor, so I get a better idea about what is going on in the level.
As for suspecting the Sprite Set could be the reason: That's not possible; the Sprite Set only determines which tiles to pick for each Sprite, so you'd have glitched graphics instead of no Sprite.
Well, I guess I'm just old-fashioned.
Anyway, YIPES cannot mess with your level data.
Also, as far as I remember, Golden Egg has a feature to detect objects, which are out-of-bounds. When you open a level in the editor, Golden Egg will alert you, in case there are objects out-of-bounds.
Yep, as far as I know, the Morphs take 1 SuperFX-slot each, so yeah, no transformation possible. You can try to transform Yoshi and afterwards make the Tap-Tap load itself, but you cannot use any more transformation bubbles, then. Also notice, that some Sprites may glitch a little, such as many types of Shy Guys and ?-Clouds. This is due to the SuperFX taking effect after a certain action happens. The Shy Guys will just be upside-down sliding alongside the floor when spat out and the ?-Clouds will just pop instead of inflating first.
Basically, every Sprite, that changes its size "dynamically" and/or rotates will cost SuperFX-slots. You have to be careful when you want to have a well-designed Tap-Tap section.
You obviously are new to Kaizo hacks. Kaizo hacks are actually meant to be too difficult for a mere mortal to play, thus savestates are usually heavily required in order to finish those levels. The deal with such types of levels is, that they mostly don't care about level design guidelines (I count the difficulty in as well), thus enabling the creator to combine various amounts of meannesses you normally wouldn't encounter.
How do you resize object BE (the sewage coming out of the pipe in the BG of the sewer tileset)? I see different sizes of it in the second room in 3-8, but when I select it and move the mouse all around it the cursor never changes from the 4 directional to the bi-directional.
Yeah, you have to adjust the size without the mouse. You can do so by pressing Shift + Up/Down Arrow key, or in the menu Edit > Increase/Decrease Height.
Yup, the scrolling is hardcoded and the first and last scrolls are special scrolls, because the Y-coordinate is not fixed. All the other scrolls have both coordinates hardcoded and you can freely edit them.
There should be a way, but I haven't found it, yet...
Setting the Level Mode to Kamek's Room pretty much pre-determines everything for you. I've found a matching Sprite Set, which is Sprite Set 0x79 at (headered PC) 0x350F: [67 3C 55 1A 1A 29]. Now, one might be tempted to think, that this Sprite Set Index is referenced when a Level is Kamek's Room, but that is not the case; I've tried and edited it and nothing glitched. I assume the Sprite Tileset is hardcoded and loaded differently from a normal Sprite Tileset.